CPlayerInterface.cpp 95 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/serializer/CTypeList.h"
  26. #include "../lib/serializer/BinaryDeserializer.h"
  27. #include "../lib/serializer/BinarySerializer.h"
  28. #include "../lib/spells/CSpellHandler.h"
  29. #include "../lib/CTownHandler.h"
  30. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  31. #include "../lib/CStack.h"
  32. #include "../lib/JsonNode.h"
  33. #include "CMusicHandler.h"
  34. #include "../lib/CondSh.h"
  35. #include "../lib/NetPacks.h"
  36. #include "../lib/mapping/CMap.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "mapHandler.h"
  39. #include "../lib/CStopWatch.h"
  40. #include "../lib/StartInfo.h"
  41. #include "../lib/CGameState.h"
  42. #include "../lib/CPlayerState.h"
  43. #include "../lib/GameConstants.h"
  44. #include "gui/CGuiHandler.h"
  45. #include "windows/InfoWindows.h"
  46. #include "../lib/UnlockGuard.h"
  47. #include <SDL.h>
  48. /*
  49. * CPlayerInterface.cpp, part of VCMI engine
  50. *
  51. * Authors: listed in file AUTHORS in main folder
  52. *
  53. * License: GNU General Public License v2.0 or later
  54. * Full text of license available in license.txt file, in main folder
  55. *
  56. */
  57. // The macro below is used to mark functions that are called by client when game state changes.
  58. // They all assume that CPlayerInterface::pim mutex is locked.
  59. #define EVENT_HANDLER_CALLED_BY_CLIENT
  60. // The macro marks functions that are run on a new thread by client.
  61. // They do not own any mutexes intiially.
  62. #define THREAD_CREATED_BY_CLIENT
  63. #define RETURN_IF_QUICK_COMBAT \
  64. if (isAutoFightOn && !battleInt) \
  65. return;
  66. #define BATTLE_EVENT_POSSIBLE_RETURN\
  67. if (LOCPLINT != this) \
  68. return; \
  69. RETURN_IF_QUICK_COMBAT
  70. using namespace CSDL_Ext;
  71. void processCommand(const std::string &message, CClient *&client);
  72. extern std::queue<SDL_Event> events;
  73. extern boost::mutex eventsM;
  74. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  75. CPlayerInterface * LOCPLINT;
  76. CBattleInterface * CPlayerInterface::battleInt;
  77. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  78. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  79. int CPlayerInterface::howManyPeople = 0;
  80. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  81. {
  82. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  83. }
  84. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  85. {
  86. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  87. {
  88. return h;
  89. }
  90. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  91. {
  92. return nullptr;
  93. }
  94. };
  95. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  96. {
  97. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  98. destinationTeleport = ObjectInstanceID();
  99. destinationTeleportPos = int3(-1);
  100. howManyPeople++;
  101. GH.defActionsDef = 0;
  102. LOCPLINT = this;
  103. curAction = nullptr;
  104. playerID=Player;
  105. human=true;
  106. currentSelection = nullptr;
  107. castleInt = nullptr;
  108. battleInt = nullptr;
  109. makingTurn = false;
  110. showingDialog = new CondSh<bool>(false);
  111. cingconsole = new CInGameConsole;
  112. GH.terminate_cond.set(false);
  113. firstCall = 1; //if loading will be overwritten in serialize
  114. autosaveCount = 0;
  115. isAutoFightOn = false;
  116. duringMovement = false;
  117. ignoreEvents = false;
  118. }
  119. CPlayerInterface::~CPlayerInterface()
  120. {
  121. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  122. //howManyPeople--;
  123. delete showingDialog;
  124. delete cingconsole;
  125. if (LOCPLINT == this)
  126. LOCPLINT = nullptr;
  127. }
  128. void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
  129. {
  130. cb = CB;
  131. if (!towns.size() && !wanderingHeroes.size())
  132. initializeHeroTownList();
  133. // always recreate advmap interface to avoid possible memory-corruption bugs
  134. if (adventureInt)
  135. delete adventureInt;
  136. adventureInt = new CAdvMapInt();
  137. }
  138. void CPlayerInterface::yourTurn()
  139. {
  140. EVENT_HANDLER_CALLED_BY_CLIENT;
  141. {
  142. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  143. LOCPLINT = this;
  144. GH.curInt = this;
  145. adventureInt->selection = nullptr;
  146. std::string prefix = settings["session"]["saveprefix"].String();
  147. if (firstCall)
  148. {
  149. if (howManyPeople == 1)
  150. adventureInt->setPlayer(playerID);
  151. autosaveCount = getLastIndex(prefix + "Autosave_");
  152. if (firstCall > 0) //new game, not loaded
  153. {
  154. int index = getLastIndex(prefix + "Newgame_");
  155. index %= SAVES_COUNT;
  156. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  157. }
  158. firstCall = 0;
  159. }
  160. else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)
  161. {
  162. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  163. autosaveCount %= 5;
  164. }
  165. if (adventureInt->player != playerID)
  166. adventureInt->setPlayer(playerID);
  167. if (howManyPeople > 1) //hot seat message
  168. {
  169. adventureInt->startHotSeatWait(playerID);
  170. makingTurn = true;
  171. std::string msg = CGI->generaltexth->allTexts[13];
  172. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  173. std::vector<CComponent*> cmp;
  174. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  175. showInfoDialog(msg, cmp);
  176. }
  177. else
  178. {
  179. makingTurn = true;
  180. adventureInt->startTurn();
  181. }
  182. }
  183. acceptTurn();
  184. }
  185. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  186. {
  187. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  188. for (auto & elem : hlp.objects)
  189. if (elem.obj && elem.obj->id == hid)
  190. {
  191. elem.rect = r;
  192. return;
  193. }
  194. }
  195. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  196. {
  197. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  198. for (int h=0; h<hlp.objects.size(); ++h)
  199. if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  200. {
  201. hlp.objects.erase(hlp.objects.begin()+h);
  202. return;
  203. }
  204. }
  205. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  206. {
  207. EVENT_HANDLER_CALLED_BY_CLIENT;
  208. waitWhileDialog();
  209. if (LOCPLINT != this)
  210. return;
  211. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  212. return;
  213. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  214. int3 hp = details.start;
  215. if (!hero)
  216. {
  217. //AI hero left the visible area (we can't obtain info)
  218. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  219. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  220. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  221. for (auto & elem : tile.objects)
  222. if (elem.obj && elem.obj->id == details.id)
  223. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  224. if (!hero) //still nothing...
  225. return;
  226. }
  227. bool directlyAttackingCreature =
  228. details.attackedFrom
  229. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  230. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  231. if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  232. {
  233. //We may need to change music - select new track, music handler will change it if needed
  234. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  235. if (details.result == TryMoveHero::TELEPORTATION)
  236. {
  237. if (adventureInt->terrain.currentPath)
  238. {
  239. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  240. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  241. if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  242. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  243. {
  244. //path was between entrance and exit of teleport -> OK, erase node as usual
  245. removeLastNodeFromPath(hero);
  246. }
  247. else
  248. {
  249. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  250. eraseCurrentPathOf(hero);
  251. }
  252. }
  253. adventureInt->centerOn(hero, true); //actualizing screen pos
  254. adventureInt->minimap.redraw();
  255. adventureInt->heroList.update(hero);
  256. return; //teleport - no fancy moving animation
  257. //TODO: smooth disappear / appear effect
  258. }
  259. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  260. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  261. {
  262. eraseCurrentPathOf(hero, false);
  263. }
  264. else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  265. {
  266. if (details.start != details.end) //so we don't touch path when revisiting with spacebar
  267. removeLastNodeFromPath(hero);
  268. }
  269. }
  270. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  271. {
  272. hero->isStanding = true;
  273. stillMoveHero.setn(STOP_MOVE);
  274. GH.totalRedraw();
  275. adventureInt->heroList.update(hero);
  276. return;
  277. }
  278. ui32 speed;
  279. if(settings["session"]["spectate"].Bool())
  280. {
  281. if(!settings["session"]["spectate-hero-speed"].isNull())
  282. speed = settings["session"]["spectate-hero-speed"].Integer();
  283. }
  284. else if (makingTurn) // our turn, our hero moves
  285. speed = settings["adventure"]["heroSpeed"].Float();
  286. else
  287. speed = settings["adventure"]["enemySpeed"].Float();
  288. if (speed == 0)
  289. {
  290. //FIXME: is this a proper solution?
  291. CGI->mh->hideObject(hero);
  292. CGI->mh->printObject(hero);
  293. return; // no animation
  294. }
  295. adventureInt->centerOn(hero); //actualizing screen pos
  296. adventureInt->minimap.redraw();
  297. adventureInt->heroList.redraw();
  298. initMovement(details, hero, hp);
  299. //first initializing done
  300. GH.mainFPSmng->framerateDelay(); // after first move
  301. //main moving
  302. for (int i=1; i<32; i+=2*speed)
  303. {
  304. movementPxStep(details, i, hp, hero);
  305. #ifndef VCMI_ANDROID
  306. // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
  307. // most likely this is connected with the way that this manual animation+framerate handling is solved
  308. adventureInt->updateScreen = true;
  309. #endif
  310. adventureInt->show(screen);
  311. {
  312. //evil returns here ...
  313. //todo: get rid of it
  314. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  315. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  316. GH.mainFPSmng->framerateDelay(); //for animation purposes
  317. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  318. }
  319. //CSDL_Ext::update(screen);
  320. } //for (int i=1; i<32; i+=4)
  321. //main moving done
  322. //finishing move
  323. finishMovement(details, hp, hero);
  324. hero->isStanding = true;
  325. //move finished
  326. adventureInt->minimap.redraw();
  327. adventureInt->heroList.update(hero);
  328. //check if user cancelled movement
  329. {
  330. boost::unique_lock<boost::mutex> un(eventsM);
  331. while(!events.empty())
  332. {
  333. SDL_Event ev = events.front();
  334. events.pop();
  335. switch(ev.type)
  336. {
  337. case SDL_MOUSEBUTTONDOWN:
  338. stillMoveHero.setn(STOP_MOVE);
  339. break;
  340. case SDL_KEYDOWN:
  341. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  342. stillMoveHero.setn(STOP_MOVE);
  343. break;
  344. }
  345. }
  346. }
  347. if (stillMoveHero.get() == WAITING_MOVE)
  348. stillMoveHero.setn(DURING_MOVE);
  349. // Hero attacked creature directly, set direction to face it.
  350. if (directlyAttackingCreature) {
  351. // Get direction to attacker.
  352. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  353. static const ui8 dirLookup[3][3] = {
  354. { 1, 2, 3 },
  355. { 8, 0, 4 },
  356. { 7, 6, 5 }
  357. };
  358. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  359. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  360. }
  361. }
  362. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  363. {
  364. EVENT_HANDLER_CALLED_BY_CLIENT;
  365. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  366. const CArmedInstance *newSelection = nullptr;
  367. if (makingTurn)
  368. {
  369. //find new object for selection: either hero
  370. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  371. if (next >= 0)
  372. newSelection = wanderingHeroes[next];
  373. //or town
  374. if (!newSelection || newSelection == hero)
  375. {
  376. if (towns.empty())
  377. newSelection = nullptr;
  378. else
  379. newSelection = towns.front();
  380. }
  381. }
  382. wanderingHeroes -= hero;
  383. if (vstd::contains(paths, hero))
  384. paths.erase(hero);
  385. adventureInt->heroList.update(hero);
  386. if (makingTurn && newSelection)
  387. adventureInt->select(newSelection, true);
  388. else if (adventureInt->selection == hero)
  389. adventureInt->selection = nullptr;
  390. }
  391. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. wanderingHeroes.push_back(hero);
  395. adventureInt->heroList.update(hero);
  396. }
  397. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  398. {
  399. if (castleInt)
  400. castleInt->close();
  401. castleInt = new CCastleInterface(town);
  402. GH.pushInt(castleInt);
  403. }
  404. int3 CPlayerInterface::repairScreenPos(int3 pos)
  405. {
  406. if (pos.x<-CGI->mh->frameW)
  407. pos.x = -CGI->mh->frameW;
  408. if (pos.y<-CGI->mh->frameH)
  409. pos.y = -CGI->mh->frameH;
  410. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  411. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  412. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  413. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  414. return pos;
  415. }
  416. void CPlayerInterface::activateForSpectator()
  417. {
  418. adventureInt->state = CAdvMapInt::INGAME;
  419. adventureInt->activate();
  420. adventureInt->minimap.activate();
  421. }
  422. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. if (which == 4)
  426. {
  427. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  428. ctw->setExpToLevel();
  429. }
  430. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  431. updateInfo(hero);
  432. }
  433. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  437. if (cuw) //university window is open
  438. {
  439. GH.totalRedraw();
  440. }
  441. }
  442. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. updateInfo(hero);
  446. if (makingTurn && hero->tempOwner == playerID)
  447. adventureInt->heroList.update(hero);
  448. }
  449. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  450. {
  451. EVENT_HANDLER_CALLED_BY_CLIENT;
  452. if (makingTurn && hero->tempOwner == playerID)
  453. adventureInt->heroList.update(hero);
  454. }
  455. void CPlayerInterface::receivedResource()
  456. {
  457. EVENT_HANDLER_CALLED_BY_CLIENT;
  458. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  459. mw->resourceChanged();
  460. GH.totalRedraw();
  461. }
  462. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. waitWhileDialog();
  466. CCS->soundh->playSound(soundBase::heroNewLevel);
  467. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  468. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  469. GH.pushInt(lw);
  470. }
  471. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  472. {
  473. EVENT_HANDLER_CALLED_BY_CLIENT;
  474. waitWhileDialog();
  475. CCS->soundh->playSound(soundBase::heroNewLevel);
  476. GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
  477. {
  478. cb->selectionMade(selection, queryID);
  479. }));
  480. }
  481. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  482. {
  483. EVENT_HANDLER_CALLED_BY_CLIENT;
  484. updateInfo(town);
  485. if (town->garrisonHero) //wandering hero moved to the garrison
  486. {
  487. CGI->mh->hideObject(town->garrisonHero);
  488. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  489. wanderingHeroes -= town->garrisonHero;
  490. }
  491. if (town->visitingHero) //hero leaves garrison
  492. {
  493. CGI->mh->printObject(town->visitingHero);
  494. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  495. wanderingHeroes.push_back(town->visitingHero);
  496. }
  497. adventureInt->heroList.update();
  498. adventureInt->updateNextHero(nullptr);
  499. if (CCastleInterface *c = castleInt)
  500. {
  501. c->garr->selectSlot(nullptr);
  502. c->garr->setArmy(town->getUpperArmy(), 0);
  503. c->garr->setArmy(town->visitingHero, 1);
  504. c->garr->recreateSlots();
  505. c->heroes->update();
  506. }
  507. for (IShowActivatable *isa : GH.listInt)
  508. {
  509. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  510. if (ki)
  511. {
  512. ki->townChanged(town);
  513. ki->updateGarrisons();
  514. }
  515. }
  516. GH.totalRedraw();
  517. }
  518. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  519. {
  520. EVENT_HANDLER_CALLED_BY_CLIENT;
  521. if (hero->tempOwner != playerID )
  522. return;
  523. waitWhileDialog();
  524. openTownWindow(town);
  525. }
  526. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  527. {
  528. boost::unique_lock<boost::recursive_mutex> un(*pim);
  529. for (auto object : objs)
  530. updateInfo(object);
  531. for (auto & elem : GH.listInt)
  532. {
  533. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  534. if (cgh)
  535. cgh->updateGarrisons();
  536. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  537. {
  538. if (vstd::contains(objs, cmw->hero))
  539. cmw->garrisonChanged();
  540. }
  541. }
  542. GH.totalRedraw();
  543. }
  544. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  545. {
  546. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  547. }
  548. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  549. {
  550. EVENT_HANDLER_CALLED_BY_CLIENT;
  551. switch (buildingID)
  552. {
  553. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  554. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  555. case BuildingID::RESOURCE_SILO:
  556. updateInfo(town);
  557. break;
  558. }
  559. if (castleInt)
  560. {
  561. castleInt->townlist->update(town);
  562. if (castleInt->town == town)
  563. {
  564. switch(what)
  565. {
  566. case 1:
  567. CCS->soundh->playSound(soundBase::newBuilding);
  568. castleInt->addBuilding(buildingID);
  569. break;
  570. case 2:
  571. castleInt->removeBuilding(buildingID);
  572. break;
  573. }
  574. }
  575. }
  576. adventureInt->townList.update(town);
  577. }
  578. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  579. {
  580. //Don't wait for dialogs when we are non-active hot-seat player
  581. if (LOCPLINT == this)
  582. waitForAllDialogs();
  583. }
  584. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  585. {
  586. EVENT_HANDLER_CALLED_BY_CLIENT;
  587. if (settings["adventure"]["quickCombat"].Bool())
  588. {
  589. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  590. autofightingAI->init(cb);
  591. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  592. isAutoFightOn = true;
  593. cb->registerBattleInterface(autofightingAI);
  594. // Player shouldn't be able to move on adventure map if quick combat is going
  595. adventureInt->quickCombatLock();
  596. }
  597. //Don't wait for dialogs when we are non-active hot-seat player
  598. if (LOCPLINT == this)
  599. waitForAllDialogs();
  600. BATTLE_EVENT_POSSIBLE_RETURN;
  601. }
  602. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  603. {
  604. EVENT_HANDLER_CALLED_BY_CLIENT;
  605. BATTLE_EVENT_POSSIBLE_RETURN;
  606. for (auto & healedStack : healedStacks)
  607. {
  608. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  609. if (battleInt->creAnims[healed->ID]->isDead())
  610. {
  611. //stack has been resurrected
  612. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  613. }
  614. }
  615. if (lifeDrain)
  616. {
  617. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  618. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  619. int textOff = 0;
  620. if (attacker)
  621. {
  622. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  623. if (attacker->count > 1)
  624. {
  625. textOff += 1;
  626. }
  627. CCS->soundh->playSound(soundBase::DRAINLIF);
  628. //print info about life drain
  629. auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
  630. battleInt->console->addText(boost::to_string(txt));
  631. }
  632. }
  633. if (tentHeal)
  634. {
  635. std::string text = CGI->generaltexth->allTexts[414];
  636. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  637. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  638. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  639. battleInt->console->addText(text);
  640. }
  641. }
  642. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  643. {
  644. EVENT_HANDLER_CALLED_BY_CLIENT;
  645. BATTLE_EVENT_POSSIBLE_RETURN;
  646. battleInt->newStack(stack);
  647. }
  648. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  649. {
  650. EVENT_HANDLER_CALLED_BY_CLIENT;
  651. BATTLE_EVENT_POSSIBLE_RETURN;
  652. //update accessible hexes
  653. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  654. }
  655. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. battleInt->stackIsCatapulting(ca);
  660. }
  661. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  662. {
  663. EVENT_HANDLER_CALLED_BY_CLIENT;
  664. BATTLE_EVENT_POSSIBLE_RETURN;
  665. for (auto & elem : bsr.stackIDs) //for each removed stack
  666. {
  667. battleInt->stackRemoved(elem);
  668. }
  669. }
  670. 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
  671. {
  672. EVENT_HANDLER_CALLED_BY_CLIENT;
  673. BATTLE_EVENT_POSSIBLE_RETURN;
  674. battleInt->newRound(round);
  675. }
  676. void CPlayerInterface::actionStarted(const BattleAction &action)
  677. {
  678. EVENT_HANDLER_CALLED_BY_CLIENT;
  679. BATTLE_EVENT_POSSIBLE_RETURN;
  680. curAction = new BattleAction(action);
  681. battleInt->startAction(curAction);
  682. }
  683. void CPlayerInterface::actionFinished(const BattleAction &action)
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. BATTLE_EVENT_POSSIBLE_RETURN;
  687. battleInt->endAction(curAction);
  688. delete curAction;
  689. curAction = nullptr;
  690. }
  691. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  692. {
  693. THREAD_CREATED_BY_CLIENT;
  694. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  695. auto stackId = stack->ID;
  696. auto stackName = stack->nodeName();
  697. if (autofightingAI)
  698. {
  699. if (isAutoFightOn)
  700. {
  701. auto ret = autofightingAI->activeStack(stack);
  702. if (isAutoFightOn)
  703. {
  704. return ret;
  705. }
  706. }
  707. cb->unregisterBattleInterface(autofightingAI);
  708. autofightingAI.reset();
  709. }
  710. CBattleInterface *b = battleInt;
  711. if(CBattleInterface::givenCommand.get())
  712. {
  713. logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
  714. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  715. }
  716. {
  717. boost::unique_lock<boost::recursive_mutex> un(*pim);
  718. b->stackActivated(stack);
  719. //Regeneration & mana drain go there
  720. }
  721. //wait till BattleInterface sets its command
  722. boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
  723. while(!CBattleInterface::givenCommand.data)
  724. {
  725. CBattleInterface::givenCommand.cond.wait(lock);
  726. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  727. throw boost::thread_interrupted(); //will shut the thread peacefully
  728. }
  729. //tidy up
  730. BattleAction ret = *(CBattleInterface::givenCommand.data);
  731. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  732. if (ret.actionType == Battle::CANCEL)
  733. {
  734. if (stackId != ret.stackNumber)
  735. logGlobal->error("Not current active stack action canceled");
  736. logGlobal->traceStream() << "Canceled command for " << stackName;
  737. }
  738. else
  739. logGlobal->traceStream() << "Giving command for " << stackName;
  740. return ret;
  741. }
  742. void CPlayerInterface::battleEnd(const BattleResult *br)
  743. {
  744. EVENT_HANDLER_CALLED_BY_CLIENT;
  745. if (isAutoFightOn)
  746. {
  747. isAutoFightOn = false;
  748. cb->unregisterBattleInterface(autofightingAI);
  749. autofightingAI.reset();
  750. adventureInt->quickCombatUnlock();
  751. if (!battleInt)
  752. {
  753. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  754. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  755. GH.pushInt(resWindow);
  756. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  757. // Otherwise NewTurn causes freeze.
  758. waitWhileDialog();
  759. return;
  760. }
  761. }
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. battleInt->battleFinished(*br);
  764. }
  765. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. battleInt->stackMoved(stack, dest, distance);
  770. }
  771. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  772. {
  773. EVENT_HANDLER_CALLED_BY_CLIENT;
  774. BATTLE_EVENT_POSSIBLE_RETURN;
  775. battleInt->spellCast(sc);
  776. }
  777. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. BATTLE_EVENT_POSSIBLE_RETURN;
  781. battleInt->battleStacksEffectsSet(sse);
  782. }
  783. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. //TODO why is this different (no return on LOPLINT != this) ?
  787. RETURN_IF_QUICK_COMBAT;
  788. battleInt->battleTriggerEffect(bte);
  789. }
  790. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. BATTLE_EVENT_POSSIBLE_RETURN;
  794. std::vector<StackAttackedInfo> arg;
  795. for (auto & elem : bsa)
  796. {
  797. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  798. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  799. if (elem.isEffect())
  800. {
  801. if (defender && !elem.isSecondary())
  802. battleInt->displayEffect(elem.effect, defender->position);
  803. }
  804. if (elem.isSpell())
  805. {
  806. if (defender)
  807. battleInt->displaySpellEffect(elem.spellID, defender->position);
  808. }
  809. //FIXME: why action is deleted during enchanter cast?
  810. bool remoteAttack = false;
  811. if (LOCPLINT->curAction)
  812. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  813. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  814. arg.push_back(to_put);
  815. }
  816. battleInt->stacksAreAttacked(arg);
  817. }
  818. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  819. {
  820. EVENT_HANDLER_CALLED_BY_CLIENT;
  821. BATTLE_EVENT_POSSIBLE_RETURN;
  822. assert(curAction);
  823. if (ba->lucky()) //lucky hit
  824. {
  825. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  826. std::string hlp = CGI->generaltexth->allTexts[45];
  827. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  828. battleInt->console->addText(hlp);
  829. battleInt->displayEffect(18, stack->position);
  830. CCS->soundh->playSound(soundBase::GOODLUCK);
  831. }
  832. if (ba->unlucky()) //unlucky hit
  833. {
  834. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  835. std::string hlp = CGI->generaltexth->allTexts[44];
  836. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  837. battleInt->console->addText(hlp);
  838. battleInt->displayEffect(48, stack->position);
  839. CCS->soundh->playSound(soundBase::BADLUCK);
  840. }
  841. if (ba->deathBlow())
  842. {
  843. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  844. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  845. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  846. battleInt->console->addText(hlp);
  847. for (auto & elem : ba->bsa)
  848. {
  849. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  850. battleInt->displayEffect(73, attacked->position);
  851. }
  852. CCS->soundh->playSound(soundBase::deathBlow);
  853. }
  854. battleInt->waitForAnims();
  855. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  856. if (ba->shot())
  857. {
  858. for (auto & elem : ba->bsa)
  859. {
  860. if (!elem.isSecondary()) //display projectile only for primary target
  861. {
  862. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  863. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  864. }
  865. }
  866. }
  867. else
  868. {
  869. int shift = 0;
  870. if (ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  871. {
  872. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  873. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  874. if ( distp < distm )
  875. shift = 1;
  876. else
  877. shift = -1;
  878. }
  879. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  880. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  881. }
  882. //battleInt->waitForAnims(); //FIXME: freeze
  883. if (ba->spellLike())
  884. {
  885. //display hit animation
  886. SpellID spellID = ba->spellID;
  887. battleInt->displaySpellHit(spellID,curAction->destinationTile);
  888. }
  889. }
  890. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  891. {
  892. EVENT_HANDLER_CALLED_BY_CLIENT;
  893. BATTLE_EVENT_POSSIBLE_RETURN;
  894. battleInt->obstaclePlaced(obstacle);
  895. }
  896. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  897. {
  898. EVENT_HANDLER_CALLED_BY_CLIENT;
  899. BATTLE_EVENT_POSSIBLE_RETURN;
  900. battleInt->gateStateChanged(state);
  901. }
  902. void CPlayerInterface::yourTacticPhase(int distance)
  903. {
  904. THREAD_CREATED_BY_CLIENT;
  905. while(battleInt && battleInt->tacticsMode)
  906. boost::this_thread::sleep(boost::posix_time::millisec(1));
  907. }
  908. void CPlayerInterface::showComp(const Component &comp, std::string message)
  909. {
  910. EVENT_HANDLER_CALLED_BY_CLIENT;
  911. waitWhileDialog(); //Fix for mantis #98
  912. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  913. adventureInt->infoBar.showComponent(comp, message);
  914. }
  915. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  919. {
  920. return;
  921. }
  922. std::vector<CComponent*> intComps;
  923. for (auto & component : components)
  924. intComps.push_back(new CComponent(*component));
  925. showInfoDialog(text,intComps,soundID);
  926. }
  927. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  928. {
  929. std::vector<CComponent*> intComps;
  930. intComps.push_back(component);
  931. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  932. }
  933. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  934. {
  935. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  936. waitWhileDialog();
  937. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  938. {
  939. return;
  940. }
  941. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  942. temp->setDelComps(delComps);
  943. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  944. {
  945. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  946. showingDialog->set(true);
  947. stopMovement(); // interrupt movement to show dialog
  948. GH.pushInt(temp);
  949. }
  950. else
  951. {
  952. dialogs.push_back(temp);
  953. }
  954. }
  955. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  956. {
  957. EVENT_HANDLER_CALLED_BY_CLIENT;
  958. std::vector<Component*> comps;
  959. for (auto & elem : components)
  960. {
  961. comps.push_back(&elem);
  962. }
  963. std::string str;
  964. text.toString(str);
  965. showInfoDialog(str,comps, 0);
  966. waitWhileDialog();
  967. }
  968. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  969. {
  970. boost::unique_lock<boost::recursive_mutex> un(*pim);
  971. stopMovement();
  972. LOCPLINT->showingDialog->setn(true);
  973. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  974. }
  975. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
  976. {
  977. boost::unique_lock<boost::recursive_mutex> un(*pim);
  978. std::vector<Component*> comps;
  979. for (auto & elem : components)
  980. {
  981. comps.push_back(&elem);
  982. }
  983. std::string str;
  984. text.toString(str);
  985. stopMovement();
  986. showingDialog->setn(true);
  987. std::vector<CComponent*> intComps;
  988. for (auto & component : comps)
  989. intComps.push_back(new CComponent(*component));
  990. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  991. }
  992. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  993. {
  994. EVENT_HANDLER_CALLED_BY_CLIENT;
  995. waitWhileDialog();
  996. stopMovement();
  997. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  998. if (!selection && cancel) //simple yes/no dialog
  999. {
  1000. std::vector<CComponent*> intComps;
  1001. for (auto & component : components)
  1002. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  1003. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  1004. }
  1005. else if (selection)
  1006. {
  1007. std::vector<CSelectableComponent*> intComps;
  1008. for (auto & component : components)
  1009. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  1010. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1011. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1012. if (cancel)
  1013. {
  1014. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1015. }
  1016. int charperline = 35;
  1017. if (pom.size() > 1)
  1018. charperline = 50;
  1019. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  1020. GH.pushInt(temp);
  1021. intComps[0]->clickLeft(true, false);
  1022. }
  1023. }
  1024. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1025. {
  1026. EVENT_HANDLER_CALLED_BY_CLIENT;
  1027. int choosenExit = -1;
  1028. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1029. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1030. choosenExit = vstd::find_pos(exits, neededExit);
  1031. cb->selectionMade(choosenExit, askID);
  1032. }
  1033. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1037. for (auto & po : pos)
  1038. adventureInt->minimap.showTile(po);
  1039. if (!pos.empty())
  1040. GH.totalRedraw();
  1041. }
  1042. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1043. {
  1044. EVENT_HANDLER_CALLED_BY_CLIENT;
  1045. for (auto & po : pos)
  1046. adventureInt->minimap.hideTile(po);
  1047. if (!pos.empty())
  1048. GH.totalRedraw();
  1049. }
  1050. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1051. {
  1052. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1053. GH.pushInt(new CHeroWindow(hero));
  1054. }
  1055. /*
  1056. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  1057. {
  1058. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1059. if (adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  1060. {
  1061. adventureInt->heroWindow->deactivate();
  1062. adventureInt->heroWindow->setHero(hero);
  1063. adventureInt->heroWindow->activate();
  1064. }
  1065. else if (CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  1066. {
  1067. cew->deactivate();
  1068. for (int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1069. {
  1070. if (cew->heroInst[g]->id == hero->id)
  1071. {
  1072. cew->heroInst[g] = hero;
  1073. cew->artifs[g]->updateState = true;
  1074. cew->artifs[g]->setHero(hero);
  1075. cew->artifs[g]->updateState = false;
  1076. }
  1077. }
  1078. cew->prepareBackground();
  1079. cew->activate();
  1080. }
  1081. else if (CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1082. {
  1083. if (caw->arts)
  1084. {
  1085. caw->deactivate();
  1086. caw->arts->updateState = true;
  1087. caw->arts->setHero(hero);
  1088. caw->arts->updateState = false;
  1089. caw->activate();
  1090. }
  1091. }
  1092. updateInfo(hero);
  1093. }*/
  1094. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1095. {
  1096. EVENT_HANDLER_CALLED_BY_CLIENT;
  1097. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1098. {
  1099. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1100. if (fs)
  1101. fs->creaturesChanged();
  1102. for (IShowActivatable *isa : GH.listInt)
  1103. {
  1104. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1105. if (ki && townObj)
  1106. ki->townChanged(townObj);
  1107. }
  1108. }
  1109. else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1110. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1111. {
  1112. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1113. if (crw && crw->dwelling == town)
  1114. crw->availableCreaturesChanged();
  1115. }
  1116. }
  1117. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. if (bonus.type == Bonus::NONE)
  1121. return;
  1122. updateInfo(hero);
  1123. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1124. {
  1125. //recalculate paths because hero has lost bonus influencing pathfinding
  1126. eraseCurrentPathOf(hero, false);
  1127. }
  1128. }
  1129. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1130. {
  1131. if(version < 774 && !h.saving)
  1132. {
  1133. bool observerInDuelMode;
  1134. h & observerInDuelMode;
  1135. }
  1136. h & wanderingHeroes & towns & sleepingHeroes;
  1137. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1138. if (h.saving)
  1139. {
  1140. for (auto &p : paths)
  1141. {
  1142. if (p.second.nodes.size())
  1143. pathsMap[p.first] = p.second.endPos();
  1144. else
  1145. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1146. }
  1147. h & pathsMap;
  1148. }
  1149. else
  1150. {
  1151. h & pathsMap;
  1152. if (cb)
  1153. for (auto &p : pathsMap)
  1154. {
  1155. CGPath path;
  1156. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1157. paths[p.first] = path;
  1158. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1159. % p.first->nodeName() % p.second % path.nodes.size();
  1160. }
  1161. }
  1162. h & spellbookSettings;
  1163. }
  1164. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1165. {
  1166. EVENT_HANDLER_CALLED_BY_CLIENT;
  1167. serializeTempl(h,version);
  1168. }
  1169. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1170. {
  1171. EVENT_HANDLER_CALLED_BY_CLIENT;
  1172. serializeTempl(h,version);
  1173. firstCall = -1;
  1174. }
  1175. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1176. {
  1177. logGlobal->traceStream() << __FUNCTION__;
  1178. if (!LOCPLINT->makingTurn)
  1179. return;
  1180. if (!h)
  1181. return; //can't find hero
  1182. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1183. if (showingDialog->get() || !dialogs.empty())
  1184. return;
  1185. setMovementStatus(true);
  1186. if (adventureInt && adventureInt->isHeroSleeping(h))
  1187. {
  1188. adventureInt->sleepWake->clickLeft(true, false);
  1189. adventureInt->sleepWake->clickLeft(false, true);
  1190. //could've just called
  1191. //adventureInt->fsleepWake();
  1192. //but no authentic button click/sound ;-)
  1193. }
  1194. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1195. }
  1196. bool CPlayerInterface::shiftPressed() const
  1197. {
  1198. return isShiftKeyDown();
  1199. }
  1200. bool CPlayerInterface::altPressed() const
  1201. {
  1202. return isAltKeyDown();
  1203. }
  1204. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1208. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1209. {
  1210. onEnd();
  1211. return;
  1212. }
  1213. waitForAllDialogs();
  1214. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1215. cgw->quit->addCallback(onEnd);
  1216. GH.pushInt(cgw);
  1217. }
  1218. /**
  1219. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1220. * into a combinational one on an artifact screen. Does not require the combination of
  1221. * artifacts to be legal.
  1222. * @param artifactID ID of a constituent artifact.
  1223. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1224. * is false.
  1225. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1226. */
  1227. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
  1228. {
  1229. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1230. std::string text = artifact.Description();
  1231. text += "\n\n";
  1232. std::vector<CComponent*> scs;
  1233. if (assemble) {
  1234. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1235. // You possess all of the components to...
  1236. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1237. // Picture of assembled artifact at bottom.
  1238. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1239. //sc->description = assembledArtifact.Description();
  1240. //sc->subtitle = assembledArtifact.Name();
  1241. scs.push_back(sc);
  1242. } else {
  1243. // Do you wish to disassemble this artifact?
  1244. text += CGI->generaltexth->allTexts[733];
  1245. }
  1246. showYesNoDialog(text, onYes, onNo, true, scs);
  1247. }
  1248. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1249. {
  1250. EVENT_HANDLER_CALLED_BY_CLIENT;
  1251. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1252. && destinationTeleport == ObjectInstanceID())
  1253. stillMoveHero.setn(CONTINUE_MOVE);
  1254. if (destinationTeleport != ObjectInstanceID()
  1255. && pa->packType == typeList.getTypeID<QueryReply>()
  1256. && stillMoveHero.get() == DURING_MOVE)
  1257. { // After teleportation via CGTeleport object is finished
  1258. destinationTeleport = ObjectInstanceID();
  1259. destinationTeleportPos = int3(-1);
  1260. stillMoveHero.setn(CONTINUE_MOVE);
  1261. }
  1262. }
  1263. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1264. {
  1265. EVENT_HANDLER_CALLED_BY_CLIENT;
  1266. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1267. }
  1268. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1269. {
  1270. EVENT_HANDLER_CALLED_BY_CLIENT;
  1271. //redraw minimap if owner changed
  1272. if (sop->what == ObjProperty::OWNER)
  1273. {
  1274. const CGObjectInstance * obj = cb->getObj(sop->id);
  1275. std::set<int3> pos = obj->getBlockedPos();
  1276. for (auto & po : pos)
  1277. {
  1278. if (cb->isVisible(po))
  1279. adventureInt->minimap.showTile(po);
  1280. }
  1281. if (obj->ID == Obj::TOWN)
  1282. {
  1283. if (obj->tempOwner == playerID)
  1284. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1285. else
  1286. towns -= obj;
  1287. adventureInt->townList.update();
  1288. }
  1289. assert(cb->getTownsInfo().size() == towns.size());
  1290. }
  1291. }
  1292. void CPlayerInterface::initializeHeroTownList()
  1293. {
  1294. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1295. /*
  1296. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1297. //applying current heroes order to new heroes info
  1298. int j;
  1299. for (int i = 0; i < wanderingHeroes.size(); i++)
  1300. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1301. if (!allHeroes[j]->inTownGarrison)
  1302. {
  1303. newWanderingHeroes += allHeroes[j];
  1304. allHeroes -= allHeroes[j];
  1305. }
  1306. //all the rest of new heroes go the end of the list
  1307. wanderingHeroes.clear();
  1308. wanderingHeroes = newWanderingHeroes;
  1309. newWanderingHeroes.clear();*/
  1310. for (auto & allHeroe : allHeroes)
  1311. if (!allHeroe->inTownGarrison)
  1312. wanderingHeroes.push_back(allHeroe);
  1313. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1314. /*
  1315. std::vector<const CGTownInstance*> newTowns;
  1316. for (int i = 0; i < towns.size(); i++)
  1317. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1318. {
  1319. newTowns += allTowns[j];
  1320. allTowns -= allTowns[j];
  1321. }
  1322. towns.clear();
  1323. towns = newTowns;
  1324. newTowns.clear();*/
  1325. for (auto & allTown : allTowns)
  1326. towns.push_back(allTown);
  1327. if (adventureInt)
  1328. adventureInt->updateNextHero(nullptr);
  1329. }
  1330. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1331. {
  1332. EVENT_HANDLER_CALLED_BY_CLIENT;
  1333. waitWhileDialog();
  1334. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
  1335. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1336. GH.pushInt(cr);
  1337. }
  1338. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1339. {
  1340. if (GH.amIGuiThread())
  1341. {
  1342. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1343. return;
  1344. }
  1345. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1346. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1347. while(showingDialog->data)
  1348. showingDialog->cond.wait(un);
  1349. }
  1350. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1351. {
  1352. EVENT_HANDLER_CALLED_BY_CLIENT;
  1353. auto state = obj->shipyardStatus();
  1354. std::vector<si32> cost;
  1355. obj->getBoatCost(cost);
  1356. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1357. GH.pushInt(csw);
  1358. }
  1359. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1360. {
  1361. EVENT_HANDLER_CALLED_BY_CLIENT;
  1362. //we might have built a boat in shipyard in opened town screen
  1363. if (obj->ID == Obj::BOAT
  1364. && LOCPLINT->castleInt
  1365. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1366. {
  1367. CCS->soundh->playSound(soundBase::newBuilding);
  1368. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1369. }
  1370. }
  1371. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1372. {
  1373. EVENT_HANDLER_CALLED_BY_CLIENT;
  1374. waitWhileDialog();
  1375. CCS->curh->hide();
  1376. adventureInt->centerOn (pos);
  1377. if (focusTime)
  1378. {
  1379. GH.totalRedraw();
  1380. {
  1381. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1382. IgnoreEvents ignore(*this);
  1383. SDL_Delay(focusTime);
  1384. }
  1385. }
  1386. CCS->curh->show();
  1387. }
  1388. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
  1392. std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
  1393. if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
  1394. waitWhileDialog();
  1395. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  1396. } else if ((handlerName == "monster") || (handlerName == "hero")) {
  1397. waitWhileDialog();
  1398. CCS->soundh->playSound(soundBase::KillFade);
  1399. }
  1400. }
  1401. if (obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1402. {
  1403. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1404. heroKilled(h);
  1405. }
  1406. }
  1407. bool CPlayerInterface::ctrlPressed() const
  1408. {
  1409. return isCtrlKeyDown();
  1410. }
  1411. const CArmedInstance * CPlayerInterface::getSelection()
  1412. {
  1413. return currentSelection;
  1414. }
  1415. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1416. {
  1417. currentSelection = obj;
  1418. }
  1419. void CPlayerInterface::update()
  1420. {
  1421. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1422. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1423. // While mutexes were locked away we may be have stopped being the active interface
  1424. if (LOCPLINT != this)
  1425. return;
  1426. //if there are any waiting dialogs, show them
  1427. if ((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1428. {
  1429. showingDialog->set(true);
  1430. GH.pushInt(dialogs.front());
  1431. dialogs.pop_front();
  1432. }
  1433. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1434. if(adventureInt && GH.topInt() == adventureInt
  1435. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1436. {
  1437. return;
  1438. }
  1439. // Handles mouse and key input
  1440. GH.updateTime();
  1441. GH.handleEvents();
  1442. #ifdef VCMI_ANDROID
  1443. if (adventureInt && !adventureInt->isActive() && (adventureInt->swipeTargetPosition.x >= 0 || adventureInt->swipeTargetPosition.y >= 0))
  1444. #else // !VCMI_ANDROID
  1445. if (adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1446. #endif // !VCMI_ANDROID
  1447. GH.totalRedraw();
  1448. else
  1449. GH.simpleRedraw();
  1450. }
  1451. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1452. {
  1453. using namespace boost::filesystem;
  1454. using namespace boost::algorithm;
  1455. path gamesDir = VCMIDirs::get().userSavePath();
  1456. std::map<std::time_t, int> dates; //save number => datestamp
  1457. const directory_iterator enddir;
  1458. if (!exists(gamesDir))
  1459. create_directory(gamesDir);
  1460. else
  1461. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1462. {
  1463. if (is_regular(dir->status()))
  1464. {
  1465. std::string name = dir->path().filename().string();
  1466. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1467. {
  1468. char nr = name[namePrefix.size()];
  1469. if (std::isdigit(nr))
  1470. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1471. }
  1472. }
  1473. }
  1474. if (!dates.empty())
  1475. return (--dates.end())->second; //return latest file number
  1476. return 0;
  1477. }
  1478. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1479. {
  1480. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1481. {
  1482. //ho->moveDir = 1;
  1483. ho->isStanding = false;
  1484. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1485. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1486. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1487. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1488. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1489. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1490. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1491. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1492. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1493. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1494. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1495. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1496. 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);
  1497. 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);
  1498. 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);
  1499. 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);
  1500. 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);
  1501. 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);
  1502. }
  1503. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1504. {
  1505. //ho->moveDir = 2;
  1506. ho->isStanding = false;
  1507. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1508. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1509. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1510. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1511. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1512. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1513. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1514. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1515. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1516. 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);
  1517. 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);
  1518. 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);
  1519. }
  1520. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1521. {
  1522. //ho->moveDir = 3;
  1523. ho->isStanding = false;
  1524. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1525. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1526. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1527. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1528. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1529. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1530. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1531. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1532. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1533. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1534. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1535. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1536. 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);
  1537. 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);
  1538. 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);
  1539. 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);
  1540. 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);
  1541. 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);
  1542. }
  1543. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1544. {
  1545. //ho->moveDir = 4;
  1546. ho->isStanding = false;
  1547. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1548. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1549. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1550. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1551. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1552. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1553. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1554. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1555. 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);
  1556. 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);
  1557. }
  1558. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1559. {
  1560. //ho->moveDir = 5;
  1561. ho->isStanding = false;
  1562. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1563. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1564. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1565. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1566. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1567. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1568. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1569. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1570. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1571. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1572. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1573. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1574. 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);
  1575. 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);
  1576. 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);
  1577. 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);
  1578. 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);
  1579. 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);
  1580. }
  1581. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1582. {
  1583. //ho->moveDir = 6;
  1584. ho->isStanding = false;
  1585. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1586. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1587. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1588. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1589. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1590. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1591. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1592. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1593. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1594. 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);
  1595. 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);
  1596. 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);
  1597. }
  1598. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1599. {
  1600. //ho->moveDir = 7;
  1601. ho->isStanding = false;
  1602. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1603. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1604. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1605. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1606. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1607. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1608. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1609. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1610. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1611. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1612. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1613. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1614. 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);
  1615. 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);
  1616. 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);
  1617. 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);
  1618. 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);
  1619. 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);
  1620. }
  1621. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1622. {
  1623. //ho->moveDir = 8;
  1624. ho->isStanding = false;
  1625. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1626. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1627. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1628. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1629. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1630. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1631. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1632. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1633. 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);
  1634. 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);
  1635. }
  1636. }
  1637. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1638. {
  1639. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1640. {
  1641. //setting advmap shift
  1642. adventureInt->terrain.moveX = i-32;
  1643. adventureInt->terrain.moveY = i-32;
  1644. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1645. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1646. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1647. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1648. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1649. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1650. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1651. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1652. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1653. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1654. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1655. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1656. }
  1657. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1658. {
  1659. //setting advmap shift
  1660. adventureInt->terrain.moveY = i-32;
  1661. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1662. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1663. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1664. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1665. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1666. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1667. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1668. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1669. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1670. }
  1671. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1672. {
  1673. //setting advmap shift
  1674. adventureInt->terrain.moveX = -i+32;
  1675. adventureInt->terrain.moveY = i-32;
  1676. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1677. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1678. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1679. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1680. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1681. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1682. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1683. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1684. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1685. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1686. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1687. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1688. }
  1689. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1690. {
  1691. //setting advmap shift
  1692. adventureInt->terrain.moveX = -i+32;
  1693. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1694. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1695. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1696. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1697. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1698. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1699. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1700. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1701. }
  1702. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1703. {
  1704. //setting advmap shift
  1705. adventureInt->terrain.moveX = -i+32;
  1706. adventureInt->terrain.moveY = -i+32;
  1707. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1708. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1709. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1710. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1711. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1712. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1713. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1714. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1715. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1716. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1717. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1718. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1719. }
  1720. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1721. {
  1722. //setting advmap shift
  1723. adventureInt->terrain.moveY = -i+32;
  1724. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1725. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1726. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1727. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1728. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1729. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1730. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1731. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1732. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1733. }
  1734. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1735. {
  1736. //setting advmap shift
  1737. adventureInt->terrain.moveX = i-32;
  1738. adventureInt->terrain.moveY = -i+32;
  1739. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1740. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1741. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1742. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1743. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1744. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1745. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1746. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1747. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1748. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1749. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1750. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1751. }
  1752. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1753. {
  1754. //setting advmap shift
  1755. adventureInt->terrain.moveX = i-32;
  1756. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1757. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1758. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1759. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1760. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1761. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1762. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1763. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1764. }
  1765. }
  1766. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1767. {
  1768. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1769. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1770. {
  1771. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1772. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1773. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1774. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1775. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1776. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1777. }
  1778. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1779. {
  1780. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1781. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1782. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1783. }
  1784. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1785. {
  1786. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1787. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1788. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1789. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1790. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1791. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1792. }
  1793. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1794. {
  1795. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1796. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1797. }
  1798. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1799. {
  1800. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1801. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1802. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1803. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1804. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1805. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1806. }
  1807. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1808. {
  1809. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1810. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1811. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1812. }
  1813. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1814. {
  1815. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1816. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1817. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1818. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1819. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1820. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1821. }
  1822. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1823. {
  1824. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1825. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1826. }
  1827. //restoring good rects
  1828. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1829. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1830. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1831. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1832. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1833. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1834. //restoring good order of objects
  1835. 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);
  1836. 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);
  1837. 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);
  1838. 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);
  1839. 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);
  1840. 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);
  1841. }
  1842. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1843. {
  1844. EVENT_HANDLER_CALLED_BY_CLIENT;
  1845. if (player == playerID)
  1846. {
  1847. if (victoryLossCheckResult.loss())
  1848. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1849. if (LOCPLINT == this)
  1850. {
  1851. GH.curInt = this; //waiting for dialogs requires this to get events
  1852. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1853. }
  1854. --howManyPeople;
  1855. if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1856. {
  1857. if (adventureInt)
  1858. {
  1859. GH.terminate_cond.setn(true);
  1860. adventureInt->deactivate();
  1861. if (GH.topInt() == adventureInt)
  1862. GH.popInt(adventureInt);
  1863. delete adventureInt;
  1864. adventureInt = nullptr;
  1865. }
  1866. }
  1867. if (cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1868. {
  1869. // if you lose the campaign go back to the main menu
  1870. // campaign wins are handled in proposeNextMission
  1871. if (victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1872. }
  1873. else
  1874. {
  1875. if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1876. {
  1877. requestReturningToMainMenu();
  1878. }
  1879. else if (victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1880. {
  1881. requestReturningToMainMenu();
  1882. }
  1883. }
  1884. if (GH.curInt == this) GH.curInt = nullptr;
  1885. }
  1886. else
  1887. {
  1888. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1889. {
  1890. std::string str = victoryLossCheckResult.messageToSelf;
  1891. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1892. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1893. }
  1894. }
  1895. }
  1896. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1897. {
  1898. EVENT_HANDLER_CALLED_BY_CLIENT;
  1899. }
  1900. void CPlayerInterface::showPuzzleMap()
  1901. {
  1902. EVENT_HANDLER_CALLED_BY_CLIENT;
  1903. waitWhileDialog();
  1904. //TODO: interface should not know the real position of Grail...
  1905. double ratio = 0;
  1906. int3 grailPos = cb->getGrailPos(&ratio);
  1907. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1908. }
  1909. void CPlayerInterface::viewWorldMap()
  1910. {
  1911. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1912. }
  1913. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1914. {
  1915. EVENT_HANDLER_CALLED_BY_CLIENT;
  1916. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1917. {
  1918. eraseCurrentPathOf(caster, false);
  1919. }
  1920. const CSpell * spell = CGI->spellh->objects[spellID];
  1921. if (spellID == SpellID::VIEW_EARTH)
  1922. {
  1923. //TODO: implement on server side
  1924. int level = caster->getSpellSchoolLevel(spell);
  1925. adventureInt->worldViewOptions.showAllTerrain = (level>2);
  1926. }
  1927. auto castSoundPath = spell->getCastSound();
  1928. if (!castSoundPath.empty())
  1929. CCS->soundh->playSound(castSoundPath);
  1930. }
  1931. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1932. {
  1933. if (checkForExistanceOfPath)
  1934. {
  1935. assert(vstd::contains(paths, ho));
  1936. }
  1937. else if (!vstd::contains(paths, ho))
  1938. {
  1939. return;
  1940. }
  1941. assert(ho == adventureInt->selection);
  1942. paths.erase(ho);
  1943. adventureInt->terrain.currentPath = nullptr;
  1944. adventureInt->updateMoveHero(ho, false);
  1945. }
  1946. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1947. {
  1948. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1949. 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
  1950. eraseCurrentPathOf(ho);
  1951. }
  1952. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1953. {
  1954. if (vstd::contains(paths,h)) //hero has assigned path
  1955. {
  1956. CGPath &path = paths[h];
  1957. if (!path.nodes.size())
  1958. {
  1959. logGlobal->warnStream() << "Warning: empty path found...";
  1960. paths.erase(h);
  1961. }
  1962. else
  1963. {
  1964. assert(h->getPosition(false) == path.startPos());
  1965. //update the hero path in case of something has changed on map
  1966. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1967. return &path;
  1968. else
  1969. paths.erase(h);
  1970. }
  1971. }
  1972. return nullptr;
  1973. }
  1974. void CPlayerInterface::acceptTurn()
  1975. {
  1976. bool centerView = true;
  1977. if (settings["session"]["autoSkip"].Bool())
  1978. {
  1979. centerView = false;
  1980. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1981. iw->close();
  1982. }
  1983. waitWhileDialog();
  1984. if (howManyPeople > 1)
  1985. adventureInt->startTurn();
  1986. adventureInt->heroList.update();
  1987. adventureInt->townList.update();
  1988. const CGHeroInstance * heroToSelect = nullptr;
  1989. // find first non-sleeping hero
  1990. for (auto hero : wanderingHeroes)
  1991. {
  1992. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1993. {
  1994. heroToSelect = hero;
  1995. break;
  1996. }
  1997. }
  1998. //select first hero if available.
  1999. if (heroToSelect != nullptr)
  2000. {
  2001. adventureInt->select(heroToSelect, centerView);
  2002. }
  2003. else if (towns.size())
  2004. adventureInt->select(towns.front(), centerView);
  2005. else
  2006. adventureInt->select(wanderingHeroes.front());
  2007. //show new day animation and sound on infobar
  2008. adventureInt->infoBar.showDate();
  2009. adventureInt->updateNextHero(nullptr);
  2010. adventureInt->showAll(screen);
  2011. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  2012. {
  2013. if (CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  2014. iw->close();
  2015. adventureInt->fendTurn();
  2016. }
  2017. // warn player if he has no town
  2018. if (cb->howManyTowns() == 0)
  2019. {
  2020. auto playerColor = *cb->getPlayerID();
  2021. std::vector<Component> components;
  2022. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  2023. MetaString text;
  2024. const auto & optDaysWithoutCastle = cb->getPlayer(playerColor)->daysWithoutCastle;
  2025. if(optDaysWithoutCastle)
  2026. {
  2027. auto daysWithoutCastle = optDaysWithoutCastle.get();
  2028. if (daysWithoutCastle < 6)
  2029. {
  2030. 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.
  2031. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2032. text.addReplacement(7 - daysWithoutCastle);
  2033. }
  2034. else if (daysWithoutCastle == 6)
  2035. {
  2036. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2037. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2038. }
  2039. showInfoDialogAndWait(components, text);
  2040. }
  2041. else
  2042. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  2043. }
  2044. }
  2045. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2046. {
  2047. std::string hlp;
  2048. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2049. auto isDiggingPossible = h->diggingStatus();
  2050. if (hlp.length())
  2051. isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
  2052. int msgToShow = -1;
  2053. switch(isDiggingPossible)
  2054. {
  2055. case EDiggingStatus::CAN_DIG:
  2056. break;
  2057. case EDiggingStatus::LACK_OF_MOVEMENT:
  2058. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2059. break;
  2060. case EDiggingStatus::TILE_OCCUPIED:
  2061. msgToShow = 97; //Try searching on clear ground.
  2062. break;
  2063. case EDiggingStatus::WRONG_TERRAIN:
  2064. msgToShow = 60; ////Try looking on land!
  2065. break;
  2066. default:
  2067. assert(0);
  2068. }
  2069. if (msgToShow < 0)
  2070. cb->dig(h);
  2071. else
  2072. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2073. }
  2074. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2075. {
  2076. adventureInt->infoBar.showSelection();
  2077. }
  2078. void CPlayerInterface::battleNewRoundFirst( int round )
  2079. {
  2080. EVENT_HANDLER_CALLED_BY_CLIENT;
  2081. BATTLE_EVENT_POSSIBLE_RETURN;
  2082. battleInt->newRoundFirst(round);
  2083. }
  2084. void CPlayerInterface::stopMovement()
  2085. {
  2086. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2087. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2088. }
  2089. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2090. {
  2091. EVENT_HANDLER_CALLED_BY_CLIENT;
  2092. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2093. {
  2094. //EEMarketMode mode = market->availableModes().front();
  2095. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2096. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2097. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2098. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2099. }
  2100. else
  2101. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2102. }
  2103. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2104. {
  2105. EVENT_HANDLER_CALLED_BY_CLIENT;
  2106. auto cuw = new CUniversityWindow(visitor, market);
  2107. GH.pushInt(cuw);
  2108. }
  2109. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2110. {
  2111. EVENT_HANDLER_CALLED_BY_CLIENT;
  2112. auto chfw = new CHillFortWindow(visitor, object);
  2113. GH.pushInt(chfw);
  2114. }
  2115. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  2116. {
  2117. EVENT_HANDLER_CALLED_BY_CLIENT;
  2118. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2119. cmw->artifactsChanged(false);
  2120. }
  2121. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2122. {
  2123. EVENT_HANDLER_CALLED_BY_CLIENT;
  2124. auto tv = new CTavernWindow(townOrTavern);
  2125. GH.pushInt(tv);
  2126. }
  2127. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2128. {
  2129. EVENT_HANDLER_CALLED_BY_CLIENT;
  2130. auto tgw = new CThievesGuildWindow(obj);
  2131. GH.pushInt(tgw);
  2132. }
  2133. void CPlayerInterface::showQuestLog()
  2134. {
  2135. EVENT_HANDLER_CALLED_BY_CLIENT;
  2136. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2137. GH.pushInt (ql);
  2138. }
  2139. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2140. {
  2141. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2142. {
  2143. MetaString txt;
  2144. obj->getProblemText(txt);
  2145. showInfoDialog(txt.toString());
  2146. }
  2147. else
  2148. showShipyardDialog(obj);
  2149. }
  2150. void CPlayerInterface::requestReturningToMainMenu()
  2151. {
  2152. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2153. cb->unregisterAllInterfaces();
  2154. }
  2155. void CPlayerInterface::sendCustomEvent( int code )
  2156. {
  2157. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2158. }
  2159. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2160. {
  2161. EVENT_HANDLER_CALLED_BY_CLIENT;
  2162. garrisonChanged(location.army);
  2163. }
  2164. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2165. {
  2166. EVENT_HANDLER_CALLED_BY_CLIENT;
  2167. garrisonChanged(location.army);
  2168. }
  2169. void CPlayerInterface::stacksErased(const StackLocation &location)
  2170. {
  2171. EVENT_HANDLER_CALLED_BY_CLIENT;
  2172. garrisonChanged(location.army);
  2173. }
  2174. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2175. {
  2176. EVENT_HANDLER_CALLED_BY_CLIENT;
  2177. std::vector<const CGObjectInstance *> objects;
  2178. objects.push_back(loc1.army);
  2179. if (loc2.army != loc1.army)
  2180. objects.push_back(loc2.army);
  2181. garrisonsChanged(objects);
  2182. }
  2183. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2184. {
  2185. EVENT_HANDLER_CALLED_BY_CLIENT;
  2186. garrisonChanged(location.army);
  2187. }
  2188. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2189. {
  2190. EVENT_HANDLER_CALLED_BY_CLIENT;
  2191. std::vector<const CGObjectInstance *> objects;
  2192. objects.push_back(src.army);
  2193. if (src.army != dst.army)
  2194. objects.push_back(dst.army);
  2195. garrisonsChanged(objects);
  2196. }
  2197. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2198. {
  2199. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  2200. if(hero)
  2201. {
  2202. auto art = hero->getArt(al.slot);
  2203. if(art == nullptr)
  2204. {
  2205. logGlobal->error("artifact location %d points to nothing",
  2206. al.slot.num);
  2207. return;
  2208. }
  2209. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  2210. }
  2211. }
  2212. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2213. {
  2214. EVENT_HANDLER_CALLED_BY_CLIENT;
  2215. adventureInt->infoBar.showSelection();
  2216. askToAssembleArtifact(al);
  2217. }
  2218. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2219. {
  2220. EVENT_HANDLER_CALLED_BY_CLIENT;
  2221. adventureInt->infoBar.showSelection();
  2222. for (IShowActivatable *isa : GH.listInt)
  2223. {
  2224. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2225. if (artWin)
  2226. artWin->artifactRemoved(al);
  2227. }
  2228. }
  2229. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2230. {
  2231. EVENT_HANDLER_CALLED_BY_CLIENT;
  2232. adventureInt->infoBar.showSelection();
  2233. for (IShowActivatable *isa : GH.listInt)
  2234. {
  2235. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2236. if (artWin)
  2237. artWin->artifactMoved(src, dst);
  2238. }
  2239. askToAssembleArtifact(dst);
  2240. }
  2241. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2242. {
  2243. EVENT_HANDLER_CALLED_BY_CLIENT;
  2244. adventureInt->infoBar.showSelection();
  2245. for (IShowActivatable *isa : GH.listInt)
  2246. {
  2247. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2248. if (artWin)
  2249. artWin->artifactAssembled(al);
  2250. }
  2251. }
  2252. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2253. {
  2254. EVENT_HANDLER_CALLED_BY_CLIENT;
  2255. adventureInt->infoBar.showSelection();
  2256. for (IShowActivatable *isa : GH.listInt)
  2257. {
  2258. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2259. if (artWin)
  2260. artWin->artifactDisassembled(al);
  2261. }
  2262. }
  2263. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2264. {
  2265. EVENT_HANDLER_CALLED_BY_CLIENT;
  2266. if (!vstd::contains (GH.listInt, adventureInt))
  2267. {
  2268. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2269. GH.pushInt (adventureInt);
  2270. }
  2271. else
  2272. {
  2273. adventureInt->infoBar.showSelection();
  2274. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2275. GH.popInts(1);
  2276. }
  2277. if (howManyPeople == 1)
  2278. {
  2279. GH.curInt = this;
  2280. adventureInt->startTurn();
  2281. }
  2282. if (player != playerID && this == LOCPLINT)
  2283. {
  2284. waitWhileDialog();
  2285. adventureInt->aiTurnStarted();
  2286. }
  2287. }
  2288. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2289. {
  2290. while(!dialogs.empty())
  2291. {
  2292. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2293. SDL_Delay(5);
  2294. }
  2295. waitWhileDialog(unlockPim);
  2296. }
  2297. void CPlayerInterface::proposeLoadingGame()
  2298. {
  2299. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2300. }
  2301. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2302. {
  2303. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2304. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2305. }
  2306. bool CPlayerInterface::capturedAllEvents()
  2307. {
  2308. if (duringMovement)
  2309. {
  2310. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2311. return true;
  2312. }
  2313. if (ignoreEvents)
  2314. {
  2315. boost::unique_lock<boost::mutex> un(eventsM);
  2316. while(!events.empty())
  2317. {
  2318. events.pop();
  2319. }
  2320. return true;
  2321. }
  2322. return false;
  2323. }
  2324. void CPlayerInterface::setMovementStatus(bool value)
  2325. {
  2326. duringMovement = value;
  2327. if (value)
  2328. {
  2329. CCS->curh->hide();
  2330. }
  2331. else
  2332. {
  2333. CCS->curh->show();
  2334. }
  2335. }
  2336. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2337. {
  2338. int i = 1;
  2339. auto getObj = [&](int3 coord, bool ignoreHero)
  2340. {
  2341. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2342. };
  2343. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2344. {
  2345. if (action != CGPathNode::TELEPORT_NORMAL &&
  2346. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2347. action != CGPathNode::TELEPORT_BATTLE)
  2348. {
  2349. return false;
  2350. }
  2351. return true;
  2352. };
  2353. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2354. {
  2355. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2356. return nextObjectTop;
  2357. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2358. CGTeleport::isConnected(currentObject, nextObject))
  2359. {
  2360. return nextObject;
  2361. }
  2362. return nullptr;
  2363. };
  2364. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2365. stillMoveHero.data = CONTINUE_MOVE;
  2366. auto doMovement = [&](int3 dst, bool transit)
  2367. {
  2368. stillMoveHero.data = WAITING_MOVE;
  2369. cb->moveHero(h, dst, transit);
  2370. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2371. stillMoveHero.cond.wait(un);
  2372. };
  2373. {
  2374. path.convert(0);
  2375. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2376. ETerrainType newTerrain;
  2377. int sh = -1;
  2378. auto canStop = [&](CGPathNode * node) -> bool
  2379. {
  2380. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2381. return true;
  2382. if (node->accessible == CGPathNode::ACCESSIBLE)
  2383. return true;
  2384. return false;
  2385. };
  2386. for (i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2387. {
  2388. int3 currentCoord = path.nodes[i].coord;
  2389. int3 nextCoord = path.nodes[i-1].coord;
  2390. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2391. auto nextObjectTop = getObj(nextCoord, false);
  2392. auto nextObject = getObj(nextCoord, true);
  2393. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2394. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2395. {
  2396. CCS->soundh->stopSound(sh);
  2397. destinationTeleport = destTeleportObj->id;
  2398. destinationTeleportPos = nextCoord;
  2399. doMovement(h->pos, false);
  2400. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
  2401. {
  2402. destinationTeleport = ObjectInstanceID();
  2403. destinationTeleportPos = int3(-1);
  2404. }
  2405. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2406. continue;
  2407. }
  2408. if (path.nodes[i-1].turns)
  2409. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2410. stillMoveHero.data = STOP_MOVE;
  2411. break;
  2412. }
  2413. // Start a new sound for the hero movement or let the existing one carry on.
  2414. #if 0
  2415. // TODO
  2416. if (hero is flying && sh == -1)
  2417. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2418. #endif
  2419. {
  2420. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
  2421. if (newTerrain != currentTerrain)
  2422. {
  2423. CCS->soundh->stopSound(sh);
  2424. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2425. currentTerrain = newTerrain;
  2426. }
  2427. }
  2428. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  2429. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2430. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  2431. bool useTransit = false;
  2432. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2433. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2434. || CGTeleport::isTeleport(nextObjectTop)))
  2435. { // Hero should be able to go through object if it's allow transit
  2436. useTransit = true;
  2437. }
  2438. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2439. useTransit = true;
  2440. doMovement(endpos, useTransit);
  2441. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  2442. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2443. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2444. break;
  2445. }
  2446. CCS->soundh->stopSound(sh);
  2447. }
  2448. //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
  2449. if (!showingDialog->get())
  2450. GH.fakeMouseMove();
  2451. //todo: this should be in main thread
  2452. if (adventureInt)
  2453. {
  2454. // (i == 0) means hero went through all the path
  2455. adventureInt->updateMoveHero(h, (i != 0));
  2456. adventureInt->updateNextHero(h);
  2457. }
  2458. setMovementStatus(false);
  2459. }
  2460. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2461. {
  2462. EVENT_HANDLER_CALLED_BY_CLIENT;
  2463. //TODO: showWorldViewEx
  2464. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2465. viewWorldMap();
  2466. }