CPlayerInterface.cpp 94 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 "windows/CAdvmapInterface.h"
  12. #include "battle/CBattleInterface.h"
  13. #include "battle/CBattleInterfaceClasses.h"
  14. #include "../CCallback.h"
  15. #include "windows/CCastleInterface.h"
  16. #include "gui/CCursorHandler.h"
  17. #include "windows/CKingdomInterface.h"
  18. #include "CGameInfo.h"
  19. #include "windows/CHeroWindow.h"
  20. #include "windows/CCreatureWindow.h"
  21. #include "windows/CQuestLog.h"
  22. #include "CMessage.h"
  23. #include "CPlayerInterface.h"
  24. #include "gui/SDL_Extensions.h"
  25. #include "widgets/CComponent.h"
  26. #include "windows/CTradeWindow.h"
  27. #include "windows/CSpellWindow.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "battle/CCreatureAnimation.h"
  30. #include "Graphics.h"
  31. #include "windows/GUIClasses.h"
  32. #include "../lib/CArtHandler.h"
  33. #include "../lib/CGeneralTextHandler.h"
  34. #include "../lib/CHeroHandler.h"
  35. #include "../lib/serializer/CTypeList.h"
  36. #include "../lib/serializer/BinaryDeserializer.h"
  37. #include "../lib/serializer/BinarySerializer.h"
  38. #include "../lib/spells/CSpellHandler.h"
  39. #include "../lib/CTownHandler.h"
  40. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  41. #include "../lib/CStack.h"
  42. #include "../lib/JsonNode.h"
  43. #include "CMusicHandler.h"
  44. #include "../lib/CondSh.h"
  45. #include "../lib/NetPacksBase.h"
  46. #include "../lib/NetPacks.h"//todo: remove
  47. #include "../lib/mapping/CMap.h"
  48. #include "../lib/VCMIDirs.h"
  49. #include "mapHandler.h"
  50. #include "../lib/CStopWatch.h"
  51. #include "../lib/StartInfo.h"
  52. #include "../lib/CPlayerState.h"
  53. #include "../lib/GameConstants.h"
  54. #include "gui/CGuiHandler.h"
  55. #include "windows/InfoWindows.h"
  56. #include "../lib/UnlockGuard.h"
  57. #include "../lib/CPathfinder.h"
  58. #include <SDL.h>
  59. #include "CServerHandler.h"
  60. // FIXME: only needed for CGameState::mutex
  61. #include "../lib/CGameState.h"
  62. // The macro below is used to mark functions that are called by client when game state changes.
  63. // They all assume that CPlayerInterface::pim mutex is locked.
  64. #define EVENT_HANDLER_CALLED_BY_CLIENT
  65. // The macro marks functions that are run on a new thread by client.
  66. // They do not own any mutexes intiially.
  67. #define THREAD_CREATED_BY_CLIENT
  68. #define RETURN_IF_QUICK_COMBAT \
  69. if (isAutoFightOn && !battleInt) \
  70. return;
  71. #define BATTLE_EVENT_POSSIBLE_RETURN\
  72. if (LOCPLINT != this) \
  73. return; \
  74. RETURN_IF_QUICK_COMBAT
  75. using namespace CSDL_Ext;
  76. void processCommand(const std::string &message, CClient *&client);
  77. extern std::queue<SDL_Event> events;
  78. extern boost::mutex eventsM;
  79. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  80. CPlayerInterface * LOCPLINT;
  81. CBattleInterface * CPlayerInterface::battleInt;
  82. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  83. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  84. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  85. {
  86. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  87. }
  88. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  89. {
  90. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  91. {
  92. return h;
  93. }
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  95. {
  96. return nullptr;
  97. }
  98. };
  99. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  100. {
  101. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  102. destinationTeleport = ObjectInstanceID();
  103. destinationTeleportPos = int3(-1);
  104. GH.defActionsDef = 0;
  105. LOCPLINT = this;
  106. curAction = nullptr;
  107. playerID=Player;
  108. human=true;
  109. currentSelection = nullptr;
  110. castleInt = nullptr;
  111. battleInt = nullptr;
  112. makingTurn = false;
  113. showingDialog = new CondSh<bool>(false);
  114. cingconsole = new CInGameConsole();
  115. GH.terminate_cond->set(false);
  116. firstCall = 1; //if loading will be overwritten in serialize
  117. autosaveCount = 0;
  118. isAutoFightOn = false;
  119. duringMovement = false;
  120. ignoreEvents = false;
  121. }
  122. CPlayerInterface::~CPlayerInterface()
  123. {
  124. CCS->soundh->ambientStopAllChannels();
  125. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  126. delete showingDialog;
  127. delete cingconsole;
  128. if (LOCPLINT == this)
  129. LOCPLINT = nullptr;
  130. }
  131. void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
  132. {
  133. cb = CB;
  134. initializeHeroTownList();
  135. // always recreate advmap interface to avoid possible memory-corruption bugs
  136. if (adventureInt)
  137. delete adventureInt;
  138. adventureInt = new CAdvMapInt();
  139. }
  140. void CPlayerInterface::yourTurn()
  141. {
  142. EVENT_HANDLER_CALLED_BY_CLIENT;
  143. {
  144. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  145. LOCPLINT = this;
  146. GH.curInt = this;
  147. adventureInt->selection = nullptr;
  148. std::string prefix = settings["session"]["saveprefix"].String();
  149. int frequency = settings["general"]["saveFrequency"].Integer();
  150. if (firstCall)
  151. {
  152. if(CSH->howManyPlayerInterfaces() == 1)
  153. adventureInt->setPlayer(playerID);
  154. autosaveCount = getLastIndex(prefix + "Autosave_");
  155. if (firstCall > 0) //new game, not loaded
  156. {
  157. int index = getLastIndex(prefix + "Newgame_");
  158. index %= SAVES_COUNT;
  159. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  160. }
  161. firstCall = 0;
  162. }
  163. else if(frequency > 0 && cb->getDate() % frequency == 0)
  164. {
  165. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  166. autosaveCount %= 5;
  167. }
  168. if (adventureInt->player != playerID)
  169. adventureInt->setPlayer(playerID);
  170. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  171. {
  172. adventureInt->startHotSeatWait(playerID);
  173. makingTurn = true;
  174. std::string msg = CGI->generaltexth->allTexts[13];
  175. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  176. std::vector<std::shared_ptr<CComponent>> cmp;
  177. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  178. showInfoDialog(msg, cmp);
  179. }
  180. else
  181. {
  182. makingTurn = true;
  183. adventureInt->startTurn();
  184. }
  185. }
  186. acceptTurn();
  187. }
  188. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  189. {
  190. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  191. for (auto & elem : hlp.objects)
  192. if (elem.obj && elem.obj->id == hid)
  193. {
  194. elem.rect = r;
  195. return;
  196. }
  197. }
  198. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  199. {
  200. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  201. for (int h=0; h<hlp.objects.size(); ++h)
  202. if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  203. {
  204. hlp.objects.erase(hlp.objects.begin()+h);
  205. return;
  206. }
  207. }
  208. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  209. {
  210. EVENT_HANDLER_CALLED_BY_CLIENT;
  211. waitWhileDialog();
  212. if (LOCPLINT != this)
  213. return;
  214. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  215. return;
  216. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  217. int3 hp = details.start;
  218. if (!hero)
  219. {
  220. //AI hero left the visible area (we can't obtain info)
  221. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  222. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  223. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  224. for (auto & elem : tile.objects)
  225. if (elem.obj && elem.obj->id == details.id)
  226. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  227. if (!hero) //still nothing...
  228. return;
  229. }
  230. bool directlyAttackingCreature =
  231. details.attackedFrom
  232. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  233. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  234. if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  235. {
  236. updateAmbientSounds();
  237. //We may need to change music - select new track, music handler will change it if needed
  238. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  239. if (details.result == TryMoveHero::TELEPORTATION)
  240. {
  241. if (adventureInt->terrain.currentPath)
  242. {
  243. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  244. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  245. if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  246. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  247. {
  248. //path was between entrance and exit of teleport -> OK, erase node as usual
  249. removeLastNodeFromPath(hero);
  250. }
  251. else
  252. {
  253. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  254. eraseCurrentPathOf(hero);
  255. }
  256. }
  257. adventureInt->centerOn(hero, true); //actualizing screen pos
  258. adventureInt->minimap.redraw();
  259. adventureInt->heroList.update(hero);
  260. return; //teleport - no fancy moving animation
  261. //TODO: smooth disappear / appear effect
  262. }
  263. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  264. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  265. {
  266. eraseCurrentPathOf(hero, false);
  267. }
  268. else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  269. {
  270. if (details.start != details.end) //so we don't touch path when revisiting with spacebar
  271. removeLastNodeFromPath(hero);
  272. }
  273. }
  274. if(details.stopMovement()) //hero failed to move
  275. {
  276. hero->isStanding = true;
  277. stillMoveHero.setn(STOP_MOVE);
  278. GH.totalRedraw();
  279. adventureInt->heroList.update(hero);
  280. return;
  281. }
  282. ui32 speed = 0;
  283. if(settings["session"]["spectate"].Bool())
  284. {
  285. if(!settings["session"]["spectate-hero-speed"].isNull())
  286. speed = settings["session"]["spectate-hero-speed"].Integer();
  287. }
  288. else if (makingTurn) // our turn, our hero moves
  289. speed = settings["adventure"]["heroSpeed"].Float();
  290. else
  291. speed = settings["adventure"]["enemySpeed"].Float();
  292. if (speed == 0)
  293. {
  294. //FIXME: is this a proper solution?
  295. CGI->mh->hideObject(hero);
  296. CGI->mh->printObject(hero);
  297. return; // no animation
  298. }
  299. adventureInt->centerOn(hero); //actualizing screen pos
  300. adventureInt->minimap.redraw();
  301. adventureInt->heroList.redraw();
  302. initMovement(details, hero, hp);
  303. //first initializing done
  304. GH.mainFPSmng->framerateDelay(); // after first move
  305. //main moving
  306. for (int i=1; i<32; i+=2*speed)
  307. {
  308. movementPxStep(details, i, hp, hero);
  309. #ifndef VCMI_ANDROID
  310. // 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;
  311. // most likely this is connected with the way that this manual animation+framerate handling is solved
  312. adventureInt->updateScreen = true;
  313. #endif
  314. adventureInt->show(screen);
  315. {
  316. //evil returns here ...
  317. //todo: get rid of it
  318. logGlobal->trace("before [un]locks in %s", __FUNCTION__);
  319. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  320. GH.mainFPSmng->framerateDelay(); //for animation purposes
  321. logGlobal->trace("after [un]locks in %s", __FUNCTION__);
  322. }
  323. }
  324. //main moving done
  325. //finishing move
  326. finishMovement(details, hp, hero);
  327. hero->isStanding = true;
  328. //move finished
  329. adventureInt->minimap.redraw();
  330. adventureInt->heroList.update(hero);
  331. //check if user cancelled movement
  332. {
  333. boost::unique_lock<boost::mutex> un(eventsM);
  334. while(!events.empty())
  335. {
  336. SDL_Event ev = events.front();
  337. events.pop();
  338. switch(ev.type)
  339. {
  340. case SDL_MOUSEBUTTONDOWN:
  341. stillMoveHero.setn(STOP_MOVE);
  342. break;
  343. case SDL_KEYDOWN:
  344. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  345. stillMoveHero.setn(STOP_MOVE);
  346. break;
  347. }
  348. }
  349. }
  350. if (stillMoveHero.get() == WAITING_MOVE)
  351. stillMoveHero.setn(DURING_MOVE);
  352. // Hero attacked creature directly, set direction to face it.
  353. if (directlyAttackingCreature) {
  354. // Get direction to attacker.
  355. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  356. static const ui8 dirLookup[3][3] = {
  357. { 1, 2, 3 },
  358. { 8, 0, 4 },
  359. { 7, 6, 5 }
  360. };
  361. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  362. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  363. }
  364. }
  365. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  366. {
  367. EVENT_HANDLER_CALLED_BY_CLIENT;
  368. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  369. const CArmedInstance *newSelection = nullptr;
  370. if (makingTurn)
  371. {
  372. //find new object for selection: either hero
  373. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  374. if (next >= 0)
  375. newSelection = wanderingHeroes[next];
  376. //or town
  377. if (!newSelection || newSelection == hero)
  378. {
  379. if (towns.empty())
  380. newSelection = nullptr;
  381. else
  382. newSelection = towns.front();
  383. }
  384. }
  385. wanderingHeroes -= hero;
  386. if (vstd::contains(paths, hero))
  387. paths.erase(hero);
  388. adventureInt->heroList.update(hero);
  389. if (makingTurn && newSelection)
  390. adventureInt->select(newSelection, true);
  391. else if (adventureInt->selection == hero)
  392. adventureInt->selection = nullptr;
  393. }
  394. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  395. {
  396. EVENT_HANDLER_CALLED_BY_CLIENT;
  397. if(start && visitedObj)
  398. {
  399. if(visitedObj->getVisitSound())
  400. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  401. }
  402. }
  403. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  404. {
  405. EVENT_HANDLER_CALLED_BY_CLIENT;
  406. wanderingHeroes.push_back(hero);
  407. adventureInt->heroList.update(hero);
  408. }
  409. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  410. {
  411. if (castleInt)
  412. castleInt->close();
  413. castleInt = new CCastleInterface(town);
  414. GH.pushInt(castleInt);
  415. }
  416. int3 CPlayerInterface::repairScreenPos(int3 pos)
  417. {
  418. if (pos.x<-CGI->mh->frameW)
  419. pos.x = -CGI->mh->frameW;
  420. if (pos.y<-CGI->mh->frameH)
  421. pos.y = -CGI->mh->frameH;
  422. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  423. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  424. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  425. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  426. return pos;
  427. }
  428. void CPlayerInterface::activateForSpectator()
  429. {
  430. adventureInt->state = CAdvMapInt::INGAME;
  431. adventureInt->activate();
  432. adventureInt->minimap.activate();
  433. }
  434. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. if (which == 4)
  438. {
  439. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  440. ctw->setExpToLevel();
  441. }
  442. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  443. updateInfo(hero);
  444. }
  445. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  446. {
  447. EVENT_HANDLER_CALLED_BY_CLIENT;
  448. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  449. if (cuw) //university window is open
  450. {
  451. GH.totalRedraw();
  452. }
  453. }
  454. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  455. {
  456. EVENT_HANDLER_CALLED_BY_CLIENT;
  457. updateInfo(hero);
  458. if (makingTurn && hero->tempOwner == playerID)
  459. adventureInt->heroList.update(hero);
  460. }
  461. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  462. {
  463. EVENT_HANDLER_CALLED_BY_CLIENT;
  464. if (makingTurn && hero->tempOwner == playerID)
  465. adventureInt->heroList.update(hero);
  466. }
  467. void CPlayerInterface::receivedResource()
  468. {
  469. EVENT_HANDLER_CALLED_BY_CLIENT;
  470. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  471. mw->resourceChanged();
  472. GH.totalRedraw();
  473. }
  474. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  475. {
  476. EVENT_HANDLER_CALLED_BY_CLIENT;
  477. waitWhileDialog();
  478. CCS->soundh->playSound(soundBase::heroNewLevel);
  479. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  480. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  481. GH.pushInt(lw);
  482. }
  483. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  484. {
  485. EVENT_HANDLER_CALLED_BY_CLIENT;
  486. waitWhileDialog();
  487. CCS->soundh->playSound(soundBase::heroNewLevel);
  488. GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
  489. {
  490. cb->selectionMade(selection, queryID);
  491. }));
  492. }
  493. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  494. {
  495. EVENT_HANDLER_CALLED_BY_CLIENT;
  496. updateInfo(town);
  497. if (town->garrisonHero) //wandering hero moved to the garrison
  498. {
  499. CGI->mh->hideObject(town->garrisonHero);
  500. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  501. wanderingHeroes -= town->garrisonHero;
  502. }
  503. if (town->visitingHero) //hero leaves garrison
  504. {
  505. CGI->mh->printObject(town->visitingHero);
  506. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  507. wanderingHeroes.push_back(town->visitingHero);
  508. }
  509. adventureInt->heroList.update();
  510. adventureInt->updateNextHero(nullptr);
  511. if (CCastleInterface *c = castleInt)
  512. {
  513. c->garr->selectSlot(nullptr);
  514. c->garr->setArmy(town->getUpperArmy(), 0);
  515. c->garr->setArmy(town->visitingHero, 1);
  516. c->garr->recreateSlots();
  517. c->heroes->update();
  518. }
  519. for (IShowActivatable *isa : GH.listInt)
  520. {
  521. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  522. if (ki)
  523. {
  524. ki->townChanged(town);
  525. ki->updateGarrisons();
  526. }
  527. }
  528. GH.totalRedraw();
  529. }
  530. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  531. {
  532. EVENT_HANDLER_CALLED_BY_CLIENT;
  533. if (hero->tempOwner != playerID )
  534. return;
  535. waitWhileDialog();
  536. openTownWindow(town);
  537. }
  538. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  539. {
  540. std::vector<const CGObjectInstance *> instances;
  541. if(auto obj = cb->getObj(id1))
  542. instances.push_back(obj);
  543. if(id2 != ObjectInstanceID() && id2 != id1)
  544. {
  545. if(auto obj = cb->getObj(id2))
  546. instances.push_back(obj);
  547. }
  548. garrisonsChanged(instances);
  549. }
  550. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  551. {
  552. boost::unique_lock<boost::recursive_mutex> un(*pim);
  553. for (auto object : objs)
  554. updateInfo(object);
  555. for (auto & elem : GH.listInt)
  556. {
  557. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  558. if (cgh)
  559. cgh->updateGarrisons();
  560. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  561. {
  562. if (vstd::contains(objs, cmw->hero))
  563. cmw->garrisonChanged();
  564. }
  565. }
  566. GH.totalRedraw();
  567. }
  568. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  569. {
  570. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  571. }
  572. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  573. {
  574. EVENT_HANDLER_CALLED_BY_CLIENT;
  575. switch (buildingID)
  576. {
  577. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  578. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  579. case BuildingID::RESOURCE_SILO:
  580. updateInfo(town);
  581. break;
  582. }
  583. if (castleInt)
  584. {
  585. castleInt->townlist->update(town);
  586. if (castleInt->town == town)
  587. {
  588. switch(what)
  589. {
  590. case 1:
  591. CCS->soundh->playSound(soundBase::newBuilding);
  592. castleInt->addBuilding(buildingID);
  593. break;
  594. case 2:
  595. castleInt->removeBuilding(buildingID);
  596. break;
  597. }
  598. }
  599. }
  600. adventureInt->townList.update(town);
  601. }
  602. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  603. {
  604. //Don't wait for dialogs when we are non-active hot-seat player
  605. if (LOCPLINT == this)
  606. waitForAllDialogs();
  607. }
  608. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  609. {
  610. EVENT_HANDLER_CALLED_BY_CLIENT;
  611. if (settings["adventure"]["quickCombat"].Bool())
  612. {
  613. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  614. autofightingAI->init(cb);
  615. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  616. isAutoFightOn = true;
  617. cb->registerBattleInterface(autofightingAI);
  618. // Player shouldn't be able to move on adventure map if quick combat is going
  619. adventureInt->quickCombatLock();
  620. }
  621. //Don't wait for dialogs when we are non-active hot-seat player
  622. if (LOCPLINT == this)
  623. waitForAllDialogs();
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. }
  626. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog)
  627. {
  628. EVENT_HANDLER_CALLED_BY_CLIENT;
  629. BATTLE_EVENT_POSSIBLE_RETURN;
  630. for(auto & info : units)
  631. {
  632. switch(info.operation)
  633. {
  634. case UnitChanges::EOperation::RESET_STATE:
  635. {
  636. const battle::Unit * unit = cb->battleGetUnitByID(info.id);
  637. if(!unit)
  638. {
  639. logGlobal->error("Invalid unit ID %d", info.id);
  640. continue;
  641. }
  642. auto iter = battleInt->creAnims.find(info.id);
  643. if(iter == battleInt->creAnims.end())
  644. {
  645. logGlobal->error("Unit %d have no animation", info.id);
  646. continue;
  647. }
  648. CCreatureAnimation * animation = iter->second;
  649. if(unit->alive() && animation->isDead())
  650. animation->setType(CCreatureAnim::HOLDING);
  651. //TODO: handle more cases
  652. }
  653. break;
  654. case UnitChanges::EOperation::REMOVE:
  655. battleInt->stackRemoved(info.id);
  656. break;
  657. case UnitChanges::EOperation::ADD:
  658. {
  659. const CStack * unit = cb->battleGetStackByID(info.id);
  660. if(!unit)
  661. {
  662. logGlobal->error("Invalid unit ID %d", info.id);
  663. continue;
  664. }
  665. battleInt->unitAdded(unit);
  666. }
  667. break;
  668. default:
  669. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  670. break;
  671. }
  672. }
  673. battleInt->displayCustomEffects(customEffects);
  674. battleInt->displayBattleLog(battleLog);
  675. }
  676. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  677. {
  678. EVENT_HANDLER_CALLED_BY_CLIENT;
  679. BATTLE_EVENT_POSSIBLE_RETURN;
  680. bool needUpdate = false;
  681. for(auto & change : obstacles)
  682. {
  683. if(change.operation == BattleChanges::EOperation::ADD)
  684. {
  685. auto instance = cb->battleGetObstacleByID(change.id);
  686. if(instance)
  687. battleInt->obstaclePlaced(*instance);
  688. else
  689. logNetwork->error("Invalid obstacle instance %d", change.id);
  690. }
  691. else
  692. {
  693. needUpdate = true;
  694. }
  695. }
  696. if(needUpdate)
  697. //update accessible hexes
  698. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  699. }
  700. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  701. {
  702. EVENT_HANDLER_CALLED_BY_CLIENT;
  703. BATTLE_EVENT_POSSIBLE_RETURN;
  704. battleInt->stackIsCatapulting(ca);
  705. }
  706. 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
  707. {
  708. EVENT_HANDLER_CALLED_BY_CLIENT;
  709. BATTLE_EVENT_POSSIBLE_RETURN;
  710. battleInt->newRound(round);
  711. }
  712. void CPlayerInterface::actionStarted(const BattleAction &action)
  713. {
  714. EVENT_HANDLER_CALLED_BY_CLIENT;
  715. BATTLE_EVENT_POSSIBLE_RETURN;
  716. curAction = new BattleAction(action);
  717. battleInt->startAction(curAction);
  718. }
  719. void CPlayerInterface::actionFinished(const BattleAction &action)
  720. {
  721. EVENT_HANDLER_CALLED_BY_CLIENT;
  722. BATTLE_EVENT_POSSIBLE_RETURN;
  723. battleInt->endAction(curAction);
  724. delete curAction;
  725. curAction = nullptr;
  726. }
  727. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  728. {
  729. THREAD_CREATED_BY_CLIENT;
  730. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  731. auto stackId = stack->ID;
  732. auto stackName = stack->nodeName();
  733. if (autofightingAI)
  734. {
  735. if (isAutoFightOn)
  736. {
  737. auto ret = autofightingAI->activeStack(stack);
  738. if (isAutoFightOn)
  739. {
  740. return ret;
  741. }
  742. }
  743. cb->unregisterBattleInterface(autofightingAI);
  744. autofightingAI.reset();
  745. }
  746. CBattleInterface *b = battleInt;
  747. if(CBattleInterface::givenCommand.get())
  748. {
  749. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  750. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  751. }
  752. {
  753. boost::unique_lock<boost::recursive_mutex> un(*pim);
  754. b->stackActivated(stack);
  755. //Regeneration & mana drain go there
  756. }
  757. //wait till BattleInterface sets its command
  758. boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
  759. while(!CBattleInterface::givenCommand.data)
  760. {
  761. CBattleInterface::givenCommand.cond.wait(lock);
  762. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  763. throw boost::thread_interrupted(); //will shut the thread peacefully
  764. }
  765. //tidy up
  766. BattleAction ret = *(CBattleInterface::givenCommand.data);
  767. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  768. if(ret.actionType == EActionType::CANCEL)
  769. {
  770. if(stackId != ret.stackNumber)
  771. logGlobal->error("Not current active stack action canceled");
  772. logGlobal->trace("Canceled command for %s", stackName);
  773. }
  774. else
  775. logGlobal->trace("Giving command for %s", stackName);
  776. return ret;
  777. }
  778. void CPlayerInterface::battleEnd(const BattleResult *br)
  779. {
  780. EVENT_HANDLER_CALLED_BY_CLIENT;
  781. if (isAutoFightOn)
  782. {
  783. isAutoFightOn = false;
  784. cb->unregisterBattleInterface(autofightingAI);
  785. autofightingAI.reset();
  786. adventureInt->quickCombatUnlock();
  787. if (!battleInt)
  788. {
  789. auto resWindow = new CBattleResultWindow(*br, *this);
  790. GH.pushInt(resWindow);
  791. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  792. // Otherwise NewTurn causes freeze.
  793. waitWhileDialog();
  794. return;
  795. }
  796. }
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. battleInt->battleFinished(*br);
  799. }
  800. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. BATTLE_EVENT_POSSIBLE_RETURN;
  804. battleInt->stackMoved(stack, dest, distance);
  805. }
  806. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  807. {
  808. EVENT_HANDLER_CALLED_BY_CLIENT;
  809. BATTLE_EVENT_POSSIBLE_RETURN;
  810. battleInt->spellCast(sc);
  811. }
  812. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  813. {
  814. EVENT_HANDLER_CALLED_BY_CLIENT;
  815. BATTLE_EVENT_POSSIBLE_RETURN;
  816. battleInt->battleStacksEffectsSet(sse);
  817. }
  818. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  819. {
  820. EVENT_HANDLER_CALLED_BY_CLIENT;
  821. //TODO why is this different (no return on LOPLINT != this) ?
  822. RETURN_IF_QUICK_COMBAT;
  823. battleInt->battleTriggerEffect(bte);
  824. }
  825. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog)
  826. {
  827. EVENT_HANDLER_CALLED_BY_CLIENT;
  828. BATTLE_EVENT_POSSIBLE_RETURN;
  829. std::vector<StackAttackedInfo> arg;
  830. for(auto & elem : bsa)
  831. {
  832. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  833. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  834. if(elem.isEffect())
  835. {
  836. if(defender && !elem.isSecondary())
  837. battleInt->displayEffect(elem.effect, defender->getPosition());
  838. }
  839. if(elem.isSpell())
  840. {
  841. if(defender)
  842. battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
  843. }
  844. //FIXME: why action is deleted during enchanter cast?
  845. bool remoteAttack = false;
  846. if(LOCPLINT->curAction)
  847. remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
  848. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  849. arg.push_back(to_put);
  850. }
  851. battleInt->stacksAreAttacked(arg, battleLog);
  852. }
  853. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  854. {
  855. EVENT_HANDLER_CALLED_BY_CLIENT;
  856. BATTLE_EVENT_POSSIBLE_RETURN;
  857. assert(curAction);
  858. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  859. if(!attacker)
  860. {
  861. logGlobal->error("Attacking stack not found");
  862. return;
  863. }
  864. if(ba->lucky()) //lucky hit
  865. {
  866. battleInt->console->addText(attacker->formatGeneralMessage(-45));
  867. battleInt->displayEffect(18, attacker->getPosition());
  868. CCS->soundh->playSound(soundBase::GOODLUCK);
  869. }
  870. if(ba->unlucky()) //unlucky hit
  871. {
  872. battleInt->console->addText(attacker->formatGeneralMessage(-44));
  873. battleInt->displayEffect(48, attacker->getPosition());
  874. CCS->soundh->playSound(soundBase::BADLUCK);
  875. }
  876. if(ba->deathBlow())
  877. {
  878. battleInt->console->addText(attacker->formatGeneralMessage(365));
  879. for(auto & elem : ba->bsa)
  880. {
  881. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  882. battleInt->displayEffect(73, attacked->getPosition());
  883. }
  884. CCS->soundh->playSound(soundBase::deathBlow);
  885. }
  886. battleInt->displayCustomEffects(ba->customEffects);
  887. battleInt->waitForAnims();
  888. auto actionTarget = curAction->getTarget(cb.get());
  889. if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
  890. {
  891. logNetwork->error("Invalid current action: no destination.");
  892. return;
  893. }
  894. if(ba->shot())
  895. {
  896. for(auto & elem : ba->bsa)
  897. {
  898. if(!elem.isSecondary()) //display projectile only for primary target
  899. {
  900. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  901. battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
  902. }
  903. }
  904. }
  905. else
  906. {
  907. auto attackTarget = actionTarget.at(1).hexValue;
  908. //TODO: use information from BattleAttack but not curAction
  909. int shift = 0;
  910. if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
  911. {
  912. int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
  913. int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
  914. if(distp < distm)
  915. shift = 1;
  916. else
  917. shift = -1;
  918. }
  919. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  920. battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
  921. }
  922. //battleInt->waitForAnims(); //FIXME: freeze
  923. if(ba->spellLike())
  924. {
  925. //TODO: use information from BattleAttack but not curAction
  926. auto destination = actionTarget.at(0).hexValue;
  927. //display hit animation
  928. SpellID spellID = ba->spellID;
  929. battleInt->displaySpellHit(spellID, destination);
  930. }
  931. }
  932. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  933. {
  934. EVENT_HANDLER_CALLED_BY_CLIENT;
  935. BATTLE_EVENT_POSSIBLE_RETURN;
  936. battleInt->gateStateChanged(state);
  937. }
  938. void CPlayerInterface::yourTacticPhase(int distance)
  939. {
  940. THREAD_CREATED_BY_CLIENT;
  941. while(battleInt && battleInt->tacticsMode)
  942. boost::this_thread::sleep(boost::posix_time::millisec(1));
  943. }
  944. void CPlayerInterface::showComp(const Component &comp, std::string message)
  945. {
  946. EVENT_HANDLER_CALLED_BY_CLIENT;
  947. waitWhileDialog(); //Fix for mantis #98
  948. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  949. adventureInt->infoBar.showComponent(comp, message);
  950. }
  951. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  955. {
  956. return;
  957. }
  958. std::vector<std::shared_ptr<CComponent>> intComps;
  959. for (auto & component : components)
  960. intComps.push_back(std::make_shared<CComponent>(component));
  961. showInfoDialog(text,intComps,soundID);
  962. }
  963. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  964. {
  965. std::vector<std::shared_ptr<CComponent>> intComps;
  966. intComps.push_back(component);
  967. showInfoDialog(text, intComps, soundBase::sound_todo);
  968. }
  969. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  970. {
  971. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  972. waitWhileDialog();
  973. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  974. {
  975. return;
  976. }
  977. CInfoWindow *temp = CInfoWindow::create(text, playerID, components);
  978. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  979. {
  980. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  981. showingDialog->set(true);
  982. stopMovement(); // interrupt movement to show dialog
  983. GH.pushInt(temp);
  984. }
  985. else
  986. {
  987. dialogs.push_back(temp);
  988. }
  989. }
  990. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. std::string str;
  994. text.toString(str);
  995. showInfoDialog(str, components, 0);
  996. waitWhileDialog();
  997. }
  998. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  999. {
  1000. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1001. stopMovement();
  1002. LOCPLINT->showingDialog->setn(true);
  1003. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  1004. }
  1005. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
  1006. {
  1007. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1008. std::string str;
  1009. text.toString(str);
  1010. stopMovement();
  1011. showingDialog->setn(true);
  1012. std::vector<std::shared_ptr<CComponent>> intComps;
  1013. for (auto & component : components)
  1014. intComps.push_back(std::make_shared<CComponent>(component));
  1015. CInfoWindow::showOkDialog(str, intComps, onOk, playerID);
  1016. }
  1017. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1018. {
  1019. EVENT_HANDLER_CALLED_BY_CLIENT;
  1020. waitWhileDialog();
  1021. stopMovement();
  1022. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1023. if (!selection && cancel) //simple yes/no dialog
  1024. {
  1025. std::vector<std::shared_ptr<CComponent>> intComps;
  1026. for (auto & component : components)
  1027. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1028. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1029. }
  1030. else if (selection)
  1031. {
  1032. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1033. for (auto & component : components)
  1034. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1035. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1036. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1037. if (cancel)
  1038. {
  1039. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1040. }
  1041. int charperline = 35;
  1042. if (pom.size() > 1)
  1043. charperline = 50;
  1044. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  1045. GH.pushInt(temp);
  1046. intComps[0]->clickLeft(true, false);
  1047. }
  1048. }
  1049. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1050. {
  1051. EVENT_HANDLER_CALLED_BY_CLIENT;
  1052. int choosenExit = -1;
  1053. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1054. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1055. choosenExit = vstd::find_pos(exits, neededExit);
  1056. cb->selectionMade(choosenExit, askID);
  1057. }
  1058. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. auto selectCallback = [=](int selection)
  1062. {
  1063. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1064. reply.Integer() = selection;
  1065. cb->sendQueryReply(reply, askID);
  1066. };
  1067. auto cancelCallback = [=]()
  1068. {
  1069. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1070. cb->sendQueryReply(reply, askID);
  1071. };
  1072. const std::string localTitle = title.toString();
  1073. const std::string localDescription = description.toString();
  1074. std::vector<int> tempList;
  1075. tempList.reserve(objects.size());
  1076. for(auto item : objects)
  1077. tempList.push_back(item.getNum());
  1078. CComponent * localIconC = new CComponent(icon);
  1079. std::shared_ptr<CIntObject> localIcon = localIconC->image;
  1080. localIconC->removeChild(localIcon.get(), false);
  1081. delete localIconC;
  1082. CObjectListWindow * wnd = new CObjectListWindow(tempList, localIcon, localTitle, localDescription, selectCallback);
  1083. wnd->onExit = cancelCallback;
  1084. GH.pushInt(wnd);
  1085. }
  1086. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1087. {
  1088. EVENT_HANDLER_CALLED_BY_CLIENT;
  1089. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1090. for (auto & po : pos)
  1091. adventureInt->minimap.showTile(po);
  1092. if (!pos.empty())
  1093. GH.totalRedraw();
  1094. }
  1095. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1096. {
  1097. EVENT_HANDLER_CALLED_BY_CLIENT;
  1098. for (auto & po : pos)
  1099. adventureInt->minimap.hideTile(po);
  1100. if (!pos.empty())
  1101. GH.totalRedraw();
  1102. }
  1103. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1104. {
  1105. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1106. GH.pushInt(new CHeroWindow(hero));
  1107. }
  1108. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1109. {
  1110. EVENT_HANDLER_CALLED_BY_CLIENT;
  1111. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1112. {
  1113. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1114. if (fs)
  1115. fs->creaturesChanged();
  1116. for (IShowActivatable *isa : GH.listInt)
  1117. {
  1118. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1119. if (ki && townObj)
  1120. ki->townChanged(townObj);
  1121. }
  1122. }
  1123. else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1124. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1125. {
  1126. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1127. if (crw && crw->dwelling == town)
  1128. crw->availableCreaturesChanged();
  1129. }
  1130. }
  1131. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. if (bonus.type == Bonus::NONE)
  1135. return;
  1136. updateInfo(hero);
  1137. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1138. {
  1139. //recalculate paths because hero has lost bonus influencing pathfinding
  1140. eraseCurrentPathOf(hero, false);
  1141. }
  1142. }
  1143. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1144. {
  1145. if(version < 774 && !h.saving)
  1146. {
  1147. bool observerInDuelMode = false;
  1148. h & observerInDuelMode;
  1149. }
  1150. h & wanderingHeroes;
  1151. h & towns;
  1152. h & sleepingHeroes;
  1153. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1154. if (h.saving)
  1155. {
  1156. for (auto &p : paths)
  1157. {
  1158. if (p.second.nodes.size())
  1159. pathsMap[p.first] = p.second.endPos();
  1160. else
  1161. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1162. }
  1163. h & pathsMap;
  1164. }
  1165. else
  1166. {
  1167. h & pathsMap;
  1168. if (cb)
  1169. for (auto &p : pathsMap)
  1170. {
  1171. CGPath path;
  1172. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1173. paths[p.first] = path;
  1174. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1175. }
  1176. }
  1177. h & spellbookSettings;
  1178. }
  1179. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. serializeTempl(h,version);
  1183. }
  1184. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1185. {
  1186. EVENT_HANDLER_CALLED_BY_CLIENT;
  1187. serializeTempl(h,version);
  1188. firstCall = -1;
  1189. }
  1190. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1191. {
  1192. LOG_TRACE(logGlobal);
  1193. if (!LOCPLINT->makingTurn)
  1194. return;
  1195. if (!h)
  1196. return; //can't find hero
  1197. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1198. if (showingDialog->get() || !dialogs.empty())
  1199. return;
  1200. setMovementStatus(true);
  1201. if (adventureInt && adventureInt->isHeroSleeping(h))
  1202. {
  1203. adventureInt->sleepWake->clickLeft(true, false);
  1204. adventureInt->sleepWake->clickLeft(false, true);
  1205. //could've just called
  1206. //adventureInt->fsleepWake();
  1207. //but no authentic button click/sound ;-)
  1208. }
  1209. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1210. }
  1211. bool CPlayerInterface::shiftPressed() const
  1212. {
  1213. return isShiftKeyDown();
  1214. }
  1215. bool CPlayerInterface::altPressed() const
  1216. {
  1217. return isAltKeyDown();
  1218. }
  1219. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1220. {
  1221. EVENT_HANDLER_CALLED_BY_CLIENT;
  1222. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1223. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1224. {
  1225. onEnd();
  1226. return;
  1227. }
  1228. waitForAllDialogs();
  1229. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1230. cgw->quit->addCallback(onEnd);
  1231. GH.pushInt(cgw);
  1232. }
  1233. /**
  1234. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1235. * into a combinational one on an artifact screen. Does not require the combination of
  1236. * artifacts to be legal.
  1237. * @param artifactID ID of a constituent artifact.
  1238. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1239. * is false.
  1240. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1241. */
  1242. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
  1243. {
  1244. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1245. std::string text = artifact.Description();
  1246. text += "\n\n";
  1247. std::vector<std::shared_ptr<CComponent>> scs;
  1248. if(assemble)
  1249. {
  1250. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1251. // You possess all of the components to...
  1252. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1253. // Picture of assembled artifact at bottom.
  1254. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact.id, 0);
  1255. //sc->description = assembledArtifact.Description();
  1256. //sc->subtitle = assembledArtifact.Name();
  1257. scs.push_back(sc);
  1258. }
  1259. else
  1260. {
  1261. // Do you wish to disassemble this artifact?
  1262. text += CGI->generaltexth->allTexts[733];
  1263. }
  1264. showYesNoDialog(text, onYes, onNo, scs);
  1265. }
  1266. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1267. {
  1268. EVENT_HANDLER_CALLED_BY_CLIENT;
  1269. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1270. && destinationTeleport == ObjectInstanceID())
  1271. stillMoveHero.setn(CONTINUE_MOVE);
  1272. if (destinationTeleport != ObjectInstanceID()
  1273. && pa->packType == typeList.getTypeID<QueryReply>()
  1274. && stillMoveHero.get() == DURING_MOVE)
  1275. { // After teleportation via CGTeleport object is finished
  1276. destinationTeleport = ObjectInstanceID();
  1277. destinationTeleportPos = int3(-1);
  1278. stillMoveHero.setn(CONTINUE_MOVE);
  1279. }
  1280. }
  1281. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1282. {
  1283. EVENT_HANDLER_CALLED_BY_CLIENT;
  1284. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1285. }
  1286. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. //redraw minimap if owner changed
  1290. if (sop->what == ObjProperty::OWNER)
  1291. {
  1292. const CGObjectInstance * obj = cb->getObj(sop->id);
  1293. std::set<int3> pos = obj->getBlockedPos();
  1294. for (auto & po : pos)
  1295. {
  1296. if (cb->isVisible(po))
  1297. adventureInt->minimap.showTile(po);
  1298. }
  1299. if (obj->ID == Obj::TOWN)
  1300. {
  1301. if (obj->tempOwner == playerID)
  1302. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1303. else
  1304. towns -= obj;
  1305. adventureInt->townList.update();
  1306. }
  1307. assert(cb->getTownsInfo().size() == towns.size());
  1308. }
  1309. }
  1310. void CPlayerInterface::initializeHeroTownList()
  1311. {
  1312. if(!wanderingHeroes.size())
  1313. {
  1314. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1315. for(auto & hero : heroes)
  1316. {
  1317. if(!hero->inTownGarrison)
  1318. wanderingHeroes.push_back(hero);
  1319. }
  1320. }
  1321. if(!towns.size())
  1322. towns = cb->getTownsInfo();
  1323. if(adventureInt)
  1324. adventureInt->updateNextHero(nullptr);
  1325. }
  1326. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1327. {
  1328. EVENT_HANDLER_CALLED_BY_CLIENT;
  1329. waitWhileDialog();
  1330. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
  1331. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1332. GH.pushInt(cr);
  1333. }
  1334. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1335. {
  1336. if (GH.amIGuiThread())
  1337. {
  1338. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1339. return;
  1340. }
  1341. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1342. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1343. while(showingDialog->data)
  1344. showingDialog->cond.wait(un);
  1345. }
  1346. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1347. {
  1348. EVENT_HANDLER_CALLED_BY_CLIENT;
  1349. auto state = obj->shipyardStatus();
  1350. std::vector<si32> cost;
  1351. obj->getBoatCost(cost);
  1352. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1353. GH.pushInt(csw);
  1354. }
  1355. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1356. {
  1357. EVENT_HANDLER_CALLED_BY_CLIENT;
  1358. //we might have built a boat in shipyard in opened town screen
  1359. if (obj->ID == Obj::BOAT
  1360. && LOCPLINT->castleInt
  1361. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1362. {
  1363. CCS->soundh->playSound(soundBase::newBuilding);
  1364. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1365. }
  1366. }
  1367. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1368. {
  1369. EVENT_HANDLER_CALLED_BY_CLIENT;
  1370. waitWhileDialog();
  1371. CCS->curh->hide();
  1372. adventureInt->centerOn (pos);
  1373. if (focusTime)
  1374. {
  1375. GH.totalRedraw();
  1376. {
  1377. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1378. IgnoreEvents ignore(*this);
  1379. SDL_Delay(focusTime);
  1380. }
  1381. }
  1382. CCS->curh->show();
  1383. }
  1384. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1385. {
  1386. EVENT_HANDLER_CALLED_BY_CLIENT;
  1387. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1388. {
  1389. waitWhileDialog();
  1390. CCS->soundh->playSound(obj->getRemovalSound().get());
  1391. }
  1392. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1393. {
  1394. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1395. heroKilled(h);
  1396. }
  1397. }
  1398. bool CPlayerInterface::ctrlPressed() const
  1399. {
  1400. return isCtrlKeyDown();
  1401. }
  1402. const CArmedInstance * CPlayerInterface::getSelection()
  1403. {
  1404. return currentSelection;
  1405. }
  1406. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1407. {
  1408. currentSelection = obj;
  1409. updateAmbientSounds(true);
  1410. }
  1411. void CPlayerInterface::update()
  1412. {
  1413. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1414. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1415. // While mutexes were locked away we may be have stopped being the active interface
  1416. if (LOCPLINT != this)
  1417. return;
  1418. //if there are any waiting dialogs, show them
  1419. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1420. {
  1421. showingDialog->set(true);
  1422. GH.pushInt(dialogs.front());
  1423. dialogs.pop_front();
  1424. }
  1425. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1426. if(adventureInt && GH.topInt() == adventureInt
  1427. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1428. {
  1429. return;
  1430. }
  1431. // Handles mouse and key input
  1432. GH.updateTime();
  1433. GH.handleEvents();
  1434. if (!adventureInt || adventureInt->isActive())
  1435. GH.simpleRedraw();
  1436. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1437. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1438. else
  1439. GH.simpleRedraw();
  1440. }
  1441. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1442. {
  1443. using namespace boost::filesystem;
  1444. using namespace boost::algorithm;
  1445. path gamesDir = VCMIDirs::get().userSavePath();
  1446. std::map<std::time_t, int> dates; //save number => datestamp
  1447. const directory_iterator enddir;
  1448. if (!exists(gamesDir))
  1449. create_directory(gamesDir);
  1450. else
  1451. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1452. {
  1453. if (is_regular(dir->status()))
  1454. {
  1455. std::string name = dir->path().filename().string();
  1456. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1457. {
  1458. char nr = name[namePrefix.size()];
  1459. if (std::isdigit(nr))
  1460. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1461. }
  1462. }
  1463. }
  1464. if (!dates.empty())
  1465. return (--dates.end())->second; //return latest file number
  1466. return 0;
  1467. }
  1468. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1469. {
  1470. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1471. {
  1472. //ho->moveDir = 1;
  1473. ho->isStanding = false;
  1474. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1475. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1476. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1477. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1478. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1479. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1480. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1481. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1482. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1483. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1484. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1485. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1486. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1487. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1488. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1489. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1490. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1491. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1492. }
  1493. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1494. {
  1495. //ho->moveDir = 2;
  1496. ho->isStanding = false;
  1497. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1498. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1499. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1500. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1501. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1502. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1503. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1504. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1505. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1506. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1507. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1508. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1509. }
  1510. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1511. {
  1512. //ho->moveDir = 3;
  1513. ho->isStanding = false;
  1514. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1515. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1516. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1517. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1518. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1519. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1520. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1521. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1522. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1523. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1524. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1525. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1526. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1527. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1528. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1529. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1530. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1531. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1532. }
  1533. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1534. {
  1535. //ho->moveDir = 4;
  1536. ho->isStanding = false;
  1537. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1538. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1539. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1540. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1541. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1542. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1543. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1544. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1545. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1546. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1547. }
  1548. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1549. {
  1550. //ho->moveDir = 5;
  1551. ho->isStanding = false;
  1552. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1553. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1554. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1555. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1556. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1557. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1558. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1559. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1560. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1561. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1562. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1563. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1564. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1565. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1566. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1567. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1568. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1569. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1570. }
  1571. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1572. {
  1573. //ho->moveDir = 6;
  1574. ho->isStanding = false;
  1575. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1576. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1577. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1578. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1579. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1580. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1581. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1582. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1583. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1584. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1585. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1586. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1587. }
  1588. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1589. {
  1590. //ho->moveDir = 7;
  1591. ho->isStanding = false;
  1592. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1593. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1594. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1595. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1596. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1597. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1598. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1599. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1600. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1601. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1602. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1603. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1604. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1605. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1606. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1607. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1608. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1609. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1610. }
  1611. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1612. {
  1613. //ho->moveDir = 8;
  1614. ho->isStanding = false;
  1615. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1616. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1617. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1618. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1619. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1620. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1621. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1622. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1623. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1624. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1625. }
  1626. }
  1627. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1628. {
  1629. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1630. {
  1631. //setting advmap shift
  1632. adventureInt->terrain.moveX = i-32;
  1633. adventureInt->terrain.moveY = i-32;
  1634. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1635. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1636. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1637. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1638. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1639. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1640. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1641. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1642. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1643. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1644. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1645. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1646. }
  1647. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1648. {
  1649. //setting advmap shift
  1650. adventureInt->terrain.moveY = i-32;
  1651. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1652. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1653. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1654. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1655. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1656. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1657. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1658. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1659. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1660. }
  1661. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1662. {
  1663. //setting advmap shift
  1664. adventureInt->terrain.moveX = -i+32;
  1665. adventureInt->terrain.moveY = i-32;
  1666. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1667. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1668. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1669. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1670. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1671. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1672. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1673. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1674. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1675. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1676. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1677. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1678. }
  1679. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1680. {
  1681. //setting advmap shift
  1682. adventureInt->terrain.moveX = -i+32;
  1683. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1684. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1685. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1686. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1687. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1688. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1689. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1690. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1691. }
  1692. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1693. {
  1694. //setting advmap shift
  1695. adventureInt->terrain.moveX = -i+32;
  1696. adventureInt->terrain.moveY = -i+32;
  1697. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1698. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1699. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1700. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1701. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1702. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1703. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1704. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1705. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1706. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1707. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1708. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1709. }
  1710. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1711. {
  1712. //setting advmap shift
  1713. adventureInt->terrain.moveY = -i+32;
  1714. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1715. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1716. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1717. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1718. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1719. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1720. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1721. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1722. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1723. }
  1724. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1725. {
  1726. //setting advmap shift
  1727. adventureInt->terrain.moveX = i-32;
  1728. adventureInt->terrain.moveY = -i+32;
  1729. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1730. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1731. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1732. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1733. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1734. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1735. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1736. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1737. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1738. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1739. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1740. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1741. }
  1742. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1743. {
  1744. //setting advmap shift
  1745. adventureInt->terrain.moveX = i-32;
  1746. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1747. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1748. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1749. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1750. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1751. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1752. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1753. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1754. }
  1755. }
  1756. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1757. {
  1758. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1759. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1760. {
  1761. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1762. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1763. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1764. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1765. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1766. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1767. }
  1768. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1769. {
  1770. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1771. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1772. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1773. }
  1774. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1775. {
  1776. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1777. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1778. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1779. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1780. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1781. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1782. }
  1783. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1784. {
  1785. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1786. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1787. }
  1788. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1789. {
  1790. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1791. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1792. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1793. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1794. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1795. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1796. }
  1797. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1798. {
  1799. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1800. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1801. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1802. }
  1803. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1804. {
  1805. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1806. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1807. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1808. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1809. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1810. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1811. }
  1812. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1813. {
  1814. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1815. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1816. }
  1817. //restoring good rects
  1818. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1819. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1820. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1821. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1822. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1823. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1824. //restoring good order of objects
  1825. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1826. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1827. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1828. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1829. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1830. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1831. }
  1832. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1833. {
  1834. EVENT_HANDLER_CALLED_BY_CLIENT;
  1835. if (player == playerID)
  1836. {
  1837. if (victoryLossCheckResult.loss())
  1838. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1839. if (LOCPLINT == this)
  1840. {
  1841. GH.curInt = this; //waiting for dialogs requires this to get events
  1842. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1843. }
  1844. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1845. {
  1846. if(adventureInt)
  1847. {
  1848. GH.terminate_cond->setn(true);
  1849. adventureInt->deactivate();
  1850. if (GH.topInt() == adventureInt)
  1851. GH.popInt(adventureInt);
  1852. vstd::clear_pointer(adventureInt);
  1853. }
  1854. }
  1855. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1856. {
  1857. // end game if current human player has won
  1858. requestReturningToMainMenu(true);
  1859. }
  1860. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1861. {
  1862. //all human players eliminated
  1863. requestReturningToMainMenu(false);
  1864. }
  1865. if (GH.curInt == this) GH.curInt = nullptr;
  1866. }
  1867. else
  1868. {
  1869. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1870. {
  1871. std::string str = victoryLossCheckResult.messageToSelf;
  1872. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1873. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1874. }
  1875. }
  1876. }
  1877. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1878. {
  1879. EVENT_HANDLER_CALLED_BY_CLIENT;
  1880. }
  1881. void CPlayerInterface::showPuzzleMap()
  1882. {
  1883. EVENT_HANDLER_CALLED_BY_CLIENT;
  1884. waitWhileDialog();
  1885. //TODO: interface should not know the real position of Grail...
  1886. double ratio = 0;
  1887. int3 grailPos = cb->getGrailPos(&ratio);
  1888. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1889. }
  1890. void CPlayerInterface::viewWorldMap()
  1891. {
  1892. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1893. }
  1894. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1895. {
  1896. EVENT_HANDLER_CALLED_BY_CLIENT;
  1897. if(dynamic_cast<CSpellWindow *>(GH.topInt()))
  1898. GH.popIntTotally(GH.topInt());
  1899. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1900. eraseCurrentPathOf(caster, false);
  1901. const CSpell * spell = CGI->spellh->objects.at(spellID);
  1902. if(spellID == SpellID::VIEW_EARTH)
  1903. {
  1904. //TODO: implement on server side
  1905. int level = caster->getSpellSchoolLevel(spell);
  1906. adventureInt->worldViewOptions.showAllTerrain = (level>2);
  1907. }
  1908. auto castSoundPath = spell->getCastSound();
  1909. if(!castSoundPath.empty())
  1910. CCS->soundh->playSound(castSoundPath);
  1911. }
  1912. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1913. {
  1914. if (checkForExistanceOfPath)
  1915. {
  1916. assert(vstd::contains(paths, ho));
  1917. }
  1918. else if (!vstd::contains(paths, ho))
  1919. {
  1920. return;
  1921. }
  1922. assert(ho == adventureInt->selection);
  1923. paths.erase(ho);
  1924. adventureInt->terrain.currentPath = nullptr;
  1925. adventureInt->updateMoveHero(ho, false);
  1926. }
  1927. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1928. {
  1929. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1930. 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
  1931. eraseCurrentPathOf(ho);
  1932. }
  1933. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1934. {
  1935. if (vstd::contains(paths,h)) //hero has assigned path
  1936. {
  1937. CGPath &path = paths[h];
  1938. if (!path.nodes.size())
  1939. {
  1940. logGlobal->warn("Warning: empty path found...");
  1941. paths.erase(h);
  1942. }
  1943. else
  1944. {
  1945. assert(h->getPosition(false) == path.startPos());
  1946. //update the hero path in case of something has changed on map
  1947. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1948. return &path;
  1949. else
  1950. paths.erase(h);
  1951. }
  1952. }
  1953. return nullptr;
  1954. }
  1955. void CPlayerInterface::acceptTurn()
  1956. {
  1957. bool centerView = true;
  1958. if (settings["session"]["autoSkip"].Bool())
  1959. {
  1960. centerView = false;
  1961. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1962. iw->close();
  1963. }
  1964. waitWhileDialog();
  1965. if(CSH->howManyPlayerInterfaces() > 1)
  1966. adventureInt->startTurn();
  1967. adventureInt->heroList.update();
  1968. adventureInt->townList.update();
  1969. const CGHeroInstance * heroToSelect = nullptr;
  1970. // find first non-sleeping hero
  1971. for (auto hero : wanderingHeroes)
  1972. {
  1973. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1974. {
  1975. heroToSelect = hero;
  1976. break;
  1977. }
  1978. }
  1979. //select first hero if available.
  1980. if (heroToSelect != nullptr)
  1981. {
  1982. adventureInt->select(heroToSelect, centerView);
  1983. }
  1984. else if (towns.size())
  1985. adventureInt->select(towns.front(), centerView);
  1986. else
  1987. adventureInt->select(wanderingHeroes.front());
  1988. //show new day animation and sound on infobar
  1989. adventureInt->infoBar.showDate();
  1990. adventureInt->updateNextHero(nullptr);
  1991. adventureInt->showAll(screen);
  1992. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1993. {
  1994. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1995. iw->close();
  1996. adventureInt->fendTurn();
  1997. }
  1998. // warn player if he has no town
  1999. if (cb->howManyTowns() == 0)
  2000. {
  2001. auto playerColor = *cb->getPlayerID();
  2002. std::vector<Component> components;
  2003. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  2004. MetaString text;
  2005. const auto & optDaysWithoutCastle = cb->getPlayer(playerColor)->daysWithoutCastle;
  2006. if(optDaysWithoutCastle)
  2007. {
  2008. auto daysWithoutCastle = optDaysWithoutCastle.get();
  2009. if (daysWithoutCastle < 6)
  2010. {
  2011. 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.
  2012. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2013. text.addReplacement(7 - daysWithoutCastle);
  2014. }
  2015. else if (daysWithoutCastle == 6)
  2016. {
  2017. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2018. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2019. }
  2020. showInfoDialogAndWait(components, text);
  2021. }
  2022. else
  2023. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  2024. }
  2025. }
  2026. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2027. {
  2028. std::string hlp;
  2029. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2030. auto isDiggingPossible = h->diggingStatus();
  2031. if (hlp.length())
  2032. isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
  2033. int msgToShow = -1;
  2034. switch(isDiggingPossible)
  2035. {
  2036. case EDiggingStatus::CAN_DIG:
  2037. break;
  2038. case EDiggingStatus::LACK_OF_MOVEMENT:
  2039. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2040. break;
  2041. case EDiggingStatus::TILE_OCCUPIED:
  2042. msgToShow = 97; //Try searching on clear ground.
  2043. break;
  2044. case EDiggingStatus::WRONG_TERRAIN:
  2045. msgToShow = 60; ////Try looking on land!
  2046. break;
  2047. default:
  2048. assert(0);
  2049. }
  2050. if (msgToShow < 0)
  2051. cb->dig(h);
  2052. else
  2053. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2054. }
  2055. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2056. {
  2057. adventureInt->infoBar.showSelection();
  2058. }
  2059. void CPlayerInterface::battleNewRoundFirst( int round )
  2060. {
  2061. EVENT_HANDLER_CALLED_BY_CLIENT;
  2062. BATTLE_EVENT_POSSIBLE_RETURN;
  2063. battleInt->newRoundFirst(round);
  2064. }
  2065. void CPlayerInterface::stopMovement()
  2066. {
  2067. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2068. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2069. }
  2070. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2071. {
  2072. EVENT_HANDLER_CALLED_BY_CLIENT;
  2073. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2074. {
  2075. //EEMarketMode mode = market->availableModes().front();
  2076. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2077. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2078. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2079. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2080. }
  2081. else
  2082. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2083. }
  2084. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2085. {
  2086. EVENT_HANDLER_CALLED_BY_CLIENT;
  2087. auto cuw = new CUniversityWindow(visitor, market);
  2088. GH.pushInt(cuw);
  2089. }
  2090. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2091. {
  2092. EVENT_HANDLER_CALLED_BY_CLIENT;
  2093. auto chfw = new CHillFortWindow(visitor, object);
  2094. GH.pushInt(chfw);
  2095. }
  2096. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  2097. {
  2098. EVENT_HANDLER_CALLED_BY_CLIENT;
  2099. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2100. cmw->artifactsChanged(false);
  2101. }
  2102. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2103. {
  2104. EVENT_HANDLER_CALLED_BY_CLIENT;
  2105. auto tv = new CTavernWindow(townOrTavern);
  2106. GH.pushInt(tv);
  2107. }
  2108. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2109. {
  2110. EVENT_HANDLER_CALLED_BY_CLIENT;
  2111. auto tgw = new CThievesGuildWindow(obj);
  2112. GH.pushInt(tgw);
  2113. }
  2114. void CPlayerInterface::showQuestLog()
  2115. {
  2116. EVENT_HANDLER_CALLED_BY_CLIENT;
  2117. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2118. GH.pushInt (ql);
  2119. }
  2120. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2121. {
  2122. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2123. {
  2124. MetaString txt;
  2125. obj->getProblemText(txt);
  2126. showInfoDialog(txt.toString());
  2127. }
  2128. else
  2129. showShipyardDialog(obj);
  2130. }
  2131. void CPlayerInterface::requestReturningToMainMenu(bool won)
  2132. {
  2133. CSH->state = EClientState::DISCONNECTING;
  2134. CCS->soundh->ambientStopAllChannels();
  2135. if(won && cb->getStartInfo()->campState)
  2136. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  2137. else
  2138. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  2139. }
  2140. void CPlayerInterface::sendCustomEvent( int code )
  2141. {
  2142. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2143. }
  2144. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2145. {
  2146. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  2147. if(hero)
  2148. {
  2149. auto art = hero->getArt(al.slot);
  2150. if(art == nullptr)
  2151. {
  2152. logGlobal->error("artifact location %d points to nothing",
  2153. al.slot.num);
  2154. return;
  2155. }
  2156. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  2157. }
  2158. }
  2159. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2160. {
  2161. EVENT_HANDLER_CALLED_BY_CLIENT;
  2162. adventureInt->infoBar.showSelection();
  2163. askToAssembleArtifact(al);
  2164. }
  2165. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2166. {
  2167. EVENT_HANDLER_CALLED_BY_CLIENT;
  2168. adventureInt->infoBar.showSelection();
  2169. for (IShowActivatable *isa : GH.listInt)
  2170. {
  2171. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2172. if (artWin)
  2173. artWin->artifactRemoved(al);
  2174. }
  2175. }
  2176. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2177. {
  2178. EVENT_HANDLER_CALLED_BY_CLIENT;
  2179. adventureInt->infoBar.showSelection();
  2180. for (IShowActivatable *isa : GH.listInt)
  2181. {
  2182. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2183. if (artWin)
  2184. artWin->artifactMoved(src, dst);
  2185. }
  2186. askToAssembleArtifact(dst);
  2187. }
  2188. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2189. {
  2190. EVENT_HANDLER_CALLED_BY_CLIENT;
  2191. adventureInt->infoBar.showSelection();
  2192. for (IShowActivatable *isa : GH.listInt)
  2193. {
  2194. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2195. if (artWin)
  2196. artWin->artifactAssembled(al);
  2197. }
  2198. }
  2199. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2200. {
  2201. EVENT_HANDLER_CALLED_BY_CLIENT;
  2202. adventureInt->infoBar.showSelection();
  2203. for (IShowActivatable *isa : GH.listInt)
  2204. {
  2205. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2206. if (artWin)
  2207. artWin->artifactDisassembled(al);
  2208. }
  2209. }
  2210. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2211. {
  2212. EVENT_HANDLER_CALLED_BY_CLIENT;
  2213. if (!vstd::contains (GH.listInt, adventureInt))
  2214. {
  2215. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2216. GH.pushInt (adventureInt);
  2217. }
  2218. else
  2219. {
  2220. adventureInt->infoBar.showSelection();
  2221. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2222. GH.popInts(1);
  2223. }
  2224. if(CSH->howManyPlayerInterfaces() == 1)
  2225. {
  2226. GH.curInt = this;
  2227. adventureInt->startTurn();
  2228. }
  2229. if (player != playerID && this == LOCPLINT)
  2230. {
  2231. waitWhileDialog();
  2232. adventureInt->aiTurnStarted();
  2233. }
  2234. }
  2235. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  2236. {
  2237. while(!dialogs.empty())
  2238. {
  2239. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2240. SDL_Delay(5);
  2241. }
  2242. waitWhileDialog(unlockPim);
  2243. }
  2244. void CPlayerInterface::proposeLoadingGame()
  2245. {
  2246. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  2247. }
  2248. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2249. {
  2250. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2251. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2252. }
  2253. bool CPlayerInterface::capturedAllEvents()
  2254. {
  2255. if (duringMovement)
  2256. {
  2257. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2258. return true;
  2259. }
  2260. if (ignoreEvents)
  2261. {
  2262. boost::unique_lock<boost::mutex> un(eventsM);
  2263. while(!events.empty())
  2264. {
  2265. events.pop();
  2266. }
  2267. return true;
  2268. }
  2269. return false;
  2270. }
  2271. void CPlayerInterface::setMovementStatus(bool value)
  2272. {
  2273. duringMovement = value;
  2274. if (value)
  2275. {
  2276. CCS->curh->hide();
  2277. }
  2278. else
  2279. {
  2280. CCS->curh->show();
  2281. }
  2282. }
  2283. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2284. {
  2285. int i = 1;
  2286. auto getObj = [&](int3 coord, bool ignoreHero)
  2287. {
  2288. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2289. };
  2290. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2291. {
  2292. if (action != CGPathNode::TELEPORT_NORMAL &&
  2293. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2294. action != CGPathNode::TELEPORT_BATTLE)
  2295. {
  2296. return false;
  2297. }
  2298. return true;
  2299. };
  2300. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2301. {
  2302. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2303. return nextObjectTop;
  2304. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2305. CGTeleport::isConnected(currentObject, nextObject))
  2306. {
  2307. return nextObject;
  2308. }
  2309. return nullptr;
  2310. };
  2311. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2312. stillMoveHero.data = CONTINUE_MOVE;
  2313. auto doMovement = [&](int3 dst, bool transit)
  2314. {
  2315. stillMoveHero.data = WAITING_MOVE;
  2316. cb->moveHero(h, dst, transit);
  2317. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2318. stillMoveHero.cond.wait(un);
  2319. };
  2320. {
  2321. path.convert(0);
  2322. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2323. ETerrainType newTerrain;
  2324. int sh = -1;
  2325. auto canStop = [&](CGPathNode * node) -> bool
  2326. {
  2327. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2328. return true;
  2329. if (node->accessible == CGPathNode::ACCESSIBLE)
  2330. return true;
  2331. return false;
  2332. };
  2333. for (i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2334. {
  2335. int3 currentCoord = path.nodes[i].coord;
  2336. int3 nextCoord = path.nodes[i-1].coord;
  2337. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2338. auto nextObjectTop = getObj(nextCoord, false);
  2339. auto nextObject = getObj(nextCoord, true);
  2340. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2341. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2342. {
  2343. CCS->soundh->stopSound(sh);
  2344. destinationTeleport = destTeleportObj->id;
  2345. destinationTeleportPos = nextCoord;
  2346. doMovement(h->pos, false);
  2347. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
  2348. {
  2349. destinationTeleport = ObjectInstanceID();
  2350. destinationTeleportPos = int3(-1);
  2351. }
  2352. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2353. continue;
  2354. }
  2355. if (path.nodes[i-1].turns)
  2356. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2357. stillMoveHero.data = STOP_MOVE;
  2358. break;
  2359. }
  2360. // Start a new sound for the hero movement or let the existing one carry on.
  2361. #if 0
  2362. // TODO
  2363. if (hero is flying && sh == -1)
  2364. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2365. #endif
  2366. {
  2367. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
  2368. if (newTerrain != currentTerrain)
  2369. {
  2370. CCS->soundh->stopSound(sh);
  2371. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2372. currentTerrain = newTerrain;
  2373. }
  2374. }
  2375. 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
  2376. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2377. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2378. bool useTransit = false;
  2379. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2380. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2381. || CGTeleport::isTeleport(nextObjectTop)))
  2382. { // Hero should be able to go through object if it's allow transit
  2383. useTransit = true;
  2384. }
  2385. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2386. useTransit = true;
  2387. doMovement(endpos, useTransit);
  2388. logGlobal->trace("Resuming %s", __FUNCTION__);
  2389. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2390. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2391. break;
  2392. }
  2393. CCS->soundh->stopSound(sh);
  2394. }
  2395. //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
  2396. if (!showingDialog->get())
  2397. GH.fakeMouseMove();
  2398. //todo: this should be in main thread
  2399. if (adventureInt)
  2400. {
  2401. // (i == 0) means hero went through all the path
  2402. adventureInt->updateMoveHero(h, (i != 0));
  2403. adventureInt->updateNextHero(h);
  2404. }
  2405. setMovementStatus(false);
  2406. }
  2407. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2408. {
  2409. EVENT_HANDLER_CALLED_BY_CLIENT;
  2410. //TODO: showWorldViewEx
  2411. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2412. viewWorldMap();
  2413. }
  2414. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2415. {
  2416. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2417. {
  2418. CCS->soundh->ambientStopAllChannels();
  2419. return;
  2420. }
  2421. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt()))
  2422. {
  2423. return;
  2424. }
  2425. if(resetAll)
  2426. CCS->soundh->ambientStopAllChannels();
  2427. std::map<std::string, int> currentSounds;
  2428. auto updateSounds = [&](std::string soundId, int distance) -> void
  2429. {
  2430. if(vstd::contains(currentSounds, soundId))
  2431. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2432. else
  2433. currentSounds.insert(std::make_pair(soundId, distance));
  2434. };
  2435. int3 pos = currentSelection->getSightCenter();
  2436. std::unordered_set<int3, ShashInt3> tiles;
  2437. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2438. for(int3 tile : tiles)
  2439. {
  2440. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2441. // We want sound for every special terrain on tile and not just one on top
  2442. for(auto & ttObj : CGI->mh->ttiles[tile.x][tile.y][tile.z].objects)
  2443. {
  2444. if(ttObj.ambientSound)
  2445. updateSounds(ttObj.ambientSound.get(), dist);
  2446. }
  2447. if(CGI->mh->map->isCoastalTile(tile))
  2448. updateSounds("LOOPOCEA", dist);
  2449. }
  2450. CCS->soundh->ambientUpdateChannels(currentSounds);
  2451. }