CPlayerInterface.cpp 70 KB

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  1. #include "../stdafx.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CBattleInterface.h"
  4. #include "../CCallback.h"
  5. #include "CCastleInterface.h"
  6. #include "CKingdomInterface.h"
  7. #include "CCursorHandler.h"
  8. #include "CGameInfo.h"
  9. #include "CHeroWindow.h"
  10. #include "CMessage.h"
  11. #include "CPlayerInterface.h"
  12. //#include "SDL_Extensions.h"
  13. #include "SDL_Extensions.h"
  14. //#include "SDL_framerate.h"
  15. #include "SDL_framerate.h"
  16. #include "CConfigHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../hch/CArtHandler.h"
  20. #include "../hch/CGeneralTextHandler.h"
  21. #include "../hch/CHeroHandler.h"
  22. #include "../hch/CLodHandler.h"
  23. #include "../hch/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../hch/CSpellHandler.h"
  26. #include "../hch/CTownHandler.h"
  27. #include "../lib/CondSh.h"
  28. #include "../lib/NetPacks.h"
  29. #include "../lib/map.h"
  30. #include "../lib/VCMIDirs.h"
  31. #include "mapHandler.h"
  32. #include "../timeHandler.h"
  33. #include <boost/lexical_cast.hpp>
  34. #include <boost/format.hpp>
  35. #include <boost/algorithm/string.hpp>
  36. #include <boost/algorithm/string/replace.hpp>
  37. #include <boost/assign/std/vector.hpp>
  38. #include <boost/assign/list_of.hpp>
  39. #include <boost/date_time/posix_time/posix_time.hpp>
  40. #include <boost/thread.hpp>
  41. #include <cmath>
  42. #include <queue>
  43. #include <sstream>
  44. #include <boost/filesystem.hpp>
  45. #include "../StartInfo.h"
  46. #ifdef min
  47. #undef min
  48. #endif
  49. #ifdef max
  50. #undef max
  51. #endif
  52. /*
  53. * CPlayerInterface.cpp, part of VCMI engine
  54. *
  55. * Authors: listed in file AUTHORS in main folder
  56. *
  57. * License: GNU General Public License v2.0 or later
  58. * Full text of license available in license.txt file, in main folder
  59. *
  60. */
  61. using namespace boost::assign;
  62. using namespace CSDL_Ext;
  63. void processCommand(const std::string &message, CClient *&client);
  64. extern std::queue<SDL_Event*> events;
  65. extern boost::mutex eventsM;
  66. CPlayerInterface * LOCPLINT;
  67. CBattleInterface * CPlayerInterface::battleInt;
  68. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  69. CondSh<EMoveState> stillMoveHero; //used during hero movement
  70. int CPlayerInterface::howManyPeople = 0;
  71. struct OCM_HLP_CGIN
  72. {
  73. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  74. {
  75. return (*a.first)<(*b.first);
  76. }
  77. } ocmptwo_cgin ;
  78. CPlayerInterface::CPlayerInterface(int Player, int serial)
  79. {
  80. howManyPeople++;
  81. GH.defActionsDef = 0;
  82. LOCPLINT = this;
  83. curAction = NULL;
  84. playerID=Player;
  85. serialID=serial;
  86. human=true;
  87. castleInt = NULL;
  88. battleInt = NULL;
  89. pim = new boost::recursive_mutex;
  90. makingTurn = false;
  91. showingDialog = new CondSh<bool>(false);
  92. sysOpts = GDefaultOptions;
  93. //initializing framerate keeper
  94. mainFPSmng = new FPSmanager;
  95. SDL_initFramerate(mainFPSmng);
  96. SDL_setFramerate(mainFPSmng, 48);
  97. //framerate keeper initialized
  98. cingconsole = new CInGameConsole;
  99. terminate_cond.set(false);
  100. firstCall = 1; //if loading will be overwritten in serialize
  101. autosaveCount = 0;
  102. }
  103. CPlayerInterface::~CPlayerInterface()
  104. {
  105. howManyPeople--;
  106. delete pim;
  107. delete showingDialog;
  108. delete mainFPSmng;
  109. if(adventureInt)
  110. {
  111. if(adventureInt->active & CIntObject::KEYBOARD)
  112. adventureInt->deactivateKeys();
  113. delete adventureInt;
  114. adventureInt = NULL;
  115. }
  116. if(cingconsole->active) //TODO
  117. cingconsole->deactivate();
  118. delete cingconsole;
  119. LOCPLINT = NULL;
  120. }
  121. void CPlayerInterface::init(ICallback * CB)
  122. {
  123. cb = dynamic_cast<CCallback*>(CB);
  124. if(!adventureInt)
  125. adventureInt = new CAdvMapInt();
  126. if(!towns.size() && !wanderingHeroes.size())
  127. {
  128. recreateHeroTownList();
  129. }
  130. }
  131. void CPlayerInterface::yourTurn()
  132. {
  133. {
  134. boost::unique_lock<boost::recursive_mutex> un(*pim);
  135. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  136. LOCPLINT = this;
  137. GH.curInt = this;
  138. adventureInt->selection = NULL;
  139. if(firstCall)
  140. {
  141. if(howManyPeople == 1)
  142. adventureInt->setPlayer(playerID);
  143. autosaveCount = getLastIndex("Autosave_");
  144. if(!GH.listInt.size())
  145. {
  146. GH.pushInt(adventureInt);
  147. adventureInt->activateKeys();
  148. }
  149. if(firstCall > 0) //new game, not loaded
  150. {
  151. int index = getLastIndex("Newgame_Autosave_");
  152. index %= SAVES_COUNT;
  153. cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  154. }
  155. firstCall = 0;
  156. }
  157. else
  158. {
  159. LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  160. autosaveCount %= 5;
  161. }
  162. if(adventureInt->player != playerID)
  163. adventureInt->setPlayer(playerID);
  164. if(howManyPeople > 1) //hot seat message
  165. {
  166. adventureInt->startHotSeatWait(playerID);
  167. makingTurn = true;
  168. std::string msg = CGI->generaltexth->allTexts[13];
  169. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos[serialID].name);
  170. std::vector<SComponent*> cmp;
  171. cmp.push_back(new SComponent(SComponent::flag, playerID, 0));
  172. showInfoDialog(msg, cmp);
  173. }
  174. else
  175. {
  176. makingTurn = true;
  177. adventureInt->startTurn();
  178. }
  179. }
  180. acceptTurn();
  181. }
  182. inline void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  183. {
  184. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  185. for(int h=0; h<hlp.objects.size(); ++h)
  186. if(hlp.objects[h].first->id==hid)
  187. {
  188. hlp.objects[h].second = r;
  189. return;
  190. }
  191. }
  192. inline void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  193. {
  194. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  195. for(int h=0; h<hlp.objects.size(); ++h)
  196. if(hlp.objects[h].first->id==hid)
  197. {
  198. hlp.objects.erase(hlp.objects.begin()+h);
  199. return;
  200. }
  201. }
  202. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  203. {
  204. if(LOCPLINT != this)
  205. return;
  206. boost::unique_lock<boost::recursive_mutex> un(*pim);
  207. const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero
  208. int3 hp = details.start;
  209. adventureInt->centerOn(ho); //actualizing screen pos
  210. adventureInt->minimap.draw(screen2);
  211. adventureInt->heroList.draw(screen2);
  212. bool directlyAttackingCreature =
  213. CGI->mh->map->isInTheMap(details.attackedFrom)
  214. && adventureInt->terrain.currentPath->nodes.size() == 3;
  215. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  216. {
  217. if(details.result == TryMoveHero::TELEPORTATION || details.start == details.end)
  218. {
  219. if(adventureInt->terrain.currentPath)
  220. eraseCurrentPathOf(ho);
  221. return; //teleport - no fancy moving animation
  222. //TODO: smooth disappear / appear effect
  223. }
  224. if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED //hero didn't change tile but visit succeeded
  225. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  226. {
  227. eraseCurrentPathOf(ho);
  228. }
  229. else if(adventureInt->terrain.currentPath && details.result == TryMoveHero::SUCCESS) //&& hero is moving
  230. {
  231. //remove one node from the path (the one we went)
  232. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  233. if(!adventureInt->terrain.currentPath->nodes.size()) //if it was the last one, remove entire path
  234. eraseCurrentPathOf(ho);
  235. }
  236. }
  237. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  238. {
  239. ho->isStanding = true;
  240. stillMoveHero.setn(STOP_MOVE);
  241. GH.totalRedraw();
  242. return;
  243. }
  244. initMovement(details, ho, hp);
  245. //first initializing done
  246. SDL_framerateDelay(mainFPSmng); // after first move
  247. //main moving
  248. for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
  249. {
  250. movementPxStep(details, i, hp, ho);
  251. adventureInt->updateScreen = true;
  252. adventureInt->show(screen);
  253. CSDL_Ext::update(screen);
  254. SDL_framerateDelay(mainFPSmng); //for animation purposes
  255. } //for(int i=1; i<32; i+=4)
  256. //main moving done
  257. //finishing move
  258. finishMovement(details, hp, ho);
  259. ho->isStanding = true;
  260. //move finished
  261. adventureInt->minimap.draw(screen2);
  262. adventureInt->heroList.updateMove(ho);
  263. //check if user cancelled movement
  264. {
  265. boost::unique_lock<boost::mutex> un(eventsM);
  266. while(events.size())
  267. {
  268. SDL_Event *ev = events.front();
  269. events.pop();
  270. switch(ev->type)
  271. {
  272. case SDL_MOUSEBUTTONDOWN:
  273. stillMoveHero.setn(STOP_MOVE);
  274. break;
  275. case SDL_KEYDOWN:
  276. if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
  277. stillMoveHero.setn(STOP_MOVE);
  278. break;
  279. }
  280. delete ev;
  281. }
  282. }
  283. if(stillMoveHero.get() == WAITING_MOVE)
  284. stillMoveHero.setn(DURING_MOVE);
  285. // Hero attacked creature directly, set direction to face it.
  286. if (directlyAttackingCreature) {
  287. // Get direction to attacker.
  288. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  289. const ui8 dirLookup[3][3] = {
  290. 1, 2, 3,
  291. 8, 0, 4,
  292. 7, 6, 5
  293. };
  294. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  295. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  296. }
  297. }
  298. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  299. {
  300. boost::unique_lock<boost::recursive_mutex> un(*pim);
  301. wanderingHeroes -= hero;
  302. adventureInt->heroList.updateHList(hero);
  303. }
  304. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  305. {
  306. boost::unique_lock<boost::recursive_mutex> un(*pim);
  307. wanderingHeroes.push_back(hero);
  308. adventureInt->heroList.updateHList();
  309. }
  310. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  311. {
  312. castleInt = new CCastleInterface(town);
  313. GH.pushInt(castleInt);
  314. }
  315. SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
  316. {
  317. if(!specific)
  318. specific = adventureInt->selection;
  319. assert(specific);
  320. switch(specific->ID)
  321. {
  322. case HEROI_TYPE:
  323. {
  324. InfoAboutHero iah;
  325. bool gotInfo = LOCPLINT->cb->getHeroInfo(specific, iah);
  326. assert(gotInfo);
  327. return graphics->drawHeroInfoWin(iah);
  328. }
  329. case TOWNI_TYPE:
  330. case 33: // Garrison
  331. case 219:
  332. {
  333. InfoAboutTown iah;
  334. bool gotInfo = LOCPLINT->cb->getTownInfo(specific, iah);
  335. assert(gotInfo);
  336. return graphics->drawTownInfoWin(iah);
  337. }
  338. default:
  339. return NULL;
  340. }
  341. }
  342. int3 CPlayerInterface::repairScreenPos(int3 pos)
  343. {
  344. if(pos.x<-CGI->mh->frameW)
  345. pos.x = -CGI->mh->frameW;
  346. if(pos.y<-CGI->mh->frameH)
  347. pos.y = -CGI->mh->frameH;
  348. if(pos.x>CGI->mh->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW)
  349. pos.x = CGI->mh->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW;
  350. if(pos.y>CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH)
  351. pos.y = CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH;
  352. return pos;
  353. }
  354. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  355. {
  356. boost::unique_lock<boost::recursive_mutex> un(*pim);
  357. if(which == 4)
  358. {
  359. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  360. ctw->setExpToLevel();
  361. }
  362. else if(which < PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  363. updateInfo(hero);
  364. }
  365. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  366. {
  367. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  368. if(cuw) //university window is open
  369. {
  370. GH.totalRedraw();
  371. }
  372. }
  373. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  374. {
  375. boost::unique_lock<boost::recursive_mutex> un(*pim);
  376. updateInfo(hero);
  377. }
  378. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  379. {
  380. boost::unique_lock<boost::recursive_mutex> un(*pim);
  381. if(makingTurn && hero->tempOwner == playerID)
  382. adventureInt->heroList.redraw();
  383. }
  384. void CPlayerInterface::receivedResource(int type, int val)
  385. {
  386. boost::unique_lock<boost::recursive_mutex> un(*pim);
  387. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  388. mw->resourceChanged(type, val);
  389. GH.totalRedraw();
  390. }
  391. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
  392. {
  393. waitWhileDialog();
  394. CGI->soundh->playSound(soundBase::heroNewLevel);
  395. boost::unique_lock<boost::recursive_mutex> un(*pim);
  396. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
  397. GH.pushInt(lw);
  398. }
  399. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  400. {
  401. boost::unique_lock<boost::recursive_mutex> un(*pim);
  402. updateInfo(town);
  403. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  404. {
  405. CGI->mh->hideObject(town->garrisonHero);
  406. wanderingHeroes -= town->garrisonHero;
  407. }
  408. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  409. {
  410. CGI->mh->printObject(town->visitingHero);
  411. wanderingHeroes.push_back(town->visitingHero);
  412. }
  413. //adventureInt->heroList.updateHList();
  414. CCastleInterface *c = castleInt;
  415. if(c)
  416. {
  417. c->garr->highlighted = NULL;
  418. c->hslotup.hero = town->garrisonHero;
  419. c->garr->odown = c->hslotdown.hero = town->visitingHero;
  420. c->garr->set2 = town->visitingHero;
  421. c->garr->recreateSlots();
  422. }
  423. GH.totalRedraw();
  424. }
  425. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  426. {
  427. if(hero->tempOwner != town->tempOwner)
  428. return;
  429. boost::unique_lock<boost::recursive_mutex> un(*pim);
  430. openTownWindow(town);
  431. }
  432. void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
  433. {
  434. boost::unique_lock<boost::recursive_mutex> un(*pim);
  435. updateInfo(obj);
  436. for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  437. {
  438. if((*i)->type & IShowActivable::WITH_GARRISON)
  439. {
  440. CGarrisonHolder *cgh = static_cast<CGarrisonHolder*>(*i);
  441. cgh->updateGarrisons();
  442. }
  443. else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  444. {
  445. if(obj == cmw->hero)
  446. cmw->garrisonChanged();
  447. }
  448. }
  449. GH.totalRedraw();
  450. }
  451. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  452. {
  453. boost::unique_lock<boost::recursive_mutex> un(*pim);
  454. switch (buildingID)
  455. {
  456. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  457. updateInfo(town);
  458. break;
  459. }
  460. if(!castleInt)
  461. return;
  462. if(castleInt->town!=town)
  463. return;
  464. switch(what)
  465. {
  466. case 1:
  467. CGI->soundh->playSound(soundBase::newBuilding);
  468. castleInt->addBuilding(buildingID);
  469. break;
  470. case 2:
  471. castleInt->removeBuilding(buildingID);
  472. break;
  473. }
  474. }
  475. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
  476. {
  477. if(LOCPLINT != this)
  478. { //another local interface should do this
  479. return;
  480. }
  481. while(showingDialog->get())
  482. SDL_Delay(20);
  483. boost::unique_lock<boost::recursive_mutex> un(*pim);
  484. CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
  485. GH.pushInt(battleInt);
  486. }
  487. void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning
  488. {
  489. }
  490. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
  491. {
  492. if(LOCPLINT != this)
  493. { //another local interface should do this
  494. return;
  495. }
  496. for(int b=0; b<healedStacks.size(); ++b)
  497. {
  498. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  499. if(battleInt->creAnims[healed->ID]->getType() == 5)
  500. {
  501. //stack has been resurrected
  502. battleInt->creAnims[healed->ID]->setType(2);
  503. }
  504. }
  505. if (lifeDrain)
  506. {
  507. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  508. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  509. if (attacker)
  510. {
  511. battleInt->displayEffect(50, attacker->position);
  512. }
  513. //print info about life drain
  514. int textOff = 0;
  515. if (attacker->count > 1)
  516. {
  517. textOff += 1;
  518. }
  519. char textBuf[1000];
  520. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  521. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  522. battleInt->console->addText(textBuf);
  523. }
  524. }
  525. void CPlayerInterface::battleNewStackAppeared(int stackID)
  526. {
  527. if(LOCPLINT != this)
  528. { //another local interface should do this
  529. return;
  530. }
  531. //changing necessary things in battle interface
  532. battleInt->newStack(stackID);
  533. }
  534. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  535. {
  536. if(LOCPLINT != this)
  537. { //another local interface should do this
  538. return;
  539. }
  540. for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  541. {
  542. for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  543. {
  544. if(itBat->first == *it) //remove this obstacle
  545. {
  546. battleInt->idToObstacle.erase(itBat);
  547. break;
  548. }
  549. }
  550. }
  551. //update accessible hexes
  552. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  553. }
  554. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  555. {
  556. if(LOCPLINT != this)
  557. { //another local interface should do this
  558. return;
  559. }
  560. battleInt->stackIsCatapulting(ca);
  561. }
  562. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  563. {
  564. if(LOCPLINT != this)
  565. { //another local interface should do this
  566. return;
  567. }
  568. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  569. {
  570. battleInt->stackRemoved(*it);
  571. }
  572. }
  573. void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  574. {
  575. if(LOCPLINT != this)
  576. { //another local interface should do this
  577. return;
  578. }
  579. boost::unique_lock<boost::recursive_mutex> un(*pim);
  580. battleInt->newRound(round);
  581. }
  582. void CPlayerInterface::actionStarted(const BattleAction* action)
  583. {
  584. if(LOCPLINT != this)
  585. { //another local interface should do this
  586. return;
  587. }
  588. boost::unique_lock<boost::recursive_mutex> un(*pim);
  589. curAction = new BattleAction(*action);
  590. battleInt->startAction(action);
  591. }
  592. void CPlayerInterface::actionFinished(const BattleAction* action)
  593. {
  594. if(LOCPLINT != this)
  595. { //another local interface should do this
  596. return;
  597. }
  598. boost::unique_lock<boost::recursive_mutex> un(*pim);
  599. delete curAction;
  600. curAction = NULL;
  601. battleInt->endAction(action);
  602. }
  603. BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
  604. {
  605. CBattleInterface *b = battleInt;
  606. {
  607. boost::unique_lock<boost::recursive_mutex> un(*pim);
  608. const CStack *stack = cb->battleGetStackByID(stackID);
  609. if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
  610. {
  611. std::string hlp = CGI->generaltexth->allTexts[33];
  612. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl : stack->type->nameSing);
  613. battleInt->displayEffect(20,stack->position);
  614. battleInt->console->addText(hlp);
  615. }
  616. b->stackActivated(stackID);
  617. }
  618. //wait till BattleInterface sets its command
  619. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  620. while(!b->givenCommand->data)
  621. b->givenCommand->cond.wait(lock);
  622. //tidy up
  623. BattleAction ret = *(b->givenCommand->data);
  624. delete b->givenCommand->data;
  625. b->givenCommand->data = NULL;
  626. //return command
  627. return ret;
  628. }
  629. void CPlayerInterface::battleEnd(BattleResult *br)
  630. {
  631. if(LOCPLINT != this)
  632. { //another local interface should do this
  633. return;
  634. }
  635. boost::unique_lock<boost::recursive_mutex> un(*pim);
  636. battleInt->battleFinished(*br);
  637. }
  638. void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
  639. {
  640. if(LOCPLINT != this)
  641. { //another local interface should do this
  642. return;
  643. }
  644. boost::unique_lock<boost::recursive_mutex> un(*pim);
  645. battleInt->stackMoved(ID, dest, end, distance);
  646. }
  647. void CPlayerInterface::battleSpellCast(BattleSpellCast *sc)
  648. {
  649. if(LOCPLINT != this)
  650. { //another local interface should do this
  651. return;
  652. }
  653. boost::unique_lock<boost::recursive_mutex> un(*pim);
  654. battleInt->spellCast(sc);
  655. }
  656. void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
  657. {
  658. if(LOCPLINT != this)
  659. { //another local interface should do this
  660. return;
  661. }
  662. boost::unique_lock<boost::recursive_mutex> un(*pim);
  663. battleInt->battleStacksEffectsSet(sse);
  664. }
  665. void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & bsa)
  666. {
  667. if(LOCPLINT != this)
  668. { //another local interface should do this
  669. return;
  670. }
  671. tlog5 << "CPlayerInterface::battleStackAttacked - locking...";
  672. boost::unique_lock<boost::recursive_mutex> un(*pim);
  673. tlog5 << "done!\n";
  674. std::vector<SStackAttackedInfo> arg;
  675. for(std::vector<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
  676. {
  677. if(i->isEffect() && i->effect != 12) //and not armageddon
  678. {
  679. const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);
  680. if (stack != NULL)
  681. battleInt->displayEffect(i->effect, stack->position);
  682. }
  683. SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
  684. arg.push_back(to_put);
  685. }
  686. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  687. {
  688. battleInt->displayEffect(bsa.begin()->effect, -1);
  689. }
  690. battleInt->stacksAreAttacked(arg);
  691. }
  692. void CPlayerInterface::battleAttack(BattleAttack *ba)
  693. {
  694. if(LOCPLINT != this)
  695. { //another local interface should do this
  696. return;
  697. }
  698. tlog5 << "CPlayerInterface::battleAttack - locking...";
  699. boost::unique_lock<boost::recursive_mutex> un(*pim);
  700. tlog5 << "done!\n";
  701. assert(curAction);
  702. if(ba->lucky()) //lucky hit
  703. {
  704. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  705. std::string hlp = CGI->generaltexth->allTexts[45];
  706. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl.c_str() : stack->type->nameSing.c_str());
  707. battleInt->console->addText(hlp);
  708. battleInt->displayEffect(18,stack->position);
  709. }
  710. //TODO: bad luck?
  711. if(ba->shot())
  712. {
  713. for(std::vector<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  714. battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
  715. }
  716. else
  717. {//WARNING: does not support multiple attacked creatures
  718. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  719. int shift = 0;
  720. if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  721. {
  722. if( BattleInfo::mutualPosition(curAction->destinationTile + 1, attacker->position) >= 0 )
  723. shift = 1;
  724. else
  725. shift = -1;
  726. }
  727. battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );
  728. }
  729. }
  730. void CPlayerInterface::showComp(SComponent comp)
  731. {
  732. boost::unique_lock<boost::recursive_mutex> un(*pim);
  733. CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
  734. adventureInt->infoBar.showComp(&comp,4000);
  735. }
  736. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  737. {
  738. std::vector<SComponent*> intComps;
  739. for(int i=0;i<components.size();i++)
  740. intComps.push_back(new SComponent(*components[i]));
  741. showInfoDialog(text,intComps,soundID);
  742. }
  743. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID, bool delComps)
  744. {
  745. waitWhileDialog();
  746. boost::unique_lock<boost::recursive_mutex> un(*pim);
  747. stopMovement();
  748. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  749. temp->setDelComps(delComps);
  750. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  751. {
  752. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  753. showingDialog->set(true);
  754. GH.pushInt(temp);
  755. }
  756. else
  757. {
  758. dialogs.push_back(temp);
  759. }
  760. }
  761. void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
  762. {
  763. boost::unique_lock<boost::recursive_mutex> un(*pim);
  764. stopMovement();
  765. LOCPLINT->showingDialog->setn(true);
  766. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  767. }
  768. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  769. {
  770. waitWhileDialog();
  771. boost::unique_lock<boost::recursive_mutex> un(*pim);
  772. stopMovement();
  773. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  774. if(!selection && cancel) //simple yes/no dialog
  775. {
  776. std::vector<SComponent*> intComps;
  777. for(int i=0;i<components.size();i++)
  778. intComps.push_back(new SComponent(components[i])); //will be deleted by close in window
  779. showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);
  780. }
  781. else if(selection)
  782. {
  783. std::vector<CSelectableComponent*> intComps;
  784. for(int i=0;i<components.size();i++)
  785. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  786. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  787. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  788. if(cancel)
  789. {
  790. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  791. }
  792. int charperline = 35;
  793. if (pom.size() > 1)
  794. charperline = 50;
  795. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  796. GH.pushInt(temp);
  797. intComps[0]->clickLeft(true, false);
  798. }
  799. }
  800. void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
  801. {
  802. boost::unique_lock<boost::recursive_mutex> un(*pim);
  803. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  804. adventureInt->minimap.showTile(*i);
  805. if(pos.size())
  806. GH.totalRedraw();
  807. }
  808. void CPlayerInterface::tileHidden(const std::set<int3> &pos)
  809. {
  810. boost::unique_lock<boost::recursive_mutex> un(*pim);
  811. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  812. adventureInt->minimap.hideTile(*i);
  813. if(pos.size())
  814. GH.totalRedraw();
  815. }
  816. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  817. {
  818. boost::unique_lock<boost::recursive_mutex> un(*pim);
  819. adventureInt->heroWindow->setHero(hero);
  820. adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
  821. GH.pushInt(adventureInt->heroWindow);
  822. }
  823. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  824. {
  825. boost::unique_lock<boost::recursive_mutex> un(*pim);
  826. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  827. {
  828. adventureInt->heroWindow->deactivate();
  829. adventureInt->heroWindow->setHero(hero);
  830. adventureInt->heroWindow->activate();
  831. }
  832. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  833. {
  834. cew->deactivate();
  835. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  836. {
  837. if(cew->heroInst[g]->id == hero->id)
  838. {
  839. cew->heroInst[g] = hero;
  840. cew->artifs[g]->updateState = true;
  841. cew->artifs[g]->setHero(hero);
  842. cew->artifs[g]->updateState = false;
  843. }
  844. }
  845. cew->prepareBackground();
  846. cew->activate();
  847. }
  848. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  849. {
  850. caw->deactivate();
  851. caw->arts->updateState = true;
  852. caw->arts->setHero(hero);
  853. caw->arts->updateState = false;
  854. caw->activate();
  855. }
  856. updateInfo(hero);
  857. }
  858. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  859. {
  860. boost::unique_lock<boost::recursive_mutex> un(*pim);
  861. if(castleInt && town->ID == TOWNI_TYPE)
  862. {
  863. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  864. if(fs)
  865. fs->draw(castleInt,false);
  866. }
  867. else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
  868. {
  869. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  870. if(crw)
  871. crw->initCres();
  872. }
  873. }
  874. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  875. {
  876. if(bonus.type == Bonus::NONE) return;
  877. boost::unique_lock<boost::recursive_mutex> un(*pim);
  878. updateInfo(hero);
  879. if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
  880. {
  881. //recalculate paths because hero has lost bonus influencing pathfinding
  882. cb->recalculatePaths();
  883. eraseCurrentPathOf(hero, false);
  884. }
  885. }
  886. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  887. {
  888. h & playerID & serialID;
  889. h & sysOpts;
  890. h & spellbookSettings;
  891. }
  892. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  893. {
  894. serializeTempl(h,version);
  895. }
  896. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  897. {
  898. serializeTempl(h,version);
  899. sysOpts.apply();
  900. firstCall = -1;
  901. }
  902. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  903. {
  904. if (!h)
  905. return false; //can't find hero
  906. pim->unlock();
  907. bool result = false;
  908. {
  909. path.convert(0);
  910. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  911. stillMoveHero.data = CONTINUE_MOVE;
  912. enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
  913. enum TerrainTile::EterrainType newTerrain;
  914. int sh = -1;
  915. const TerrainTile * curTile = cb->getTileInfo(CGHeroInstance::convertPosition(h->pos, false));
  916. for(int i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  917. {
  918. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  919. if(path.nodes[i-1].turns)
  920. {
  921. stillMoveHero.data = STOP_MOVE;
  922. break;
  923. }
  924. // Start a new sound for the hero movement or let the existing one carry on.
  925. #if 0
  926. // TODO
  927. if (hero is flying && sh == -1)
  928. sh = CGI->soundh->playSound(soundBase::horseFlying, -1);
  929. #endif
  930. {
  931. newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
  932. if (newTerrain != currentTerrain) {
  933. CGI->soundh->stopSound(sh);
  934. sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);
  935. currentTerrain = newTerrain;
  936. }
  937. }
  938. stillMoveHero.data = WAITING_MOVE;
  939. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  940. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  941. cb->moveHero(h,endpos);
  942. curTile = cb->getTileInfo(endpos);
  943. eventsM.unlock();
  944. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  945. stillMoveHero.cond.wait(un);
  946. eventsM.lock();
  947. if (guarded) // Abort movement if a guard was fought.
  948. break;
  949. }
  950. CGI->soundh->stopSound(sh);
  951. cb->recalculatePaths();
  952. }
  953. pim->lock();
  954. return result;
  955. }
  956. bool CPlayerInterface::shiftPressed() const
  957. {
  958. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  959. }
  960. bool CPlayerInterface::altPressed() const
  961. {
  962. return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
  963. }
  964. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
  965. {
  966. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  967. return;
  968. {
  969. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  970. while(showingDialog->data)
  971. showingDialog->cond.wait(un);
  972. }
  973. boost::unique_lock<boost::recursive_mutex> un(*pim);
  974. while(dialogs.size())
  975. {
  976. pim->unlock();
  977. SDL_Delay(20);
  978. pim->lock();
  979. }
  980. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  981. cgw->quit->callback += onEnd;
  982. GH.pushInt(cgw);
  983. }
  984. /**
  985. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  986. * into a combinational one on an artifact screen. Does not require the combination of
  987. * artifacts to be legal.
  988. * @param artifactID ID of a constituent artifact.
  989. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  990. * is false.
  991. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  992. */
  993. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  994. {
  995. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  996. std::string text = artifact.Description();
  997. text += "\n\n";
  998. std::vector<SComponent*> scs;
  999. if (assemble) {
  1000. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1001. // You possess all of the components to...
  1002. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1003. // Picture of assembled artifact at bottom.
  1004. SComponent* sc = new SComponent;
  1005. sc->type = SComponent::artifact;
  1006. sc->subtype = assembledArtifact.id;
  1007. sc->description = assembledArtifact.Description();
  1008. sc->subtitle = assembledArtifact.Name();
  1009. scs.push_back(sc);
  1010. } else {
  1011. // Do you wish to disassemble this artifact?
  1012. text += CGI->generaltexth->allTexts[733];
  1013. }
  1014. showYesNoDialog(text, scs, onYes, onNo, true);
  1015. }
  1016. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1017. {
  1018. if(stillMoveHero.get() == DURING_MOVE)
  1019. stillMoveHero.setn(CONTINUE_MOVE);
  1020. }
  1021. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1022. {
  1023. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1024. GH.pushInt(new CExchangeWindow(hero2, hero1));
  1025. }
  1026. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1027. {
  1028. //redraw minimap if owner changed
  1029. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1030. if(sop->what == ObjProperty::OWNER)
  1031. {
  1032. const CGObjectInstance * obj = cb->getObjectInfo(sop->id);
  1033. std::set<int3> pos = obj->getBlockedPos();
  1034. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1035. {
  1036. if(cb->isVisible(*it))
  1037. adventureInt->minimap.showTile(*it);
  1038. }
  1039. if(obj->ID == TOWNI_TYPE)
  1040. if(obj->tempOwner == playerID)
  1041. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1042. else
  1043. towns -= obj;
  1044. assert(cb->getTownsInfo().size() == towns.size());
  1045. }
  1046. }
  1047. void CPlayerInterface::recreateHeroTownList()
  1048. {
  1049. wanderingHeroes.clear();
  1050. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1051. for(size_t i = 0; i < heroes.size(); i++)
  1052. if(!heroes[i]->inTownGarrison)
  1053. wanderingHeroes.push_back(heroes[i]);
  1054. towns.clear();
  1055. std::vector<const CGTownInstance*> townInfo = cb->getTownsInfo();
  1056. for(size_t i = 0; i < townInfo.size(); i++)
  1057. towns.push_back(townInfo[i]);
  1058. }
  1059. const CGHeroInstance * CPlayerInterface::getWHero( int pos )
  1060. {
  1061. if(pos < 0 || pos >= wanderingHeroes.size())
  1062. return NULL;
  1063. return wanderingHeroes[pos];
  1064. }
  1065. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1066. {
  1067. waitWhileDialog();
  1068. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1069. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1070. GH.pushInt(cr);
  1071. }
  1072. void CPlayerInterface::waitWhileDialog()
  1073. {
  1074. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1075. while(showingDialog->data)
  1076. showingDialog->cond.wait(un);
  1077. }
  1078. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1079. {
  1080. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1081. int state = obj->state();
  1082. std::vector<si32> cost;
  1083. obj->getBoatCost(cost);
  1084. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1085. GH.pushInt(csw);
  1086. }
  1087. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1088. {
  1089. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1090. CGI->mh->printObject(obj);
  1091. //we might have built a boat in shipyard in opened town screen
  1092. if(obj->ID == 8
  1093. && LOCPLINT->castleInt
  1094. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1095. {
  1096. CGI->soundh->playSound(soundBase::newBuilding);
  1097. LOCPLINT->castleInt->recreateBuildings();
  1098. }
  1099. }
  1100. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1101. {
  1102. adventureInt->centerOn (pos);
  1103. if(focusTime)
  1104. {
  1105. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1106. if(activeAdv)
  1107. adventureInt->deactivate();
  1108. SDL_Delay(focusTime);
  1109. if(activeAdv)
  1110. adventureInt->activate();
  1111. }
  1112. }
  1113. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1114. {
  1115. if(obj->ID == HEROI_TYPE && obj->tempOwner == playerID)
  1116. {
  1117. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1118. heroKilled(h);
  1119. }
  1120. }
  1121. bool CPlayerInterface::ctrlPressed() const
  1122. {
  1123. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1124. }
  1125. void CPlayerInterface::update()
  1126. {
  1127. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1128. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1129. if(terminate_cond.get())
  1130. return;
  1131. //if there are any waiting dialogs, show them
  1132. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1133. {
  1134. showingDialog->set(true);
  1135. GH.pushInt(dialogs.front());
  1136. dialogs.pop_front();
  1137. }
  1138. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1139. if(!adventureInt->selection && GH.topInt() == adventureInt)
  1140. return;
  1141. GH.updateTime();
  1142. GH.handleEvents();
  1143. if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1144. GH.totalRedraw();
  1145. else
  1146. GH.simpleRedraw();
  1147. CGI->curh->draw1();
  1148. CSDL_Ext::update(screen);
  1149. CGI->curh->draw2();
  1150. pim->unlock();
  1151. SDL_framerateDelay(mainFPSmng);
  1152. }
  1153. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1154. {
  1155. using namespace boost::filesystem;
  1156. using namespace boost::algorithm;
  1157. std::map<std::time_t, int> dates; //save number => datestamp
  1158. directory_iterator enddir;
  1159. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1160. {
  1161. if(is_regular(dir->status()))
  1162. {
  1163. std::string name = dir->path().leaf();
  1164. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1165. {
  1166. char nr = name[namePrefix.size()];
  1167. if(std::isdigit(nr))
  1168. {
  1169. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1170. }
  1171. }
  1172. }
  1173. }
  1174. if(dates.size())
  1175. return (--dates.end())->second; //return latest file number
  1176. return 0;
  1177. }
  1178. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1179. {
  1180. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1181. {
  1182. //ho->moveDir = 1;
  1183. ho->isStanding = false;
  1184. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1185. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1186. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1187. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1188. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1189. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1190. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1191. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1192. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1193. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1194. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1195. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1196. 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(), ocmptwo_cgin);
  1197. 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(), ocmptwo_cgin);
  1198. 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(), ocmptwo_cgin);
  1199. 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(), ocmptwo_cgin);
  1200. 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(), ocmptwo_cgin);
  1201. 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(), ocmptwo_cgin);
  1202. }
  1203. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1204. {
  1205. //ho->moveDir = 2;
  1206. ho->isStanding = false;
  1207. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1208. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1209. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1210. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1211. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1212. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1213. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1214. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1215. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1216. 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(), ocmptwo_cgin);
  1217. 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(), ocmptwo_cgin);
  1218. 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(), ocmptwo_cgin);
  1219. }
  1220. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1221. {
  1222. //ho->moveDir = 3;
  1223. ho->isStanding = false;
  1224. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1225. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1226. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1227. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1228. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1229. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1230. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1231. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1232. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1233. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1234. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1235. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1236. 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(), ocmptwo_cgin);
  1237. 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(), ocmptwo_cgin);
  1238. 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(), ocmptwo_cgin);
  1239. 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(), ocmptwo_cgin);
  1240. 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(), ocmptwo_cgin);
  1241. 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(), ocmptwo_cgin);
  1242. }
  1243. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1244. {
  1245. //ho->moveDir = 4;
  1246. ho->isStanding = false;
  1247. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1248. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1249. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1250. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1251. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1252. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1253. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1254. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1255. 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(), ocmptwo_cgin);
  1256. 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(), ocmptwo_cgin);
  1257. }
  1258. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1259. {
  1260. //ho->moveDir = 5;
  1261. ho->isStanding = false;
  1262. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1263. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1264. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1265. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1266. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1267. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1268. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1269. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1270. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1271. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1272. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1273. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1274. 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(), ocmptwo_cgin);
  1275. 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(), ocmptwo_cgin);
  1276. 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(), ocmptwo_cgin);
  1277. 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(), ocmptwo_cgin);
  1278. 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(), ocmptwo_cgin);
  1279. 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(), ocmptwo_cgin);
  1280. }
  1281. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1282. {
  1283. //ho->moveDir = 6;
  1284. ho->isStanding = false;
  1285. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1286. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1287. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1288. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1289. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1290. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1291. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1292. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1293. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1294. 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(), ocmptwo_cgin);
  1295. 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(), ocmptwo_cgin);
  1296. 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(), ocmptwo_cgin);
  1297. }
  1298. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1299. {
  1300. //ho->moveDir = 7;
  1301. ho->isStanding = false;
  1302. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1303. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1304. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1305. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1306. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1307. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1308. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1309. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1310. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1311. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1312. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1313. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1314. 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(), ocmptwo_cgin);
  1315. 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(), ocmptwo_cgin);
  1316. 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(), ocmptwo_cgin);
  1317. 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(), ocmptwo_cgin);
  1318. 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(), ocmptwo_cgin);
  1319. 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(), ocmptwo_cgin);
  1320. }
  1321. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1322. {
  1323. //ho->moveDir = 8;
  1324. ho->isStanding = false;
  1325. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1326. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1327. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1328. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1329. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1330. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1331. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1332. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1333. 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(), ocmptwo_cgin);
  1334. 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(), ocmptwo_cgin);
  1335. }
  1336. }
  1337. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1338. {
  1339. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1340. {
  1341. //setting advmap shift
  1342. adventureInt->terrain.moveX = i-32;
  1343. adventureInt->terrain.moveY = i-32;
  1344. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1345. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1346. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1347. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1348. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1349. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1350. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1351. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1352. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1353. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1354. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1355. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1356. }
  1357. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1358. {
  1359. //setting advmap shift
  1360. adventureInt->terrain.moveY = i-32;
  1361. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1362. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1363. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1364. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1365. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1366. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1367. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1368. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1369. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1370. }
  1371. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1372. {
  1373. //setting advmap shift
  1374. adventureInt->terrain.moveX = -i+32;
  1375. adventureInt->terrain.moveY = i-32;
  1376. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1377. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1378. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1379. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1380. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1381. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1382. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1383. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1384. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1385. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1386. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1387. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1388. }
  1389. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1390. {
  1391. //setting advmap shift
  1392. adventureInt->terrain.moveX = -i+32;
  1393. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1394. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1395. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1396. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1397. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1398. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1399. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1400. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1401. }
  1402. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1403. {
  1404. //setting advmap shift
  1405. adventureInt->terrain.moveX = -i+32;
  1406. adventureInt->terrain.moveY = -i+32;
  1407. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1408. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1409. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1410. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1411. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1412. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1413. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1414. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1415. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1416. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1417. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1418. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1419. }
  1420. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1421. {
  1422. //setting advmap shift
  1423. adventureInt->terrain.moveY = -i+32;
  1424. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1425. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1426. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1427. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1428. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1429. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1430. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1431. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1432. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1433. }
  1434. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1435. {
  1436. //setting advmap shift
  1437. adventureInt->terrain.moveX = i-32;
  1438. adventureInt->terrain.moveY = -i+32;
  1439. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1440. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1441. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1442. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1443. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1444. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1445. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1446. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1447. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1448. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1449. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1450. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1451. }
  1452. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1453. {
  1454. //setting advmap shift
  1455. adventureInt->terrain.moveX = i-32;
  1456. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1457. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1458. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1459. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1460. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1461. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1462. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1463. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1464. }
  1465. }
  1466. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1467. {
  1468. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1469. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1470. {
  1471. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1472. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1473. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1474. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1475. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1476. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1477. }
  1478. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1479. {
  1480. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1481. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1482. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1483. }
  1484. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1485. {
  1486. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1487. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1488. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1489. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1490. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1491. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1492. }
  1493. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1494. {
  1495. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1496. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1497. }
  1498. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1499. {
  1500. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1501. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1502. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1503. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1504. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1505. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1506. }
  1507. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1508. {
  1509. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1510. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1511. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1512. }
  1513. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1514. {
  1515. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1516. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1517. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1518. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1519. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1520. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1521. }
  1522. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1523. {
  1524. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1525. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1526. }
  1527. //restoring good rects
  1528. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1529. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1530. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1531. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1532. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1533. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1534. //restoring good order of objects
  1535. 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(), ocmptwo_cgin);
  1536. 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(), ocmptwo_cgin);
  1537. 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(), ocmptwo_cgin);
  1538. 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(), ocmptwo_cgin);
  1539. 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(), ocmptwo_cgin);
  1540. 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(), ocmptwo_cgin);
  1541. }
  1542. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1543. {
  1544. if(LOCPLINT != this)
  1545. return;
  1546. if(player == playerID)
  1547. {
  1548. if(!victory)
  1549. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1550. // else
  1551. // showInfoDialog("Placeholder message: you won!");
  1552. makingTurn = true;
  1553. while(showingDialog->get() || dialogs.size()); //wait till all dialogs are displayed and closed
  1554. makingTurn = false;
  1555. howManyPeople--;
  1556. if(!howManyPeople) //all human players eliminated
  1557. {
  1558. //return to main menu
  1559. SDL_Event event;
  1560. event.type = SDL_USEREVENT;
  1561. event.user.code = 2;
  1562. SDL_PushEvent(&event);
  1563. }
  1564. }
  1565. else
  1566. {
  1567. if(!victory) //enemy has lost
  1568. {
  1569. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1570. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1571. showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));
  1572. }
  1573. }
  1574. }
  1575. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1576. {
  1577. }
  1578. void CPlayerInterface::showPuzzleMap()
  1579. {
  1580. waitWhileDialog();
  1581. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1582. //TODO: interface should not know the real position of Grail...
  1583. float ratio = 0;
  1584. int3 grailPos = cb->getGrailPos(ratio);
  1585. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1586. }
  1587. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1588. {
  1589. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1590. {
  1591. cb->recalculatePaths();
  1592. eraseCurrentPathOf(caster, false);
  1593. }
  1594. }
  1595. void SystemOptions::setMusicVolume( int newVolume )
  1596. {
  1597. musicVolume = newVolume;
  1598. CGI->musich->setVolume(newVolume);
  1599. settingsChanged();
  1600. }
  1601. void SystemOptions::setSoundVolume( int newVolume )
  1602. {
  1603. soundVolume = newVolume;
  1604. CGI->soundh->setVolume(newVolume);
  1605. settingsChanged();
  1606. }
  1607. void SystemOptions::setHeroMoveSpeed( int newSpeed )
  1608. {
  1609. heroMoveSpeed = newSpeed;
  1610. settingsChanged();
  1611. }
  1612. void SystemOptions::setMapScrollingSpeed( int newSpeed )
  1613. {
  1614. mapScrollingSpeed = newSpeed;
  1615. settingsChanged();
  1616. }
  1617. void SystemOptions::settingsChanged()
  1618. {
  1619. CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");
  1620. if(settings.sfile)
  1621. settings << *this;
  1622. else
  1623. tlog1 << "Cannot save settings to config/sysopts.bin!\n";
  1624. }
  1625. void SystemOptions::apply()
  1626. {
  1627. if(CGI->musich->getVolume() != musicVolume)
  1628. CGI->musich->setVolume(musicVolume);
  1629. if(CGI->soundh->getVolume() != soundVolume)
  1630. CGI->soundh->setVolume(soundVolume);
  1631. settingsChanged();
  1632. }
  1633. SystemOptions::SystemOptions()
  1634. {
  1635. heroMoveSpeed = 2;
  1636. mapScrollingSpeed = 2;
  1637. musicVolume = 88;
  1638. soundVolume = 88;
  1639. printCellBorders = true;
  1640. printStackRange = true;
  1641. animSpeed = 2;
  1642. printMouseShadow = true;
  1643. showQueue = true;
  1644. }
  1645. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1646. {
  1647. if(checkForExistanceOfPath)
  1648. {
  1649. assert(vstd::contains(paths, ho));
  1650. }
  1651. else if (!vstd::contains(paths, ho))
  1652. {
  1653. return;
  1654. }
  1655. assert(ho == adventureInt->selection);
  1656. paths.erase(ho);
  1657. adventureInt->terrain.currentPath = NULL;
  1658. }
  1659. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1660. {
  1661. if(vstd::contains(paths,h)) //hero has assigned path
  1662. {
  1663. CGPath &path = paths[h];
  1664. if(!path.nodes.size())
  1665. {
  1666. tlog3 << "Warning: empty path found...\n";
  1667. paths.erase(h);
  1668. }
  1669. else
  1670. {
  1671. assert(h->getPosition(false) == path.startPos());
  1672. //update the hero path in case of something has changed on map
  1673. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1674. return &path;
  1675. else
  1676. paths.erase(h);
  1677. }
  1678. }
  1679. return NULL;
  1680. }
  1681. void CPlayerInterface::acceptTurn()
  1682. {
  1683. waitWhileDialog();
  1684. if(howManyPeople > 1)
  1685. adventureInt->startTurn();
  1686. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1687. /* TODO: This isn't quite right. First day in game should play
  1688. * NEWDAY. And we don't play NEWMONTH. */
  1689. int day = cb->getDate(1);
  1690. if (day != 1)
  1691. CGI->soundh->playSound(soundBase::newDay);
  1692. else
  1693. CGI->soundh->playSound(soundBase::newWeek);
  1694. adventureInt->infoBar.newDay(day);
  1695. //select first hero if available.
  1696. //TODO: check if hero is slept
  1697. if(wanderingHeroes.size())
  1698. adventureInt->select(wanderingHeroes.front());
  1699. else
  1700. adventureInt->select(towns.front());
  1701. adventureInt->showAll(screen);
  1702. }
  1703. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1704. {
  1705. std::string hlp;
  1706. if(h->movement < h->maxMovePoints(true))
  1707. showInfoDialog(CGI->generaltexth->allTexts[56]); //"Digging for artifacts requires a whole day, try again tomorrow."
  1708. else if(cb->getTileInfo(h->getPosition(false))->tertype == TerrainTile::water)
  1709. showInfoDialog(CGI->generaltexth->allTexts[60]); //Try looking on land!
  1710. else
  1711. {
  1712. const TerrainTile *t = cb->getTileInfo(h->getPosition());
  1713. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1714. if(hlp.length() || t->blockingObjects.size() > 1)
  1715. showInfoDialog(CGI->generaltexth->allTexts[97]); //Try searching on clear ground.
  1716. else
  1717. cb->dig(h);
  1718. }
  1719. }
  1720. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1721. {
  1722. adventureInt->infoBar.updateSelection(specific);
  1723. // if (adventureInt->selection == specific)
  1724. // adventureInt->infoBar.showAll(screen);
  1725. }
  1726. void CPlayerInterface::battleNewRoundFirst( int round )
  1727. {
  1728. if(LOCPLINT != this)
  1729. { //another local interface should do this
  1730. return;
  1731. }
  1732. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1733. battleInt->newRoundFirst(round);
  1734. }
  1735. void CPlayerInterface::stopMovement()
  1736. {
  1737. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1738. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1739. }
  1740. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1741. {
  1742. if(market->o->ID == 2) //Altar
  1743. {
  1744. EMarketMode mode = market->availableModes().front();
  1745. if(market->allowsTrade(ARTIFACT_EXP) && visitor->getAlignment() != EVIL)
  1746. GH.pushInt(new CAltarWindow(market, visitor, ARTIFACT_EXP));
  1747. else if(market->allowsTrade(CREATURE_EXP) && visitor->getAlignment() != GOOD)
  1748. GH.pushInt(new CAltarWindow(market, visitor, CREATURE_EXP));
  1749. }
  1750. else
  1751. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1752. }
  1753. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1754. {
  1755. CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
  1756. GH.pushInt(cuw);
  1757. }
  1758. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1759. {
  1760. CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
  1761. GH.pushInt(chfw);
  1762. }
  1763. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1764. {
  1765. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1766. cmw->artifactsChanged(false);
  1767. }
  1768. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1769. {
  1770. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1771. GH.pushInt(tv);
  1772. }
  1773. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1774. {
  1775. if(obj->state())
  1776. {
  1777. MetaString txt;
  1778. obj->getProblemText(txt);
  1779. showInfoDialog(txt.toString());
  1780. }
  1781. else
  1782. showShipyardDialog(obj);
  1783. }
  1784. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1785. {
  1786. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1787. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1788. }