CPlayerInterface.cpp 74 KB

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