CPlayerInterface.cpp 90 KB

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  1. #include "StdInc.h"
  2. #include "windows/CAdvmapInterface.h"
  3. #include "battle/CBattleInterface.h"
  4. #include "battle/CBattleInterfaceClasses.h"
  5. #include "../CCallback.h"
  6. #include "windows/CCastleInterface.h"
  7. #include "gui/CCursorHandler.h"
  8. #include "windows/CKingdomInterface.h"
  9. #include "CGameInfo.h"
  10. #include "windows/CHeroWindow.h"
  11. #include "windows/CCreatureWindow.h"
  12. #include "windows/CQuestLog.h"
  13. #include "CMessage.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/SDL_Extensions.h"
  16. #include "widgets/CComponent.h"
  17. #include "windows/CTradeWindow.h"
  18. #include "../lib/CConfigHandler.h"
  19. #include "battle/CCreatureAnimation.h"
  20. #include "Graphics.h"
  21. #include "windows/GUIClasses.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CGeneralTextHandler.h"
  24. #include "../lib/CHeroHandler.h"
  25. #include "../lib/Connection.h"
  26. #include "../lib/spells/CSpellHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  29. #include "../lib/BattleState.h"
  30. #include "../lib/JsonNode.h"
  31. #include "CMusicHandler.h"
  32. #include "../lib/CondSh.h"
  33. #include "../lib/NetPacks.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "mapHandler.h"
  37. #include "../lib/CStopWatch.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/CGameState.h"
  40. #include "../lib/GameConstants.h"
  41. #include "gui/CGuiHandler.h"
  42. #include "windows/InfoWindows.h"
  43. #include "../lib/UnlockGuard.h"
  44. #include <SDL.h>
  45. /*
  46. * CPlayerInterface.cpp, part of VCMI engine
  47. *
  48. * Authors: listed in file AUTHORS in main folder
  49. *
  50. * License: GNU General Public License v2.0 or later
  51. * Full text of license available in license.txt file, in main folder
  52. *
  53. */
  54. // The macro below is used to mark functions that are called by client when game state changes.
  55. // They all assume that CPlayerInterface::pim mutex is locked.
  56. #define EVENT_HANDLER_CALLED_BY_CLIENT
  57. // The macro marks functions that are run on a new thread by client.
  58. // They do not own any mutexes intiially.
  59. #define THREAD_CREATED_BY_CLIENT
  60. #define RETURN_IF_QUICK_COMBAT \
  61. if(isAutoFightOn && !battleInt) \
  62. return;
  63. #define BATTLE_EVENT_POSSIBLE_RETURN\
  64. if(LOCPLINT != this) \
  65. return; \
  66. RETURN_IF_QUICK_COMBAT
  67. using namespace CSDL_Ext;
  68. void processCommand(const std::string &message, CClient *&client);
  69. extern std::queue<SDL_Event> events;
  70. extern boost::mutex eventsM;
  71. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  72. CondSh<bool> CPlayerInterface::terminate_cond;
  73. CPlayerInterface * LOCPLINT;
  74. CBattleInterface * CPlayerInterface::battleInt;
  75. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  76. CondSh<EMoveState> stillMoveHero; //used during hero movement
  77. int CPlayerInterface::howManyPeople = 0;
  78. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  79. {
  80. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  81. }
  82. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  83. {
  84. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  85. observerInDuelMode = false;
  86. howManyPeople++;
  87. GH.defActionsDef = 0;
  88. LOCPLINT = this;
  89. curAction = nullptr;
  90. playerID=Player;
  91. human=true;
  92. currentSelection = nullptr;
  93. castleInt = nullptr;
  94. battleInt = nullptr;
  95. //pim = new boost::recursive_mutex;
  96. makingTurn = false;
  97. showingDialog = new CondSh<bool>(false);
  98. cingconsole = new CInGameConsole;
  99. terminate_cond.set(false);
  100. firstCall = 1; //if loading will be overwritten in serialize
  101. autosaveCount = 0;
  102. isAutoFightOn = false;
  103. duringMovement = false;
  104. ignoreEvents = false;
  105. locked = false;
  106. }
  107. CPlayerInterface::~CPlayerInterface()
  108. {
  109. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  110. //howManyPeople--;
  111. //delete pim;
  112. //vstd::clear_pointer(pim);
  113. delete showingDialog;
  114. delete cingconsole;
  115. if(LOCPLINT == this)
  116. LOCPLINT = nullptr;
  117. }
  118. void CPlayerInterface::init(shared_ptr<CCallback> CB)
  119. {
  120. cb = CB;
  121. if(observerInDuelMode)
  122. return;
  123. if(!towns.size() && !wanderingHeroes.size())
  124. initializeHeroTownList();
  125. // always recreate advmap interface to avoid possible memory-corruption bugs
  126. if(adventureInt)
  127. delete adventureInt;
  128. adventureInt = new CAdvMapInt();
  129. }
  130. void CPlayerInterface::yourTurn()
  131. {
  132. EVENT_HANDLER_CALLED_BY_CLIENT;
  133. {
  134. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  135. LOCPLINT = this;
  136. GH.curInt = this;
  137. adventureInt->selection = nullptr;
  138. if(firstCall)
  139. {
  140. if(howManyPeople == 1)
  141. adventureInt->setPlayer(playerID);
  142. autosaveCount = getLastIndex("Autosave_");
  143. if(firstCall > 0) //new game, not loaded
  144. {
  145. int index = getLastIndex("Newgame_Autosave_");
  146. index %= SAVES_COUNT;
  147. cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  148. }
  149. firstCall = 0;
  150. }
  151. else
  152. {
  153. LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  154. autosaveCount %= 5;
  155. }
  156. if(adventureInt->player != playerID)
  157. adventureInt->setPlayer(playerID);
  158. if(howManyPeople > 1) //hot seat message
  159. {
  160. adventureInt->startHotSeatWait(playerID);
  161. makingTurn = true;
  162. std::string msg = CGI->generaltexth->allTexts[13];
  163. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  164. std::vector<CComponent*> cmp;
  165. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  166. showInfoDialog(msg, cmp);
  167. }
  168. else
  169. {
  170. makingTurn = true;
  171. adventureInt->startTurn();
  172. }
  173. }
  174. acceptTurn();
  175. }
  176. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  177. {
  178. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  179. for(auto & elem : hlp.objects)
  180. if(elem.obj && elem.obj->id == hid)
  181. {
  182. elem.rect = r;
  183. return;
  184. }
  185. }
  186. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  187. {
  188. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  189. for(int h=0; h<hlp.objects.size(); ++h)
  190. if(hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  191. {
  192. hlp.objects.erase(hlp.objects.begin()+h);
  193. return;
  194. }
  195. }
  196. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  197. {
  198. EVENT_HANDLER_CALLED_BY_CLIENT;
  199. waitWhileDialog();
  200. if(LOCPLINT != this)
  201. return;
  202. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  203. int3 hp = details.start;
  204. if(!hero)
  205. {
  206. //AI hero left the visible area (we can't obtain info)
  207. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  208. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  209. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  210. for(auto & elem : tile.objects)
  211. if(elem.obj && elem.obj->id == details.id)
  212. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  213. if(!hero) //still nothing...
  214. return;
  215. }
  216. bool directlyAttackingCreature =
  217. details.attackedFrom
  218. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  219. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  220. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  221. {
  222. //We may need to change music - select new track, music handler will change it if needed
  223. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  224. if(details.result == TryMoveHero::TELEPORTATION)
  225. {
  226. if(adventureInt->terrain.currentPath)
  227. {
  228. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  229. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  230. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  231. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  232. {
  233. //path was between entrance and exit of teleport -> OK, erase node as usual
  234. removeLastNodeFromPath(hero);
  235. }
  236. else
  237. {
  238. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  239. eraseCurrentPathOf(hero);
  240. }
  241. }
  242. adventureInt->centerOn(hero, true); //actualizing screen pos
  243. adventureInt->minimap.redraw();
  244. adventureInt->heroList.update(hero);
  245. return; //teleport - no fancy moving animation
  246. //TODO: smooth disappear / appear effect
  247. }
  248. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  249. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  250. {
  251. eraseCurrentPathOf(hero, false);
  252. }
  253. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  254. {
  255. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  256. removeLastNodeFromPath(hero);
  257. }
  258. }
  259. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  260. {
  261. hero->isStanding = true;
  262. stillMoveHero.setn(STOP_MOVE);
  263. GH.totalRedraw();
  264. adventureInt->heroList.update(hero);
  265. return;
  266. }
  267. ui32 speed;
  268. if (makingTurn) // our turn, our hero moves
  269. speed = settings["adventure"]["heroSpeed"].Float();
  270. else
  271. speed = settings["adventure"]["enemySpeed"].Float();
  272. if (speed == 0)
  273. {
  274. //FIXME: is this a proper solution?
  275. CGI->mh->hideObject(hero);
  276. CGI->mh->printObject(hero);
  277. return; // no animation
  278. }
  279. adventureInt->centerOn(hero); //actualizing screen pos
  280. adventureInt->minimap.redraw();
  281. adventureInt->heroList.redraw();
  282. initMovement(details, hero, hp);
  283. //first initializing done
  284. GH.mainFPSmng->framerateDelay(); // after first move
  285. //main moving
  286. for(int i=1; i<32; i+=2*speed)
  287. {
  288. movementPxStep(details, i, hp, hero);
  289. adventureInt->updateScreen = true;
  290. adventureInt->show(screen);
  291. {
  292. //evil returns here ...
  293. //todo: get rid of it
  294. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  295. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  296. GH.mainFPSmng->framerateDelay(); //for animation purposes
  297. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  298. }
  299. //CSDL_Ext::update(screen);
  300. } //for(int i=1; i<32; i+=4)
  301. //main moving done
  302. //finishing move
  303. finishMovement(details, hp, hero);
  304. hero->isStanding = true;
  305. //move finished
  306. adventureInt->minimap.redraw();
  307. adventureInt->heroList.update(hero);
  308. //check if user cancelled movement
  309. {
  310. boost::unique_lock<boost::mutex> un(eventsM);
  311. while(!events.empty())
  312. {
  313. SDL_Event ev = events.front();
  314. events.pop();
  315. switch(ev.type)
  316. {
  317. case SDL_MOUSEBUTTONDOWN:
  318. stillMoveHero.setn(STOP_MOVE);
  319. break;
  320. case SDL_KEYDOWN:
  321. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  322. stillMoveHero.setn(STOP_MOVE);
  323. break;
  324. }
  325. }
  326. }
  327. if(stillMoveHero.get() == WAITING_MOVE)
  328. stillMoveHero.setn(DURING_MOVE);
  329. // Hero attacked creature directly, set direction to face it.
  330. if (directlyAttackingCreature) {
  331. // Get direction to attacker.
  332. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  333. static const ui8 dirLookup[3][3] = {
  334. { 1, 2, 3 },
  335. { 8, 0, 4 },
  336. { 7, 6, 5 }
  337. };
  338. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  339. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  340. }
  341. }
  342. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  343. {
  344. EVENT_HANDLER_CALLED_BY_CLIENT;
  345. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  346. const CArmedInstance *newSelection = nullptr;
  347. if (makingTurn)
  348. {
  349. //find new object for selection: either hero
  350. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  351. if (next >= 0)
  352. newSelection = wanderingHeroes[next];
  353. //or town
  354. if (!newSelection || newSelection == hero)
  355. {
  356. if (towns.empty())
  357. newSelection = nullptr;
  358. else
  359. newSelection = towns.front();
  360. }
  361. }
  362. wanderingHeroes -= hero;
  363. if(vstd::contains(paths, hero))
  364. paths.erase(hero);
  365. adventureInt->heroList.update(hero);
  366. if (makingTurn && newSelection)
  367. adventureInt->select(newSelection, true);
  368. else if(adventureInt->selection == hero)
  369. adventureInt->selection = nullptr;
  370. }
  371. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. wanderingHeroes.push_back(hero);
  375. adventureInt->heroList.update(hero);
  376. }
  377. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  378. {
  379. if (castleInt)
  380. castleInt->close();
  381. castleInt = new CCastleInterface(town);
  382. GH.pushInt(castleInt);
  383. }
  384. int3 CPlayerInterface::repairScreenPos(int3 pos)
  385. {
  386. if(pos.x<-CGI->mh->frameW)
  387. pos.x = -CGI->mh->frameW;
  388. if(pos.y<-CGI->mh->frameH)
  389. pos.y = -CGI->mh->frameH;
  390. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  391. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  392. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  393. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  394. return pos;
  395. }
  396. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. if(which == 4)
  400. {
  401. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  402. ctw->setExpToLevel();
  403. }
  404. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  405. updateInfo(hero);
  406. }
  407. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  411. if(cuw) //university window is open
  412. {
  413. GH.totalRedraw();
  414. }
  415. }
  416. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  417. {
  418. EVENT_HANDLER_CALLED_BY_CLIENT;
  419. updateInfo(hero);
  420. if(makingTurn && hero->tempOwner == playerID)
  421. adventureInt->heroList.update(hero);
  422. }
  423. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  424. {
  425. EVENT_HANDLER_CALLED_BY_CLIENT;
  426. if(makingTurn && hero->tempOwner == playerID)
  427. adventureInt->heroList.update(hero);
  428. }
  429. void CPlayerInterface::receivedResource(int type, int val)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  433. mw->resourceChanged(type, val);
  434. GH.totalRedraw();
  435. }
  436. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. waitWhileDialog();
  440. CCS->soundh->playSound(soundBase::heroNewLevel);
  441. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  442. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  443. GH.pushInt(lw);
  444. }
  445. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  446. {
  447. EVENT_HANDLER_CALLED_BY_CLIENT;
  448. waitWhileDialog();
  449. CCS->soundh->playSound(soundBase::heroNewLevel);
  450. GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
  451. {
  452. cb->selectionMade(selection, queryID);
  453. }));
  454. }
  455. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  456. {
  457. EVENT_HANDLER_CALLED_BY_CLIENT;
  458. updateInfo(town);
  459. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  460. {
  461. CGI->mh->hideObject(town->garrisonHero);
  462. if (town->garrisonHero->tempOwner == playerID) // our hero
  463. wanderingHeroes -= town->garrisonHero;
  464. }
  465. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  466. {
  467. CGI->mh->printObject(town->visitingHero);
  468. if (town->visitingHero->tempOwner == playerID) // our hero
  469. wanderingHeroes.push_back(town->visitingHero);
  470. }
  471. adventureInt->heroList.update();
  472. adventureInt->updateNextHero(nullptr);
  473. if(CCastleInterface *c = castleInt)
  474. {
  475. c->garr->selectSlot(nullptr);
  476. c->garr->setArmy(town->getUpperArmy(), 0);
  477. c->garr->setArmy(town->visitingHero, 1);
  478. c->garr->recreateSlots();
  479. c->heroes->update();
  480. }
  481. for(IShowActivatable *isa : GH.listInt)
  482. {
  483. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  484. if (ki)
  485. {
  486. ki->townChanged(town);
  487. ki->updateGarrisons();
  488. }
  489. }
  490. GH.totalRedraw();
  491. }
  492. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  493. {
  494. EVENT_HANDLER_CALLED_BY_CLIENT;
  495. if(hero->tempOwner != playerID )
  496. return;
  497. waitWhileDialog();
  498. openTownWindow(town);
  499. }
  500. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  501. {
  502. boost::unique_lock<boost::recursive_mutex> un(*pim);
  503. for(auto object : objs)
  504. updateInfo(object);
  505. for(auto & elem : GH.listInt)
  506. {
  507. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  508. if (cgh)
  509. cgh->updateGarrisons();
  510. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  511. {
  512. if(vstd::contains(objs, cmw->hero))
  513. cmw->garrisonChanged();
  514. }
  515. }
  516. GH.totalRedraw();
  517. }
  518. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  519. {
  520. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  521. }
  522. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  523. {
  524. EVENT_HANDLER_CALLED_BY_CLIENT;
  525. switch (buildingID)
  526. {
  527. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  528. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  529. case BuildingID::RESOURCE_SILO:
  530. updateInfo(town);
  531. break;
  532. }
  533. if(!castleInt)
  534. return;
  535. if(castleInt->town!=town)
  536. return;
  537. switch(what)
  538. {
  539. case 1:
  540. CCS->soundh->playSound(soundBase::newBuilding);
  541. castleInt->addBuilding(buildingID);
  542. break;
  543. case 2:
  544. castleInt->removeBuilding(buildingID);
  545. break;
  546. }
  547. adventureInt->townList.update(town);
  548. castleInt->townlist->update(town);
  549. }
  550. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  551. {
  552. //Don't wait for dialogs when we are non-active hot-seat player
  553. if(LOCPLINT == this)
  554. waitForAllDialogs();
  555. }
  556. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  557. {
  558. EVENT_HANDLER_CALLED_BY_CLIENT;
  559. if(settings["adventure"]["quickCombat"].Bool())
  560. {
  561. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  562. autofightingAI->init(cb);
  563. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  564. isAutoFightOn = true;
  565. cb->registerBattleInterface(autofightingAI);
  566. }
  567. //Don't wait for dialogs when we are non-active hot-seat player
  568. if(LOCPLINT == this)
  569. waitForAllDialogs();
  570. BATTLE_EVENT_POSSIBLE_RETURN;
  571. }
  572. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  573. {
  574. EVENT_HANDLER_CALLED_BY_CLIENT;
  575. BATTLE_EVENT_POSSIBLE_RETURN;
  576. for(auto & healedStack : healedStacks)
  577. {
  578. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  579. if(battleInt->creAnims[healed->ID]->isDead())
  580. {
  581. //stack has been resurrected
  582. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  583. }
  584. }
  585. if (lifeDrain)
  586. {
  587. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  588. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  589. int textOff = 0;
  590. if (attacker)
  591. {
  592. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  593. if (attacker->count > 1)
  594. {
  595. textOff += 1;
  596. }
  597. CCS->soundh->playSound(soundBase::DRAINLIF);
  598. //print info about life drain
  599. auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
  600. battleInt->console->addText(boost::to_string(txt));
  601. }
  602. }
  603. if (tentHeal)
  604. {
  605. std::string text = CGI->generaltexth->allTexts[414];
  606. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  607. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  608. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  609. battleInt->console->addText(text);
  610. }
  611. }
  612. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. BATTLE_EVENT_POSSIBLE_RETURN;
  616. battleInt->newStack(stack);
  617. }
  618. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  623. // {
  624. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  625. // {
  626. // if(itBat->first == *it) //remove this obstacle
  627. // {
  628. // battleInt->idToObstacle.erase(itBat);
  629. // break;
  630. // }
  631. // }
  632. // }
  633. //update accessible hexes
  634. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  635. }
  636. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  637. {
  638. EVENT_HANDLER_CALLED_BY_CLIENT;
  639. BATTLE_EVENT_POSSIBLE_RETURN;
  640. battleInt->stackIsCatapulting(ca);
  641. }
  642. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  643. {
  644. EVENT_HANDLER_CALLED_BY_CLIENT;
  645. BATTLE_EVENT_POSSIBLE_RETURN;
  646. for(auto & elem : bsr.stackIDs) //for each removed stack
  647. {
  648. battleInt->stackRemoved(elem);
  649. }
  650. }
  651. 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
  652. {
  653. EVENT_HANDLER_CALLED_BY_CLIENT;
  654. BATTLE_EVENT_POSSIBLE_RETURN;
  655. battleInt->newRound(round);
  656. }
  657. void CPlayerInterface::actionStarted(const BattleAction &action)
  658. {
  659. EVENT_HANDLER_CALLED_BY_CLIENT;
  660. BATTLE_EVENT_POSSIBLE_RETURN;
  661. curAction = new BattleAction(action);
  662. battleInt->startAction(curAction);
  663. }
  664. void CPlayerInterface::actionFinished(const BattleAction &action)
  665. {
  666. EVENT_HANDLER_CALLED_BY_CLIENT;
  667. BATTLE_EVENT_POSSIBLE_RETURN;
  668. battleInt->endAction(curAction);
  669. delete curAction;
  670. curAction = nullptr;
  671. }
  672. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  673. {
  674. THREAD_CREATED_BY_CLIENT;
  675. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  676. if(autofightingAI)
  677. {
  678. if(isAutoFightOn)
  679. {
  680. auto ret = autofightingAI->activeStack(stack);
  681. if(isAutoFightOn)
  682. {
  683. return ret;
  684. }
  685. }
  686. cb->unregisterBattleInterface(autofightingAI);
  687. autofightingAI.reset();
  688. }
  689. CBattleInterface *b = battleInt;
  690. if (b->givenCommand->get())
  691. {
  692. logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
  693. vstd::clear_pointer(b->givenCommand->data);
  694. }
  695. {
  696. boost::unique_lock<boost::recursive_mutex> un(*pim);
  697. b->stackActivated(stack);
  698. //Regeneration & mana drain go there
  699. }
  700. //wait till BattleInterface sets its command
  701. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  702. while(!b->givenCommand->data)
  703. {
  704. b->givenCommand->cond.wait(lock);
  705. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  706. throw boost::thread_interrupted(); //will shut the thread peacefully
  707. }
  708. //tidy up
  709. BattleAction ret = *(b->givenCommand->data);
  710. delete b->givenCommand->data;
  711. b->givenCommand->data = nullptr;
  712. //return command
  713. logGlobal->traceStream() << "Giving command for " << stack->nodeName();
  714. return ret;
  715. }
  716. void CPlayerInterface::battleEnd(const BattleResult *br)
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. if(isAutoFightOn)
  720. {
  721. isAutoFightOn = false;
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. if(!battleInt)
  725. {
  726. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  727. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  728. GH.pushInt(resWindow);
  729. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  730. // Otherwise NewTurn causes freeze.
  731. waitWhileDialog();
  732. return;
  733. }
  734. }
  735. BATTLE_EVENT_POSSIBLE_RETURN;
  736. battleInt->battleFinished(*br);
  737. }
  738. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  739. {
  740. EVENT_HANDLER_CALLED_BY_CLIENT;
  741. BATTLE_EVENT_POSSIBLE_RETURN;
  742. battleInt->stackMoved(stack, dest, distance);
  743. }
  744. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  745. {
  746. EVENT_HANDLER_CALLED_BY_CLIENT;
  747. BATTLE_EVENT_POSSIBLE_RETURN;
  748. battleInt->spellCast(sc);
  749. }
  750. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  751. {
  752. EVENT_HANDLER_CALLED_BY_CLIENT;
  753. BATTLE_EVENT_POSSIBLE_RETURN;
  754. battleInt->battleStacksEffectsSet(sse);
  755. }
  756. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  757. {
  758. EVENT_HANDLER_CALLED_BY_CLIENT;
  759. //TODO why is this different (no return on LOPLINT != this) ?
  760. RETURN_IF_QUICK_COMBAT;
  761. battleInt->battleTriggerEffect(bte);
  762. }
  763. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. std::vector<StackAttackedInfo> arg;
  768. for(auto & elem : bsa)
  769. {
  770. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  771. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  772. if(elem.isEffect())
  773. {
  774. if (defender && !elem.isSecondary())
  775. battleInt->displayEffect(elem.effect, defender->position);
  776. }
  777. if(elem.isSpell())
  778. {
  779. if (defender)
  780. battleInt->displaySpellEffect(elem.spellID, defender->position);
  781. }
  782. //FIXME: why action is deleted during enchanter cast?
  783. bool remoteAttack = false;
  784. if (LOCPLINT->curAction)
  785. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  786. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  787. arg.push_back(to_put);
  788. }
  789. battleInt->stacksAreAttacked(arg);
  790. }
  791. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  792. {
  793. EVENT_HANDLER_CALLED_BY_CLIENT;
  794. BATTLE_EVENT_POSSIBLE_RETURN;
  795. assert(curAction);
  796. if(ba->lucky()) //lucky hit
  797. {
  798. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  799. std::string hlp = CGI->generaltexth->allTexts[45];
  800. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  801. battleInt->console->addText(hlp);
  802. battleInt->displayEffect(18, stack->position);
  803. CCS->soundh->playSound(soundBase::GOODLUCK);
  804. }
  805. if(ba->unlucky()) //unlucky hit
  806. {
  807. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  808. std::string hlp = CGI->generaltexth->allTexts[44];
  809. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  810. battleInt->console->addText(hlp);
  811. battleInt->displayEffect(48, stack->position);
  812. CCS->soundh->playSound(soundBase::BADLUCK);
  813. }
  814. if (ba->deathBlow())
  815. {
  816. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  817. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  818. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  819. battleInt->console->addText(hlp);
  820. for (auto & elem : ba->bsa)
  821. {
  822. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  823. battleInt->displayEffect(73, attacked->position);
  824. }
  825. CCS->soundh->playSound(soundBase::deathBlow);
  826. }
  827. battleInt->waitForAnims();
  828. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  829. if(ba->shot())
  830. {
  831. for(auto & elem : ba->bsa)
  832. {
  833. if (!elem.isSecondary()) //display projectile only for primary target
  834. {
  835. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  836. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  837. }
  838. }
  839. }
  840. else
  841. {
  842. int shift = 0;
  843. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  844. {
  845. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  846. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  847. if( distp < distm )
  848. shift = 1;
  849. else
  850. shift = -1;
  851. }
  852. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  853. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  854. }
  855. //battleInt->waitForAnims(); //FIXME: freeze
  856. if(ba->spellLike())
  857. {
  858. //display hit animation
  859. SpellID spellID = ba->spellID;
  860. battleInt->displaySpellHit(spellID,curAction->destinationTile);
  861. }
  862. }
  863. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  864. {
  865. EVENT_HANDLER_CALLED_BY_CLIENT;
  866. BATTLE_EVENT_POSSIBLE_RETURN;
  867. battleInt->obstaclePlaced(obstacle);
  868. }
  869. void CPlayerInterface::yourTacticPhase(int distance)
  870. {
  871. THREAD_CREATED_BY_CLIENT;
  872. while(battleInt && battleInt->tacticsMode)
  873. boost::this_thread::sleep(boost::posix_time::millisec(1));
  874. }
  875. void CPlayerInterface::showComp(const Component &comp, std::string message)
  876. {
  877. EVENT_HANDLER_CALLED_BY_CLIENT;
  878. waitWhileDialog(); //Fix for mantis #98
  879. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  880. adventureInt->infoBar.showComponent(comp, message);
  881. }
  882. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  883. {
  884. EVENT_HANDLER_CALLED_BY_CLIENT;
  885. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  886. {
  887. return;
  888. }
  889. std::vector<CComponent*> intComps;
  890. for(auto & component : components)
  891. intComps.push_back(new CComponent(*component));
  892. showInfoDialog(text,intComps,soundID);
  893. }
  894. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  895. {
  896. std::vector<CComponent*> intComps;
  897. intComps.push_back(component);
  898. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  899. }
  900. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  901. {
  902. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  903. waitWhileDialog();
  904. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  905. {
  906. return;
  907. }
  908. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  909. temp->setDelComps(delComps);
  910. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  911. {
  912. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  913. showingDialog->set(true);
  914. stopMovement(); // interrupt movement to show dialog
  915. GH.pushInt(temp);
  916. }
  917. else
  918. {
  919. dialogs.push_back(temp);
  920. }
  921. }
  922. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  923. {
  924. EVENT_HANDLER_CALLED_BY_CLIENT;
  925. std::vector<Component*> comps;
  926. for(auto & elem : components)
  927. {
  928. comps.push_back(&elem);
  929. }
  930. std::string str;
  931. text.toString(str);
  932. showInfoDialog(str,comps, 0);
  933. waitWhileDialog();
  934. }
  935. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  936. {
  937. boost::unique_lock<boost::recursive_mutex> un(*pim);
  938. stopMovement();
  939. LOCPLINT->showingDialog->setn(true);
  940. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  941. }
  942. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
  943. {
  944. boost::unique_lock<boost::recursive_mutex> un(*pim);
  945. std::vector<Component*> comps;
  946. for(auto & elem : components)
  947. {
  948. comps.push_back(&elem);
  949. }
  950. std::string str;
  951. text.toString(str);
  952. stopMovement();
  953. showingDialog->setn(true);
  954. std::vector<CComponent*> intComps;
  955. for(auto & component : comps)
  956. intComps.push_back(new CComponent(*component));
  957. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  958. }
  959. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
  960. {
  961. EVENT_HANDLER_CALLED_BY_CLIENT;
  962. waitWhileDialog();
  963. stopMovement();
  964. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  965. if(!selection && cancel) //simple yes/no dialog
  966. {
  967. std::vector<CComponent*> intComps;
  968. for(auto & component : components)
  969. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  970. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  971. }
  972. else if(selection)
  973. {
  974. std::vector<CSelectableComponent*> intComps;
  975. for(auto & component : components)
  976. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  977. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  978. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  979. if(cancel)
  980. {
  981. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  982. }
  983. int charperline = 35;
  984. if (pom.size() > 1)
  985. charperline = 50;
  986. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  987. GH.pushInt(temp);
  988. intComps[0]->clickLeft(true, false);
  989. }
  990. }
  991. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  995. for(auto & po : pos)
  996. adventureInt->minimap.showTile(po);
  997. if(!pos.empty())
  998. GH.totalRedraw();
  999. }
  1000. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1001. {
  1002. EVENT_HANDLER_CALLED_BY_CLIENT;
  1003. for(auto & po : pos)
  1004. adventureInt->minimap.hideTile(po);
  1005. if(!pos.empty())
  1006. GH.totalRedraw();
  1007. }
  1008. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1009. {
  1010. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1011. GH.pushInt(new CHeroWindow(hero));
  1012. }
  1013. /*
  1014. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  1015. {
  1016. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1017. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  1018. {
  1019. adventureInt->heroWindow->deactivate();
  1020. adventureInt->heroWindow->setHero(hero);
  1021. adventureInt->heroWindow->activate();
  1022. }
  1023. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  1024. {
  1025. cew->deactivate();
  1026. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1027. {
  1028. if(cew->heroInst[g]->id == hero->id)
  1029. {
  1030. cew->heroInst[g] = hero;
  1031. cew->artifs[g]->updateState = true;
  1032. cew->artifs[g]->setHero(hero);
  1033. cew->artifs[g]->updateState = false;
  1034. }
  1035. }
  1036. cew->prepareBackground();
  1037. cew->activate();
  1038. }
  1039. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1040. {
  1041. if(caw->arts)
  1042. {
  1043. caw->deactivate();
  1044. caw->arts->updateState = true;
  1045. caw->arts->setHero(hero);
  1046. caw->arts->updateState = false;
  1047. caw->activate();
  1048. }
  1049. }
  1050. updateInfo(hero);
  1051. }*/
  1052. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1053. {
  1054. EVENT_HANDLER_CALLED_BY_CLIENT;
  1055. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1056. {
  1057. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1058. if(fs)
  1059. fs->creaturesChanged();
  1060. for(IShowActivatable *isa : GH.listInt)
  1061. {
  1062. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1063. if (ki && townObj)
  1064. ki->townChanged(townObj);
  1065. }
  1066. }
  1067. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1068. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1069. {
  1070. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1071. if(crw && crw->dwelling == town)
  1072. crw->availableCreaturesChanged();
  1073. }
  1074. }
  1075. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1076. {
  1077. EVENT_HANDLER_CALLED_BY_CLIENT;
  1078. if(bonus.type == Bonus::NONE)
  1079. return;
  1080. updateInfo(hero);
  1081. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1082. {
  1083. //recalculate paths because hero has lost bonus influencing pathfinding
  1084. eraseCurrentPathOf(hero, false);
  1085. }
  1086. }
  1087. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1088. {
  1089. h & observerInDuelMode;
  1090. h & wanderingHeroes & towns & sleepingHeroes;
  1091. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1092. if(h.saving)
  1093. {
  1094. for(auto &p : paths)
  1095. {
  1096. if(p.second.nodes.size())
  1097. pathsMap[p.first] = p.second.endPos();
  1098. else
  1099. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1100. }
  1101. h & pathsMap;
  1102. }
  1103. else
  1104. {
  1105. h & pathsMap;
  1106. if(cb)
  1107. for(auto &p : pathsMap)
  1108. {
  1109. CGPath path;
  1110. cb->getPathsInfo(p.first)->getPath(p.second, path);
  1111. paths[p.first] = path;
  1112. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1113. % p.first->nodeName() % p.second % path.nodes.size();
  1114. }
  1115. }
  1116. h & spellbookSettings;
  1117. }
  1118. void CPlayerInterface::saveGame( COSer & h, const int version )
  1119. {
  1120. EVENT_HANDLER_CALLED_BY_CLIENT;
  1121. serializeTempl(h,version);
  1122. }
  1123. void CPlayerInterface::loadGame( CISer & h, const int version )
  1124. {
  1125. EVENT_HANDLER_CALLED_BY_CLIENT;
  1126. serializeTempl(h,version);
  1127. firstCall = -1;
  1128. }
  1129. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1130. {
  1131. logGlobal->traceStream() << __FUNCTION__;
  1132. if(!LOCPLINT->makingTurn)
  1133. return;
  1134. if (!h)
  1135. return; //can't find hero
  1136. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1137. if(showingDialog->get() || !dialogs.empty())
  1138. return;
  1139. duringMovement = true;
  1140. if (adventureInt && adventureInt->isHeroSleeping(h))
  1141. {
  1142. adventureInt->sleepWake->clickLeft(true, false);
  1143. adventureInt->sleepWake->clickLeft(false, true);
  1144. //could've just called
  1145. //adventureInt->fsleepWake();
  1146. //but no authentic button click/sound ;-)
  1147. }
  1148. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1149. }
  1150. bool CPlayerInterface::shiftPressed() const
  1151. {
  1152. return isShiftKeyDown();
  1153. }
  1154. bool CPlayerInterface::altPressed() const
  1155. {
  1156. return isAltKeyDown();
  1157. }
  1158. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1159. {
  1160. EVENT_HANDLER_CALLED_BY_CLIENT;
  1161. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1162. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1163. {
  1164. onEnd();
  1165. return;
  1166. }
  1167. waitForAllDialogs();
  1168. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1169. cgw->quit->addCallback(onEnd);
  1170. GH.pushInt(cgw);
  1171. }
  1172. /**
  1173. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1174. * into a combinational one on an artifact screen. Does not require the combination of
  1175. * artifacts to be legal.
  1176. * @param artifactID ID of a constituent artifact.
  1177. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1178. * is false.
  1179. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1180. */
  1181. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
  1182. {
  1183. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1184. std::string text = artifact.Description();
  1185. text += "\n\n";
  1186. std::vector<CComponent*> scs;
  1187. if (assemble) {
  1188. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1189. // You possess all of the components to...
  1190. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1191. // Picture of assembled artifact at bottom.
  1192. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1193. //sc->description = assembledArtifact.Description();
  1194. //sc->subtitle = assembledArtifact.Name();
  1195. scs.push_back(sc);
  1196. } else {
  1197. // Do you wish to disassemble this artifact?
  1198. text += CGI->generaltexth->allTexts[733];
  1199. }
  1200. showYesNoDialog(text, onYes, onNo, true, scs);
  1201. }
  1202. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
  1206. stillMoveHero.setn(CONTINUE_MOVE);
  1207. }
  1208. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1209. {
  1210. EVENT_HANDLER_CALLED_BY_CLIENT;
  1211. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1212. }
  1213. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1214. {
  1215. EVENT_HANDLER_CALLED_BY_CLIENT;
  1216. //redraw minimap if owner changed
  1217. if(sop->what == ObjProperty::OWNER)
  1218. {
  1219. const CGObjectInstance * obj = cb->getObj(sop->id);
  1220. std::set<int3> pos = obj->getBlockedPos();
  1221. for(auto & po : pos)
  1222. {
  1223. if(cb->isVisible(po))
  1224. adventureInt->minimap.showTile(po);
  1225. }
  1226. if(obj->ID == Obj::TOWN)
  1227. {
  1228. if(obj->tempOwner == playerID)
  1229. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1230. else
  1231. towns -= obj;
  1232. adventureInt->townList.update();
  1233. }
  1234. assert(cb->getTownsInfo().size() == towns.size());
  1235. }
  1236. }
  1237. void CPlayerInterface::initializeHeroTownList()
  1238. {
  1239. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1240. /*
  1241. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1242. //applying current heroes order to new heroes info
  1243. int j;
  1244. for (int i = 0; i < wanderingHeroes.size(); i++)
  1245. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1246. if (!allHeroes[j]->inTownGarrison)
  1247. {
  1248. newWanderingHeroes += allHeroes[j];
  1249. allHeroes -= allHeroes[j];
  1250. }
  1251. //all the rest of new heroes go the end of the list
  1252. wanderingHeroes.clear();
  1253. wanderingHeroes = newWanderingHeroes;
  1254. newWanderingHeroes.clear();*/
  1255. for (auto & allHeroe : allHeroes)
  1256. if (!allHeroe->inTownGarrison)
  1257. wanderingHeroes.push_back(allHeroe);
  1258. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1259. /*
  1260. std::vector<const CGTownInstance*> newTowns;
  1261. for (int i = 0; i < towns.size(); i++)
  1262. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1263. {
  1264. newTowns += allTowns[j];
  1265. allTowns -= allTowns[j];
  1266. }
  1267. towns.clear();
  1268. towns = newTowns;
  1269. newTowns.clear();*/
  1270. for(auto & allTown : allTowns)
  1271. towns.push_back(allTown);
  1272. if (adventureInt)
  1273. adventureInt->updateNextHero(nullptr);
  1274. }
  1275. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1276. {
  1277. EVENT_HANDLER_CALLED_BY_CLIENT;
  1278. waitWhileDialog();
  1279. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
  1280. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1281. GH.pushInt(cr);
  1282. }
  1283. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1284. {
  1285. if(GH.amIGuiThread())
  1286. {
  1287. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1288. return;
  1289. }
  1290. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1291. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1292. while(showingDialog->data)
  1293. showingDialog->cond.wait(un);
  1294. }
  1295. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1296. {
  1297. EVENT_HANDLER_CALLED_BY_CLIENT;
  1298. auto state = obj->shipyardStatus();
  1299. std::vector<si32> cost;
  1300. obj->getBoatCost(cost);
  1301. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1302. GH.pushInt(csw);
  1303. }
  1304. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1305. {
  1306. EVENT_HANDLER_CALLED_BY_CLIENT;
  1307. //we might have built a boat in shipyard in opened town screen
  1308. if(obj->ID == Obj::BOAT
  1309. && LOCPLINT->castleInt
  1310. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1311. {
  1312. CCS->soundh->playSound(soundBase::newBuilding);
  1313. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1314. }
  1315. }
  1316. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1317. {
  1318. EVENT_HANDLER_CALLED_BY_CLIENT;
  1319. waitWhileDialog();
  1320. adventureInt->centerOn (pos);
  1321. if(focusTime)
  1322. {
  1323. GH.totalRedraw();
  1324. #ifdef VCMI_SDL1
  1325. CSDL_Ext::update(screen);
  1326. SDL_Delay(focusTime);
  1327. #else
  1328. {
  1329. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1330. IgnoreEvents ignore(*this);
  1331. SDL_Delay(focusTime);
  1332. }
  1333. #endif
  1334. }
  1335. }
  1336. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1337. {
  1338. EVENT_HANDLER_CALLED_BY_CLIENT;
  1339. if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
  1340. std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
  1341. if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
  1342. waitWhileDialog();
  1343. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  1344. } else if ((handlerName == "monster") || (handlerName == "hero")) {
  1345. waitWhileDialog();
  1346. CCS->soundh->playSound(soundBase::KillFade);
  1347. }
  1348. }
  1349. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1350. {
  1351. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1352. heroKilled(h);
  1353. }
  1354. }
  1355. bool CPlayerInterface::ctrlPressed() const
  1356. {
  1357. return isCtrlKeyDown();
  1358. }
  1359. const CArmedInstance * CPlayerInterface::getSelection()
  1360. {
  1361. return currentSelection;
  1362. }
  1363. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1364. {
  1365. currentSelection = obj;
  1366. }
  1367. void CPlayerInterface::update()
  1368. {
  1369. if (!locked)
  1370. {
  1371. logGlobal->errorStream() << "Non synchronized update of PlayerInterface";
  1372. return;
  1373. }
  1374. //if there are any waiting dialogs, show them
  1375. if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1376. {
  1377. showingDialog->set(true);
  1378. GH.pushInt(dialogs.front());
  1379. dialogs.pop_front();
  1380. }
  1381. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1382. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1383. {
  1384. return;
  1385. }
  1386. // Handles mouse and key input
  1387. GH.updateTime();
  1388. GH.handleEvents();
  1389. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1390. GH.totalRedraw();
  1391. else
  1392. GH.simpleRedraw();
  1393. if (settings["general"]["showfps"].Bool())
  1394. GH.drawFPSCounter();
  1395. }
  1396. void CPlayerInterface::runLocked(std::function<void()> functor)
  1397. {
  1398. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  1399. // When ending the game, the pim mutex might be hold by other thread,
  1400. // that will notify us about the ending game by setting terminate_cond flag.
  1401. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  1402. while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  1403. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1404. if(!acquiredTheLockOnPim)
  1405. {
  1406. // We broke the while loop above and not because of mutex, so we must be terminating.
  1407. assert(terminate_cond.get());
  1408. return;
  1409. }
  1410. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  1411. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
  1412. // While mutexes were locked away we may be have stopped being the active interface
  1413. if(LOCPLINT != this)
  1414. return;
  1415. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1416. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1417. locked = true;
  1418. functor();
  1419. locked = false;
  1420. }
  1421. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1422. {
  1423. using namespace boost::filesystem;
  1424. using namespace boost::algorithm;
  1425. path gamesDir = VCMIDirs::get().userSavePath();
  1426. std::map<std::time_t, int> dates; //save number => datestamp
  1427. const directory_iterator enddir;
  1428. if(!exists(gamesDir))
  1429. create_directory(gamesDir);
  1430. else
  1431. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1432. {
  1433. if(is_regular(dir->status()))
  1434. {
  1435. std::string name = dir->path().filename().string();
  1436. if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1437. {
  1438. char nr = name[namePrefix.size()];
  1439. if(std::isdigit(nr))
  1440. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1441. }
  1442. }
  1443. }
  1444. if(!dates.empty())
  1445. return (--dates.end())->second; //return latest file number
  1446. return 0;
  1447. }
  1448. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1449. {
  1450. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1451. {
  1452. //ho->moveDir = 1;
  1453. ho->isStanding = false;
  1454. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1455. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1456. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1457. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1458. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1459. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1460. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1461. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1462. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1463. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1464. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1465. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1466. 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);
  1467. 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);
  1468. 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);
  1469. 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);
  1470. 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);
  1471. 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);
  1472. }
  1473. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1474. {
  1475. //ho->moveDir = 2;
  1476. ho->isStanding = false;
  1477. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1478. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1479. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1480. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1481. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1482. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1483. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1484. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1485. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1486. 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);
  1487. 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);
  1488. 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);
  1489. }
  1490. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1491. {
  1492. //ho->moveDir = 3;
  1493. ho->isStanding = false;
  1494. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1495. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1496. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1497. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1498. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1499. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1500. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1501. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1502. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1503. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1504. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1505. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  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. 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);
  1510. 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);
  1511. 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);
  1512. }
  1513. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1514. {
  1515. //ho->moveDir = 4;
  1516. ho->isStanding = false;
  1517. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1518. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1519. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1520. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1521. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1522. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1523. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1524. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1525. 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);
  1526. 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);
  1527. }
  1528. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1529. {
  1530. //ho->moveDir = 5;
  1531. ho->isStanding = false;
  1532. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1533. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1534. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1535. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1536. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1537. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1538. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1539. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1540. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1541. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1542. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1543. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1544. 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);
  1545. 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);
  1546. 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);
  1547. 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);
  1548. 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);
  1549. 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);
  1550. }
  1551. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1552. {
  1553. //ho->moveDir = 6;
  1554. ho->isStanding = false;
  1555. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1556. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1557. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1558. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1559. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1560. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1561. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1562. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1563. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1564. 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);
  1565. 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);
  1566. 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);
  1567. }
  1568. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1569. {
  1570. //ho->moveDir = 7;
  1571. ho->isStanding = false;
  1572. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1573. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1574. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1575. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1576. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1577. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1578. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1579. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1580. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1581. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1582. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1583. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1584. 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);
  1585. 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);
  1586. 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);
  1587. 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);
  1588. 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);
  1589. 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);
  1590. }
  1591. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1592. {
  1593. //ho->moveDir = 8;
  1594. ho->isStanding = false;
  1595. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1596. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1597. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1598. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1599. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1600. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1601. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1602. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1603. 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);
  1604. 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);
  1605. }
  1606. }
  1607. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1608. {
  1609. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1610. {
  1611. //setting advmap shift
  1612. adventureInt->terrain.moveX = i-32;
  1613. adventureInt->terrain.moveY = i-32;
  1614. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1615. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1616. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1617. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1618. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1619. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1620. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1621. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1622. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1623. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1624. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1625. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1626. }
  1627. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1628. {
  1629. //setting advmap shift
  1630. adventureInt->terrain.moveY = i-32;
  1631. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1632. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1633. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1634. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1635. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1636. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1637. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1638. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1639. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1640. }
  1641. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1642. {
  1643. //setting advmap shift
  1644. adventureInt->terrain.moveX = -i+32;
  1645. adventureInt->terrain.moveY = i-32;
  1646. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1647. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1648. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1649. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1650. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1651. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1652. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1653. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1654. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1655. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1656. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1657. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1658. }
  1659. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1660. {
  1661. //setting advmap shift
  1662. adventureInt->terrain.moveX = -i+32;
  1663. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1664. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1665. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1666. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1667. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1668. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1669. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1670. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1671. }
  1672. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1673. {
  1674. //setting advmap shift
  1675. adventureInt->terrain.moveX = -i+32;
  1676. adventureInt->terrain.moveY = -i+32;
  1677. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1678. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1679. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1680. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1681. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1682. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1683. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1684. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1685. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1686. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1687. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1688. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1689. }
  1690. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1691. {
  1692. //setting advmap shift
  1693. adventureInt->terrain.moveY = -i+32;
  1694. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1695. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1696. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1697. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1698. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1699. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1700. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1701. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1702. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1703. }
  1704. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1705. {
  1706. //setting advmap shift
  1707. adventureInt->terrain.moveX = i-32;
  1708. adventureInt->terrain.moveY = -i+32;
  1709. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1710. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1711. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1712. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1713. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1714. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1715. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1716. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1717. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1718. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1719. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1720. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1721. }
  1722. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1723. {
  1724. //setting advmap shift
  1725. adventureInt->terrain.moveX = i-32;
  1726. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1727. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1728. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1729. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1730. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1731. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1732. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1733. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1734. }
  1735. }
  1736. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1737. {
  1738. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1739. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1740. {
  1741. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1742. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1743. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1744. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1745. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1746. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1747. }
  1748. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1749. {
  1750. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1751. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1752. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1753. }
  1754. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1755. {
  1756. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1757. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1758. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1759. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1760. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1761. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1762. }
  1763. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1764. {
  1765. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1766. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1767. }
  1768. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1769. {
  1770. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1771. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1772. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1773. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1774. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1775. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1776. }
  1777. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1778. {
  1779. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1780. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1781. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1782. }
  1783. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1784. {
  1785. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1786. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1787. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1788. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1789. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1790. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1791. }
  1792. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1793. {
  1794. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1795. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1796. }
  1797. //restoring good rects
  1798. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1799. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1800. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1801. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1802. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1803. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1804. //restoring good order of objects
  1805. 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);
  1806. 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);
  1807. 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);
  1808. 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);
  1809. 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);
  1810. 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);
  1811. }
  1812. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1813. {
  1814. EVENT_HANDLER_CALLED_BY_CLIENT;
  1815. if(player == playerID)
  1816. {
  1817. if(victoryLossCheckResult.loss())
  1818. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1819. if(LOCPLINT == this)
  1820. {
  1821. GH.curInt = this; //waiting for dialogs requires this to get events
  1822. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1823. }
  1824. --howManyPeople;
  1825. if(howManyPeople == 0) //all human players eliminated
  1826. {
  1827. if(adventureInt)
  1828. {
  1829. terminate_cond.setn(true);
  1830. adventureInt->deactivate();
  1831. if(GH.topInt() == adventureInt)
  1832. GH.popInt(adventureInt);
  1833. delete adventureInt;
  1834. adventureInt = nullptr;
  1835. }
  1836. }
  1837. if(cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1838. {
  1839. // if you lose the campaign go back to the main menu
  1840. // campaign wins are handled in proposeNextMission
  1841. if(victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1842. }
  1843. else
  1844. {
  1845. if(howManyPeople == 0) //all human players eliminated
  1846. {
  1847. requestReturningToMainMenu();
  1848. }
  1849. else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1850. {
  1851. requestReturningToMainMenu();
  1852. }
  1853. }
  1854. if(GH.curInt == this) GH.curInt = nullptr;
  1855. }
  1856. else
  1857. {
  1858. if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1859. {
  1860. std::string str = victoryLossCheckResult.messageToSelf;
  1861. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1862. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1863. }
  1864. }
  1865. }
  1866. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1867. {
  1868. EVENT_HANDLER_CALLED_BY_CLIENT;
  1869. }
  1870. void CPlayerInterface::showPuzzleMap()
  1871. {
  1872. EVENT_HANDLER_CALLED_BY_CLIENT;
  1873. waitWhileDialog();
  1874. //TODO: interface should not know the real position of Grail...
  1875. double ratio = 0;
  1876. int3 grailPos = cb->getGrailPos(ratio);
  1877. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1878. }
  1879. void CPlayerInterface::viewWorldMap()
  1880. {
  1881. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1882. }
  1883. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1884. {
  1885. EVENT_HANDLER_CALLED_BY_CLIENT;
  1886. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1887. {
  1888. eraseCurrentPathOf(caster, false);
  1889. }
  1890. const CSpell * spell = CGI->spellh->objects[spellID];
  1891. if(spellID == SpellID::VIEW_EARTH)
  1892. {
  1893. //TODO: implement on server side
  1894. int level = caster->getSpellSchoolLevel(spell);
  1895. adventureInt->worldViewOptions.showAllTerrain = (level>2);
  1896. }
  1897. auto castSoundPath = spell->getCastSound();
  1898. if (!castSoundPath.empty())
  1899. CCS->soundh->playSound(castSoundPath);
  1900. }
  1901. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1902. {
  1903. if(checkForExistanceOfPath)
  1904. {
  1905. assert(vstd::contains(paths, ho));
  1906. }
  1907. else if (!vstd::contains(paths, ho))
  1908. {
  1909. return;
  1910. }
  1911. assert(ho == adventureInt->selection);
  1912. paths.erase(ho);
  1913. adventureInt->terrain.currentPath = nullptr;
  1914. adventureInt->updateMoveHero(ho, false);
  1915. }
  1916. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1917. {
  1918. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1919. 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
  1920. eraseCurrentPathOf(ho);
  1921. }
  1922. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1923. {
  1924. if(vstd::contains(paths,h)) //hero has assigned path
  1925. {
  1926. CGPath &path = paths[h];
  1927. if(!path.nodes.size())
  1928. {
  1929. logGlobal->warnStream() << "Warning: empty path found...";
  1930. paths.erase(h);
  1931. }
  1932. else
  1933. {
  1934. assert(h->getPosition(false) == path.startPos());
  1935. //update the hero path in case of something has changed on map
  1936. if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path))
  1937. return &path;
  1938. else
  1939. paths.erase(h);
  1940. }
  1941. }
  1942. return nullptr;
  1943. }
  1944. void CPlayerInterface::acceptTurn()
  1945. {
  1946. if(settings["session"]["autoSkip"].Bool())
  1947. {
  1948. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1949. iw->close();
  1950. }
  1951. waitWhileDialog();
  1952. if(howManyPeople > 1)
  1953. adventureInt->startTurn();
  1954. adventureInt->heroList.update();
  1955. adventureInt->townList.update();
  1956. const CGHeroInstance * heroToSelect = nullptr;
  1957. // find first non-sleeping hero
  1958. for (auto hero : wanderingHeroes)
  1959. {
  1960. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1961. {
  1962. heroToSelect = hero;
  1963. break;
  1964. }
  1965. }
  1966. //select first hero if available.
  1967. if(heroToSelect != nullptr)
  1968. {
  1969. adventureInt->select(heroToSelect);
  1970. }
  1971. else
  1972. adventureInt->select(towns.front());
  1973. //show new day animation and sound on infobar
  1974. adventureInt->infoBar.showDate();
  1975. adventureInt->updateNextHero(nullptr);
  1976. adventureInt->showAll(screen);
  1977. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1978. {
  1979. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1980. iw->close();
  1981. adventureInt->fendTurn();
  1982. }
  1983. // warn player if he has no town
  1984. if(cb->howManyTowns() == 0)
  1985. {
  1986. auto playerColor = *cb->getPlayerID();
  1987. std::vector<Component> components;
  1988. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1989. MetaString text;
  1990. auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle;
  1991. if (daysWithoutCastle < 6)
  1992. {
  1993. 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.
  1994. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1995. text.addReplacement(7 - daysWithoutCastle);
  1996. }
  1997. else if(daysWithoutCastle == 6)
  1998. {
  1999. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2000. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2001. }
  2002. showInfoDialogAndWait(components, text);
  2003. }
  2004. }
  2005. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2006. {
  2007. std::string hlp;
  2008. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2009. int msgToShow = -1;
  2010. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  2011. if(hlp.length())
  2012. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  2013. switch(isDiggingPossible)
  2014. {
  2015. case CGHeroInstance::CAN_DIG:
  2016. break;
  2017. case CGHeroInstance::LACK_OF_MOVEMENT:
  2018. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2019. break;
  2020. case CGHeroInstance::TILE_OCCUPIED:
  2021. msgToShow = 97; //Try searching on clear ground.
  2022. break;
  2023. case CGHeroInstance::WRONG_TERRAIN:
  2024. msgToShow = 60; ////Try looking on land!
  2025. break;
  2026. default:
  2027. assert(0);
  2028. }
  2029. if(msgToShow < 0)
  2030. cb->dig(h);
  2031. else
  2032. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2033. }
  2034. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2035. {
  2036. adventureInt->infoBar.showSelection();
  2037. }
  2038. void CPlayerInterface::battleNewRoundFirst( int round )
  2039. {
  2040. EVENT_HANDLER_CALLED_BY_CLIENT;
  2041. BATTLE_EVENT_POSSIBLE_RETURN;
  2042. battleInt->newRoundFirst(round);
  2043. }
  2044. void CPlayerInterface::stopMovement()
  2045. {
  2046. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2047. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2048. }
  2049. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2050. {
  2051. EVENT_HANDLER_CALLED_BY_CLIENT;
  2052. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2053. {
  2054. //EEMarketMode mode = market->availableModes().front();
  2055. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2056. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2057. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2058. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2059. }
  2060. else
  2061. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2062. }
  2063. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2064. {
  2065. EVENT_HANDLER_CALLED_BY_CLIENT;
  2066. auto cuw = new CUniversityWindow(visitor, market);
  2067. GH.pushInt(cuw);
  2068. }
  2069. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2070. {
  2071. EVENT_HANDLER_CALLED_BY_CLIENT;
  2072. auto chfw = new CHillFortWindow(visitor, object);
  2073. GH.pushInt(chfw);
  2074. }
  2075. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  2076. {
  2077. EVENT_HANDLER_CALLED_BY_CLIENT;
  2078. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2079. cmw->artifactsChanged(false);
  2080. }
  2081. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2082. {
  2083. EVENT_HANDLER_CALLED_BY_CLIENT;
  2084. auto tv = new CTavernWindow(townOrTavern);
  2085. GH.pushInt(tv);
  2086. }
  2087. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2088. {
  2089. EVENT_HANDLER_CALLED_BY_CLIENT;
  2090. auto tgw = new CThievesGuildWindow(obj);
  2091. GH.pushInt(tgw);
  2092. }
  2093. void CPlayerInterface::showQuestLog()
  2094. {
  2095. EVENT_HANDLER_CALLED_BY_CLIENT;
  2096. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2097. GH.pushInt (ql);
  2098. }
  2099. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2100. {
  2101. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  2102. {
  2103. MetaString txt;
  2104. obj->getProblemText(txt);
  2105. showInfoDialog(txt.toString());
  2106. }
  2107. else
  2108. showShipyardDialog(obj);
  2109. }
  2110. void CPlayerInterface::requestReturningToMainMenu()
  2111. {
  2112. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2113. cb->unregisterAllInterfaces();
  2114. }
  2115. void CPlayerInterface::requestStoppingClient()
  2116. {
  2117. sendCustomEvent(STOP_CLIENT);
  2118. }
  2119. void CPlayerInterface::sendCustomEvent( int code )
  2120. {
  2121. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2122. }
  2123. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2124. {
  2125. EVENT_HANDLER_CALLED_BY_CLIENT;
  2126. garrisonChanged(location.army);
  2127. }
  2128. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2129. {
  2130. EVENT_HANDLER_CALLED_BY_CLIENT;
  2131. garrisonChanged(location.army);
  2132. }
  2133. void CPlayerInterface::stacksErased(const StackLocation &location)
  2134. {
  2135. EVENT_HANDLER_CALLED_BY_CLIENT;
  2136. garrisonChanged(location.army);
  2137. }
  2138. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2139. {
  2140. EVENT_HANDLER_CALLED_BY_CLIENT;
  2141. std::vector<const CGObjectInstance *> objects;
  2142. objects.push_back(loc1.army);
  2143. if(loc2.army != loc1.army)
  2144. objects.push_back(loc2.army);
  2145. garrisonsChanged(objects);
  2146. }
  2147. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2148. {
  2149. EVENT_HANDLER_CALLED_BY_CLIENT;
  2150. garrisonChanged(location.army);
  2151. }
  2152. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2153. {
  2154. EVENT_HANDLER_CALLED_BY_CLIENT;
  2155. std::vector<const CGObjectInstance *> objects;
  2156. objects.push_back(src.army);
  2157. if(src.army != dst.army)
  2158. objects.push_back(dst.army);
  2159. garrisonsChanged(objects);
  2160. }
  2161. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2162. {
  2163. EVENT_HANDLER_CALLED_BY_CLIENT;
  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. }
  2187. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2188. {
  2189. EVENT_HANDLER_CALLED_BY_CLIENT;
  2190. adventureInt->infoBar.showSelection();
  2191. for(IShowActivatable *isa : GH.listInt)
  2192. {
  2193. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2194. if(artWin)
  2195. artWin->artifactAssembled(al);
  2196. }
  2197. }
  2198. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2199. {
  2200. EVENT_HANDLER_CALLED_BY_CLIENT;
  2201. adventureInt->infoBar.showSelection();
  2202. for(IShowActivatable *isa : GH.listInt)
  2203. {
  2204. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2205. if(artWin)
  2206. artWin->artifactDisassembled(al);
  2207. }
  2208. }
  2209. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2210. {
  2211. EVENT_HANDLER_CALLED_BY_CLIENT;
  2212. adventureInt->infoBar.showSelection();
  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. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2221. GH.popInts(1);
  2222. }
  2223. if(howManyPeople == 1)
  2224. {
  2225. GH.curInt = this;
  2226. adventureInt->startTurn();
  2227. }
  2228. if(player != playerID && this == LOCPLINT)
  2229. {
  2230. waitWhileDialog();
  2231. adventureInt->aiTurnStarted();
  2232. }
  2233. }
  2234. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2235. {
  2236. while(!dialogs.empty())
  2237. {
  2238. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2239. SDL_Delay(5);
  2240. }
  2241. waitWhileDialog(unlockPim);
  2242. }
  2243. void CPlayerInterface::proposeLoadingGame()
  2244. {
  2245. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2246. }
  2247. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2248. {
  2249. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2250. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2251. }
  2252. bool CPlayerInterface::capturedAllEvents()
  2253. {
  2254. if(duringMovement)
  2255. {
  2256. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2257. return true;
  2258. }
  2259. if(ignoreEvents)
  2260. {
  2261. boost::unique_lock<boost::mutex> un(eventsM);
  2262. while(!events.empty())
  2263. {
  2264. events.pop();
  2265. }
  2266. return true;
  2267. }
  2268. return false;
  2269. }
  2270. void CPlayerInterface::doMoveHero(const CGHeroInstance* h, CGPath path)
  2271. {
  2272. int i = 1;
  2273. {
  2274. path.convert(0);
  2275. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2276. stillMoveHero.data = CONTINUE_MOVE;
  2277. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2278. ETerrainType newTerrain;
  2279. int sh = -1;
  2280. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  2281. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  2282. {
  2283. //changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
  2284. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  2285. continue;
  2286. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2287. if(path.nodes[i-1].turns)
  2288. {
  2289. stillMoveHero.data = STOP_MOVE;
  2290. break;
  2291. }
  2292. // Start a new sound for the hero movement or let the existing one carry on.
  2293. #if 0
  2294. // TODO
  2295. if (hero is flying && sh == -1)
  2296. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2297. #endif
  2298. {
  2299. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
  2300. if (newTerrain != currentTerrain)
  2301. {
  2302. CCS->soundh->stopSound(sh);
  2303. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2304. currentTerrain = newTerrain;
  2305. }
  2306. }
  2307. stillMoveHero.data = WAITING_MOVE;
  2308. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  2309. bool guarded = CGI->mh->map->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2310. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  2311. cb->moveHero(h,endpos);
  2312. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2313. stillMoveHero.cond.wait(un);
  2314. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  2315. if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2316. break;
  2317. }
  2318. CCS->soundh->stopSound(sh);
  2319. }
  2320. //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
  2321. if(!showingDialog->get())
  2322. GH.fakeMouseMove();
  2323. //todo: this should be in main thread
  2324. if (adventureInt)
  2325. {
  2326. // (i == 0) means hero went through all the path
  2327. adventureInt->updateMoveHero(h, (i != 0));
  2328. adventureInt->updateNextHero(h);
  2329. }
  2330. duringMovement = false;
  2331. }
  2332. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2333. {
  2334. EVENT_HANDLER_CALLED_BY_CLIENT;
  2335. //TODO: showWorldViewEx
  2336. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2337. viewWorldMap();
  2338. }