CPlayerInterface.cpp 82 KB

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  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "BattleInterface/CBattleInterface.h"
  4. #include "BattleInterface/CBattleInterfaceClasses.h"
  5. #include "../CCallback.h"
  6. #include "CCastleInterface.h"
  7. #include "UIFramework/CCursorHandler.h"
  8. #include "CKingdomInterface.h"
  9. #include "CGameInfo.h"
  10. #include "CHeroWindow.h"
  11. #include "CCreatureWindow.h"
  12. #include "CQuestLog.h"
  13. #include "CMessage.h"
  14. #include "CPlayerInterface.h"
  15. //#include "UIFramework/SDL_Extensions.h"
  16. #include "UIFramework/SDL_Extensions.h"
  17. #include "../lib/CConfigHandler.h"
  18. #include "BattleInterface/CCreatureAnimation.h"
  19. #include "Graphics.h"
  20. #include "../lib/CArtHandler.h"
  21. #include "../lib/CGeneralTextHandler.h"
  22. #include "../lib/CHeroHandler.h"
  23. #include "../lib/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../lib/CSpellHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/BattleState.h"
  28. #include "../lib/JsonNode.h"
  29. #include "CMusicHandler.h"
  30. #include "../lib/CondSh.h"
  31. #include "../lib/NetPacks.h"
  32. #include "../lib/Map/CMap.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "mapHandler.h"
  35. #include "../lib/CStopWatch.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/CGameState.h"
  38. #include "../lib/GameConstants.h"
  39. #include "UIFramework/CGuiHandler.h"
  40. #include "../lib/UnlockGuard.h"
  41. #ifdef min
  42. #undef min
  43. #endif
  44. #ifdef max
  45. #undef max
  46. #endif
  47. /*
  48. * CPlayerInterface.cpp, part of VCMI engine
  49. *
  50. * Authors: listed in file AUTHORS in main folder
  51. *
  52. * License: GNU General Public License v2.0 or later
  53. * Full text of license available in license.txt file, in main folder
  54. *
  55. */
  56. // The macro below is used to mark functions that are called by client when game state changes.
  57. // They all assume that CPlayerInterface::pim mutex is locked.
  58. #define EVENT_HANDLER_CALLED_BY_CLIENT
  59. // The macro marks functions that are run on a new thread by client.
  60. // They do not own any mutexes intiially.
  61. #define THREAD_CREATED_BY_CLIENT
  62. using namespace boost::assign;
  63. using namespace CSDL_Ext;
  64. void processCommand(const std::string &message, CClient *&client);
  65. extern std::queue<SDL_Event> events;
  66. extern boost::mutex eventsM;
  67. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  68. CPlayerInterface * LOCPLINT;
  69. CBattleInterface * CPlayerInterface::battleInt;
  70. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  71. CondSh<EMoveState> stillMoveHero; //used during hero movement
  72. int CPlayerInterface::howManyPeople = 0;
  73. struct OCM_HLP_CGIN
  74. {
  75. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  76. {
  77. return (*a.first)<(*b.first);
  78. }
  79. } ocmptwo_cgin ;
  80. CPlayerInterface::CPlayerInterface(int Player)
  81. {
  82. observerInDuelMode = false;
  83. howManyPeople++;
  84. GH.defActionsDef = 0;
  85. LOCPLINT = this;
  86. curAction = NULL;
  87. playerID=Player;
  88. human=true;
  89. castleInt = NULL;
  90. battleInt = NULL;
  91. //pim = new boost::recursive_mutex;
  92. makingTurn = false;
  93. showingDialog = new CondSh<bool>(false);
  94. cingconsole = new CInGameConsole;
  95. terminate_cond.set(false);
  96. firstCall = 1; //if loading will be overwritten in serialize
  97. autosaveCount = 0;
  98. }
  99. CPlayerInterface::~CPlayerInterface()
  100. {
  101. howManyPeople--;
  102. //delete pim;
  103. //vstd::clear_pointer(pim);
  104. delete showingDialog;
  105. if(adventureInt)
  106. {
  107. if(adventureInt->active & CIntObject::KEYBOARD)
  108. adventureInt->deactivateKeyboard();
  109. delete adventureInt;
  110. adventureInt = NULL;
  111. }
  112. delete cingconsole;
  113. LOCPLINT = NULL;
  114. }
  115. void CPlayerInterface::init(CCallback * CB)
  116. {
  117. cb = dynamic_cast<CCallback*>(CB);
  118. if(observerInDuelMode)
  119. return;
  120. if(!towns.size() && !wanderingHeroes.size())
  121. initializeHeroTownList();
  122. if(!adventureInt)
  123. adventureInt = new CAdvMapInt();
  124. }
  125. void CPlayerInterface::yourTurn()
  126. {
  127. EVENT_HANDLER_CALLED_BY_CLIENT;
  128. {
  129. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  130. LOCPLINT = this;
  131. GH.curInt = this;
  132. adventureInt->selection = NULL;
  133. if(firstCall)
  134. {
  135. if(howManyPeople == 1)
  136. adventureInt->setPlayer(playerID);
  137. autosaveCount = getLastIndex("Autosave_");
  138. if(firstCall > 0) //new game, not loaded
  139. {
  140. int index = getLastIndex("Newgame_Autosave_");
  141. index %= SAVES_COUNT;
  142. cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  143. }
  144. firstCall = 0;
  145. }
  146. else
  147. {
  148. LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  149. autosaveCount %= 5;
  150. }
  151. if(adventureInt->player != playerID)
  152. adventureInt->setPlayer(playerID);
  153. if(howManyPeople > 1) //hot seat message
  154. {
  155. adventureInt->startHotSeatWait(playerID);
  156. makingTurn = true;
  157. std::string msg = CGI->generaltexth->allTexts[13];
  158. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  159. std::vector<CComponent*> cmp;
  160. cmp.push_back(new CComponent(CComponent::flag, playerID, 0));
  161. showInfoDialog(msg, cmp);
  162. }
  163. else
  164. {
  165. makingTurn = true;
  166. adventureInt->startTurn();
  167. }
  168. }
  169. acceptTurn();
  170. }
  171. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  172. {
  173. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  174. for(int h=0; h<hlp.objects.size(); ++h)
  175. if(hlp.objects[h].first->id==hid)
  176. {
  177. hlp.objects[h].second = r;
  178. return;
  179. }
  180. }
  181. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  182. {
  183. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  184. for(int h=0; h<hlp.objects.size(); ++h)
  185. if(hlp.objects[h].first->id==hid)
  186. {
  187. hlp.objects.erase(hlp.objects.begin()+h);
  188. return;
  189. }
  190. }
  191. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  192. {
  193. EVENT_HANDLER_CALLED_BY_CLIENT;
  194. waitWhileDialog();
  195. if(LOCPLINT != this)
  196. return;
  197. const CGHeroInstance * ho = cb->getHero(details.id); //object representing this hero
  198. int3 hp = details.start;
  199. if(!ho)
  200. {
  201. //AI hero left the visible area (we can't obtain info)
  202. //TODO very evil workaround -> retreive pointer to hero so we could animate it
  203. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  204. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  205. for(int i = 0; i < tile.objects.size(); i++)
  206. if(tile.objects[i].first->id == details.id)
  207. ho = dynamic_cast<const CGHeroInstance *>(tile.objects[i].first);
  208. if(!ho) //still nothing...
  209. return;
  210. }
  211. adventureInt->centerOn(ho); //actualizing screen pos
  212. adventureInt->minimap.redraw();
  213. adventureInt->heroList.redraw();
  214. bool directlyAttackingCreature =
  215. CGI->mh->map->isInTheMap(details.attackedFrom)
  216. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  217. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  218. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  219. {
  220. //We may need to change music - select new track, music handler will change it if needed
  221. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(ho->visitablePos())->terType, true);
  222. if(details.result == TryMoveHero::TELEPORTATION)
  223. {
  224. if(adventureInt->terrain.currentPath)
  225. {
  226. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  227. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  228. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  229. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  230. {
  231. //path was between entrance and exit of teleport -> OK, erase node as usual
  232. removeLastNodeFromPath(ho);
  233. }
  234. else
  235. {
  236. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  237. eraseCurrentPathOf(ho);
  238. }
  239. }
  240. adventureInt->heroList.update(ho);
  241. return; //teleport - no fancy moving animation
  242. //TODO: smooth disappear / appear effect
  243. }
  244. if (ho->pos != details.end //hero didn't change tile but visit succeeded
  245. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  246. {
  247. eraseCurrentPathOf(ho, false);
  248. }
  249. else if(adventureInt->terrain.currentPath && ho->pos == details.end) //&& hero is moving
  250. {
  251. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  252. removeLastNodeFromPath(ho);
  253. }
  254. }
  255. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  256. {
  257. ho->isStanding = true;
  258. stillMoveHero.setn(STOP_MOVE);
  259. GH.totalRedraw();
  260. adventureInt->heroList.update(ho);
  261. return;
  262. }
  263. initMovement(details, ho, hp);
  264. //first initializing done
  265. GH.mainFPSmng->framerateDelay(); // after first move
  266. ui32 speed = settings["adventure"]["heroSpeed"].Float();
  267. //main moving
  268. for(int i=1; i<32; i+=2*speed)
  269. {
  270. movementPxStep(details, i, hp, ho);
  271. adventureInt->updateScreen = true;
  272. adventureInt->show(screen);
  273. CSDL_Ext::update(screen);
  274. GH.mainFPSmng->framerateDelay(); //for animation purposes
  275. } //for(int i=1; i<32; i+=4)
  276. //main moving done
  277. //finishing move
  278. finishMovement(details, hp, ho);
  279. ho->isStanding = true;
  280. //move finished
  281. adventureInt->minimap.redraw();
  282. adventureInt->heroList.update(ho);
  283. //check if user cancelled movement
  284. {
  285. boost::unique_lock<boost::mutex> un(eventsM);
  286. while(events.size())
  287. {
  288. SDL_Event ev = events.front();
  289. events.pop();
  290. switch(ev.type)
  291. {
  292. case SDL_MOUSEBUTTONDOWN:
  293. stillMoveHero.setn(STOP_MOVE);
  294. break;
  295. case SDL_KEYDOWN:
  296. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  297. stillMoveHero.setn(STOP_MOVE);
  298. break;
  299. }
  300. }
  301. }
  302. if(stillMoveHero.get() == WAITING_MOVE)
  303. stillMoveHero.setn(DURING_MOVE);
  304. // Hero attacked creature directly, set direction to face it.
  305. if (directlyAttackingCreature) {
  306. // Get direction to attacker.
  307. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  308. static const ui8 dirLookup[3][3] = {
  309. { 1, 2, 3 },
  310. { 8, 0, 4 },
  311. { 7, 6, 5 }
  312. };
  313. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  314. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  315. }
  316. }
  317. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  318. {
  319. EVENT_HANDLER_CALLED_BY_CLIENT;
  320. const CArmedInstance *newSelection = nullptr;
  321. if (makingTurn)
  322. {
  323. //find new object for selection: either hero
  324. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  325. if (next >= 0)
  326. newSelection = wanderingHeroes[next];
  327. //or town
  328. if (!newSelection || newSelection == hero)
  329. {
  330. if (towns.empty())
  331. newSelection = nullptr;
  332. else
  333. newSelection = towns.front();
  334. }
  335. }
  336. wanderingHeroes -= hero;
  337. if(vstd::contains(paths, hero))
  338. paths.erase(hero);
  339. adventureInt->heroList.update(hero);
  340. if (makingTurn)
  341. adventureInt->select(newSelection, true);
  342. else
  343. adventureInt->selection = nullptr;
  344. }
  345. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  346. {
  347. EVENT_HANDLER_CALLED_BY_CLIENT;
  348. wanderingHeroes.push_back(hero);
  349. adventureInt->heroList.update(hero);
  350. }
  351. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  352. {
  353. if (castleInt)
  354. castleInt->close();
  355. castleInt = new CCastleInterface(town);
  356. GH.pushInt(castleInt);
  357. }
  358. int3 CPlayerInterface::repairScreenPos(int3 pos)
  359. {
  360. if(pos.x<-CGI->mh->frameW)
  361. pos.x = -CGI->mh->frameW;
  362. if(pos.y<-CGI->mh->frameH)
  363. pos.y = -CGI->mh->frameH;
  364. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  365. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  366. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  367. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  368. return pos;
  369. }
  370. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. if(which == 4)
  374. {
  375. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  376. ctw->setExpToLevel();
  377. }
  378. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  379. updateInfo(hero);
  380. }
  381. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  385. if(cuw) //university window is open
  386. {
  387. GH.totalRedraw();
  388. }
  389. }
  390. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. updateInfo(hero);
  394. if(makingTurn && hero->tempOwner == playerID)
  395. adventureInt->heroList.update(hero);
  396. }
  397. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. if(makingTurn && hero->tempOwner == playerID)
  401. adventureInt->heroList.update(hero);
  402. }
  403. void CPlayerInterface::receivedResource(int type, int val)
  404. {
  405. EVENT_HANDLER_CALLED_BY_CLIENT;
  406. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  407. mw->resourceChanged(type, val);
  408. GH.totalRedraw();
  409. }
  410. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, int queryID)
  411. {
  412. EVENT_HANDLER_CALLED_BY_CLIENT;
  413. waitWhileDialog();
  414. CCS->soundh->playSound(soundBase::heroNewLevel);
  415. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  416. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  417. GH.pushInt(lw);
  418. }
  419. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. waitWhileDialog();
  423. CCS->soundh->playSound(soundBase::heroNewLevel);
  424. CCreatureWindow * cw = new CCreatureWindow(skills, commander,
  425. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  426. GH.pushInt(cw);
  427. }
  428. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  429. {
  430. EVENT_HANDLER_CALLED_BY_CLIENT;
  431. updateInfo(town);
  432. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  433. {
  434. CGI->mh->hideObject(town->garrisonHero);
  435. wanderingHeroes -= town->garrisonHero;
  436. }
  437. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  438. {
  439. CGI->mh->printObject(town->visitingHero);
  440. wanderingHeroes.push_back(town->visitingHero);
  441. }
  442. adventureInt->heroList.update();
  443. adventureInt->updateNextHero(NULL);
  444. if(CCastleInterface *c = castleInt)
  445. {
  446. c->garr->selectSlot(nullptr);
  447. c->garr->setArmy(town->getUpperArmy(), 0);
  448. c->garr->setArmy(town->visitingHero, 1);
  449. c->garr->recreateSlots();
  450. c->heroes->update();
  451. }
  452. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  453. {
  454. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  455. if (ki)
  456. {
  457. ki->townChanged(town);
  458. ki->updateGarrisons();
  459. }
  460. }
  461. GH.totalRedraw();
  462. }
  463. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. if(hero->tempOwner != playerID )
  467. return;
  468. waitWhileDialog();
  469. openTownWindow(town);
  470. }
  471. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  472. {
  473. boost::unique_lock<boost::recursive_mutex> un(*pim);
  474. BOOST_FOREACH(auto object, objs)
  475. updateInfo(object);
  476. for(std::list<IShowActivatable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  477. {
  478. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(*i);
  479. if (cgh)
  480. cgh->updateGarrisons();
  481. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  482. {
  483. if(vstd::contains(objs, cmw->hero))
  484. cmw->garrisonChanged();
  485. }
  486. }
  487. GH.totalRedraw();
  488. }
  489. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  490. {
  491. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  492. }
  493. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  494. {
  495. EVENT_HANDLER_CALLED_BY_CLIENT;
  496. switch (buildingID)
  497. {
  498. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  499. updateInfo(town);
  500. break;
  501. }
  502. if(!castleInt)
  503. return;
  504. if(castleInt->town!=town)
  505. return;
  506. switch(what)
  507. {
  508. case 1:
  509. CCS->soundh->playSound(soundBase::newBuilding);
  510. castleInt->addBuilding(buildingID);
  511. break;
  512. case 2:
  513. castleInt->removeBuilding(buildingID);
  514. break;
  515. }
  516. adventureInt->townList.update(town);
  517. castleInt->townlist->update(town);
  518. }
  519. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. if(LOCPLINT != this)
  523. { //another local interface should do this
  524. return;
  525. }
  526. waitForAllDialogs();
  527. GH.pushInt(battleInt);
  528. }
  529. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  530. {
  531. EVENT_HANDLER_CALLED_BY_CLIENT;
  532. if(LOCPLINT != this)
  533. { //another local interface should do this
  534. return;
  535. }
  536. for(int b=0; b<healedStacks.size(); ++b)
  537. {
  538. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  539. if(battleInt->creAnims[healed->ID]->getType() == CCreatureAnim::DEATH)
  540. {
  541. //stack has been resurrected
  542. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  543. }
  544. }
  545. if (lifeDrain)
  546. {
  547. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  548. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  549. int textOff = 0;
  550. if (attacker)
  551. {
  552. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  553. if (attacker->count > 1)
  554. {
  555. textOff += 1;
  556. }
  557. CCS->soundh->playSound(soundBase::DRAINLIF);
  558. }
  559. //print info about life drain
  560. char textBuf[1000];
  561. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  562. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  563. battleInt->console->addText(textBuf);
  564. }
  565. if (tentHeal)
  566. {
  567. std::string text = CGI->generaltexth->allTexts[414];
  568. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  569. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  570. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  571. battleInt->console->addText(text);
  572. }
  573. }
  574. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  575. {
  576. EVENT_HANDLER_CALLED_BY_CLIENT;
  577. if(LOCPLINT != this)
  578. { //another local interface should do this
  579. return;
  580. }
  581. battleInt->newStack(stack);
  582. }
  583. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  584. {
  585. EVENT_HANDLER_CALLED_BY_CLIENT;
  586. if(LOCPLINT != this)
  587. { //another local interface should do this
  588. return;
  589. }
  590. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  591. // {
  592. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  593. // {
  594. // if(itBat->first == *it) //remove this obstacle
  595. // {
  596. // battleInt->idToObstacle.erase(itBat);
  597. // break;
  598. // }
  599. // }
  600. // }
  601. //update accessible hexes
  602. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  603. }
  604. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  605. {
  606. EVENT_HANDLER_CALLED_BY_CLIENT;
  607. if(LOCPLINT != this)
  608. { //another local interface should do this
  609. return;
  610. }
  611. battleInt->stackIsCatapulting(ca);
  612. }
  613. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. if(LOCPLINT != this)
  617. { //another local interface should do this
  618. return;
  619. }
  620. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  621. {
  622. battleInt->stackRemoved(*it);
  623. //battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
  624. }
  625. }
  626. 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
  627. {
  628. EVENT_HANDLER_CALLED_BY_CLIENT;
  629. if(LOCPLINT != this)
  630. { //another local interface should do this
  631. return;
  632. }
  633. battleInt->newRound(round);
  634. }
  635. void CPlayerInterface::actionStarted(const BattleAction* action)
  636. {
  637. EVENT_HANDLER_CALLED_BY_CLIENT;
  638. if(LOCPLINT != this)
  639. { //another local interface should do this
  640. return;
  641. }
  642. curAction = new BattleAction(*action);
  643. battleInt->startAction(action);
  644. }
  645. void CPlayerInterface::actionFinished(const BattleAction* action)
  646. {
  647. EVENT_HANDLER_CALLED_BY_CLIENT;
  648. if(LOCPLINT != this)
  649. { //another local interface should do this
  650. return;
  651. }
  652. delete curAction;
  653. curAction = NULL;
  654. battleInt->endAction(action);
  655. }
  656. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  657. {
  658. THREAD_CREATED_BY_CLIENT;
  659. tlog5 << "Awaiting command for " << stack->nodeName() << std::endl;
  660. CBattleInterface *b = battleInt;
  661. assert(!b->givenCommand->get()); //command buffer must be clean (we don't want to use old command)
  662. {
  663. boost::unique_lock<boost::recursive_mutex> un(*pim);
  664. b->stackActivated(stack);
  665. //Regeneration & mana drain go there
  666. }
  667. //wait till BattleInterface sets its command
  668. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  669. while(!b->givenCommand->data)
  670. {
  671. b->givenCommand->cond.wait(lock);
  672. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  673. throw boost::thread_interrupted(); //will shut the thread peacefully
  674. }
  675. //tidy up
  676. BattleAction ret = *(b->givenCommand->data);
  677. delete b->givenCommand->data;
  678. b->givenCommand->data = NULL;
  679. //return command
  680. tlog5 << "Giving command for " << stack->nodeName() << std::endl;
  681. return ret;
  682. }
  683. void CPlayerInterface::battleEnd(const BattleResult *br)
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. if(LOCPLINT != this)
  687. { //another local interface should do this
  688. return;
  689. }
  690. battleInt->battleFinished(*br);
  691. }
  692. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. if(LOCPLINT != this)
  696. { //another local interface should do this
  697. return;
  698. }
  699. battleInt->stackMoved(stack, dest, distance);
  700. }
  701. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. if(LOCPLINT != this)
  705. { //another local interface should do this
  706. return;
  707. }
  708. battleInt->spellCast(sc);
  709. }
  710. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. if(LOCPLINT != this)
  714. { //another local interface should do this
  715. return;
  716. }
  717. battleInt->battleStacksEffectsSet(sse);
  718. }
  719. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  720. {
  721. EVENT_HANDLER_CALLED_BY_CLIENT;
  722. battleInt->battleTriggerEffect(bte);
  723. }
  724. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  725. {
  726. EVENT_HANDLER_CALLED_BY_CLIENT;
  727. if(LOCPLINT != this)
  728. { //another local interface should do this
  729. return;
  730. }
  731. std::vector<StackAttackedInfo> arg;
  732. for(std::vector<BattleStackAttacked>::const_iterator i = bsa.begin(); i != bsa.end(); i++)
  733. {
  734. const CStack *defender = cb->battleGetStackByID(i->stackAttacked, false);
  735. const CStack *attacker = cb->battleGetStackByID(i->attackerID, false);
  736. if(i->isEffect() && i->effect != 12) //and not armageddon
  737. {
  738. if (defender && !i->isSecondary())
  739. battleInt->displayEffect(i->effect, defender->position);
  740. }
  741. bool shooting = (LOCPLINT->curAction ? LOCPLINT->curAction->actionType == BattleAction::SHOOT : false); //FIXME: why action is deleted during enchanter cast?
  742. StackAttackedInfo to_put = {defender, i->damageAmount, i->killedAmount, attacker, shooting, i->killed(), i->willRebirth(), i->cloneKilled()};
  743. arg.push_back(to_put);
  744. }
  745. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  746. {
  747. battleInt->displayEffect(bsa.begin()->effect, -1);
  748. }
  749. battleInt->stacksAreAttacked(arg);
  750. }
  751. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. if(LOCPLINT != this)
  755. { //another local interface should do this
  756. return;
  757. }
  758. assert(curAction);
  759. if(ba->lucky()) //lucky hit
  760. {
  761. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  762. std::string hlp = CGI->generaltexth->allTexts[45];
  763. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  764. battleInt->console->addText(hlp);
  765. battleInt->displayEffect(18, stack->position);
  766. }
  767. //TODO: bad luck?
  768. if (ba->deathBlow())
  769. {
  770. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  771. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  772. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  773. battleInt->console->addText(hlp);
  774. for (std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  775. {
  776. const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
  777. battleInt->displayEffect(73, attacked->position);
  778. }
  779. }
  780. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  781. if(ba->shot())
  782. {
  783. for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  784. {
  785. if (!i->isSecondary()) //display projectile only for primary target
  786. {
  787. const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
  788. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  789. }
  790. }
  791. }
  792. else
  793. {
  794. int shift = 0;
  795. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  796. {
  797. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  798. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  799. if( distp < distm )
  800. shift = 1;
  801. else
  802. shift = -1;
  803. }
  804. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  805. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  806. }
  807. }
  808. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  809. {
  810. EVENT_HANDLER_CALLED_BY_CLIENT;
  811. if(LOCPLINT != this)
  812. { //another local interface should do this
  813. return;
  814. }
  815. battleInt->obstaclePlaced(obstacle);
  816. }
  817. void CPlayerInterface::yourTacticPhase(int distance)
  818. {
  819. THREAD_CREATED_BY_CLIENT;
  820. while(battleInt && battleInt->tacticsMode)
  821. boost::this_thread::sleep(boost::posix_time::millisec(1));
  822. }
  823. void CPlayerInterface::showComp(const Component &comp, std::string message)
  824. {
  825. EVENT_HANDLER_CALLED_BY_CLIENT;
  826. waitWhileDialog(); //Fix for mantis #98
  827. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  828. adventureInt->infoBar.showComponent(comp, message);
  829. }
  830. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  831. {
  832. EVENT_HANDLER_CALLED_BY_CLIENT;
  833. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  834. {
  835. return;
  836. }
  837. std::vector<CComponent*> intComps;
  838. for(int i=0;i<components.size();i++)
  839. intComps.push_back(new CComponent(*components[i]));
  840. showInfoDialog(text,intComps,soundID);
  841. }
  842. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  843. {
  844. std::vector<CComponent*> intComps;
  845. intComps.push_back(component);
  846. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  847. }
  848. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  849. {
  850. waitWhileDialog();
  851. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  852. {
  853. return;
  854. }
  855. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  856. temp->setDelComps(delComps);
  857. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  858. {
  859. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  860. showingDialog->set(true);
  861. stopMovement(); // interrupt movement to show dialog
  862. GH.pushInt(temp);
  863. }
  864. else
  865. {
  866. dialogs.push_back(temp);
  867. }
  868. }
  869. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  870. {
  871. boost::unique_lock<boost::recursive_mutex> un(*pim);
  872. stopMovement();
  873. LOCPLINT->showingDialog->setn(true);
  874. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  875. }
  876. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. waitWhileDialog();
  880. stopMovement();
  881. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  882. if(!selection && cancel) //simple yes/no dialog
  883. {
  884. std::vector<CComponent*> intComps;
  885. for(int i=0;i<components.size();i++)
  886. intComps.push_back(new CComponent(components[i])); //will be deleted by close in window
  887. showYesNoDialog(text, boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true, intComps);
  888. }
  889. else if(selection)
  890. {
  891. std::vector<CSelectableComponent*> intComps;
  892. for(int i=0;i<components.size();i++)
  893. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  894. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  895. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  896. if(cancel)
  897. {
  898. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  899. }
  900. int charperline = 35;
  901. if (pom.size() > 1)
  902. charperline = 50;
  903. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  904. GH.pushInt(temp);
  905. intComps[0]->clickLeft(true, false);
  906. }
  907. }
  908. void CPlayerInterface::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  909. {
  910. EVENT_HANDLER_CALLED_BY_CLIENT;
  911. for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  912. adventureInt->minimap.showTile(*i);
  913. if(pos.size())
  914. GH.totalRedraw();
  915. }
  916. void CPlayerInterface::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  920. adventureInt->minimap.hideTile(*i);
  921. if(pos.size())
  922. GH.totalRedraw();
  923. }
  924. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  925. {
  926. boost::unique_lock<boost::recursive_mutex> un(*pim);
  927. GH.pushInt(new CHeroWindow(hero));
  928. }
  929. /*
  930. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  931. {
  932. boost::unique_lock<boost::recursive_mutex> un(*pim);
  933. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  934. {
  935. adventureInt->heroWindow->deactivate();
  936. adventureInt->heroWindow->setHero(hero);
  937. adventureInt->heroWindow->activate();
  938. }
  939. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  940. {
  941. cew->deactivate();
  942. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  943. {
  944. if(cew->heroInst[g]->id == hero->id)
  945. {
  946. cew->heroInst[g] = hero;
  947. cew->artifs[g]->updateState = true;
  948. cew->artifs[g]->setHero(hero);
  949. cew->artifs[g]->updateState = false;
  950. }
  951. }
  952. cew->prepareBackground();
  953. cew->activate();
  954. }
  955. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  956. {
  957. if(caw->arts)
  958. {
  959. caw->deactivate();
  960. caw->arts->updateState = true;
  961. caw->arts->setHero(hero);
  962. caw->arts->updateState = false;
  963. caw->activate();
  964. }
  965. }
  966. updateInfo(hero);
  967. }*/
  968. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  969. {
  970. EVENT_HANDLER_CALLED_BY_CLIENT;
  971. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  972. {
  973. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  974. if(fs)
  975. fs->creaturesChanged();
  976. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  977. {
  978. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  979. if (ki && townObj)
  980. ki->townChanged(townObj);
  981. }
  982. }
  983. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  984. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  985. {
  986. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  987. if(crw && crw->dwelling == town)
  988. crw->availableCreaturesChanged();
  989. }
  990. }
  991. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. if(bonus.type == Bonus::NONE)
  995. return;
  996. updateInfo(hero);
  997. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  998. {
  999. //recalculate paths because hero has lost bonus influencing pathfinding
  1000. eraseCurrentPathOf(hero, false);
  1001. }
  1002. }
  1003. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1004. {
  1005. h & playerID;
  1006. h & spellbookSettings;
  1007. //sleeping heroes
  1008. ui8 sleepingSize;
  1009. if (h.saving)
  1010. sleepingSize = sleepingHeroes.size();
  1011. h & sleepingSize;
  1012. for (int i = 0; i < sleepingSize; i++)
  1013. {
  1014. si32 hid;
  1015. if (h.saving)
  1016. hid = sleepingHeroes[i]->id;
  1017. h & hid;
  1018. if (!h.saving)
  1019. {
  1020. const CGHeroInstance *hero = cb->getHero(hid);
  1021. sleepingHeroes += hero;
  1022. }
  1023. }
  1024. //hero list order
  1025. ui8 heroListSize;
  1026. if (h.saving)
  1027. heroListSize = wanderingHeroes.size();
  1028. else
  1029. wanderingHeroes.clear();
  1030. h & heroListSize;
  1031. for (int i = 0; i < heroListSize; i++)
  1032. {
  1033. si32 hid;
  1034. if (h.saving)
  1035. hid = wanderingHeroes[i]->id;
  1036. h & hid;
  1037. if (!h.saving)
  1038. {
  1039. const CGHeroInstance *hero = cb->getHero(hid);
  1040. wanderingHeroes += hero;
  1041. }
  1042. }
  1043. }
  1044. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  1045. {
  1046. EVENT_HANDLER_CALLED_BY_CLIENT;
  1047. serializeTempl(h,version);
  1048. }
  1049. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  1050. {
  1051. EVENT_HANDLER_CALLED_BY_CLIENT;
  1052. serializeTempl(h,version);
  1053. firstCall = -1;
  1054. }
  1055. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1056. {
  1057. tlog5 << __FUNCTION__ << std::endl;
  1058. if(!LOCPLINT->makingTurn)
  1059. return false;
  1060. if (!h)
  1061. return false; //can't find hero
  1062. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1063. if(showingDialog->get() || dialogs.size())
  1064. return false;
  1065. if (adventureInt && adventureInt->isHeroSleeping(h))
  1066. {
  1067. adventureInt->sleepWake.clickLeft(true, false);
  1068. adventureInt->sleepWake.clickLeft(false, true);
  1069. //could've just called
  1070. //adventureInt->fsleepWake();
  1071. //but no authentic button click/sound ;-)
  1072. }
  1073. int i = 1;
  1074. bool result = false; //TODO why not set to true anywhere?
  1075. {
  1076. //evil...
  1077. tlog5 << "before [un]locks in " << __FUNCTION__ << std::endl;
  1078. auto unlockEvents = vstd::makeUnlockGuard(eventsM);
  1079. auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
  1080. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1081. tlog5 << "after [un]locks in " << __FUNCTION__ << std::endl;
  1082. //TODO the above combination works... but it should all be atomic (unlock all three or none)
  1083. {
  1084. path.convert(0);
  1085. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1086. stillMoveHero.data = CONTINUE_MOVE;
  1087. enum ETerrainType::ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  1088. enum ETerrainType::ETerrainType newTerrain;
  1089. int sh = -1;
  1090. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  1091. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  1092. {
  1093. //changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
  1094. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  1095. continue;
  1096. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1097. if(path.nodes[i-1].turns)
  1098. {
  1099. stillMoveHero.data = STOP_MOVE;
  1100. break;
  1101. }
  1102. // Start a new sound for the hero movement or let the existing one carry on.
  1103. #if 0
  1104. // TODO
  1105. if (hero is flying && sh == -1)
  1106. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1107. #endif
  1108. {
  1109. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
  1110. if (newTerrain != currentTerrain)
  1111. {
  1112. CCS->soundh->stopSound(sh);
  1113. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  1114. currentTerrain = newTerrain;
  1115. }
  1116. }
  1117. stillMoveHero.data = WAITING_MOVE;
  1118. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  1119. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  1120. tlog5 << "Requesting hero movement to " << endpos << std::endl;
  1121. cb->moveHero(h,endpos);
  1122. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1123. stillMoveHero.cond.wait(un);
  1124. tlog5 << "Resuming " << __FUNCTION__ << std::endl;
  1125. if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1126. break;
  1127. }
  1128. CCS->soundh->stopSound(sh);
  1129. }
  1130. //RAII unlocks
  1131. }
  1132. if (adventureInt)
  1133. {
  1134. // (i == 0) means hero went through all the path
  1135. adventureInt->updateMoveHero(h, (i != 0));
  1136. adventureInt->updateNextHero(h);
  1137. }
  1138. return result;
  1139. }
  1140. bool CPlayerInterface::shiftPressed() const
  1141. {
  1142. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  1143. }
  1144. bool CPlayerInterface::altPressed() const
  1145. {
  1146. return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
  1147. }
  1148. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  1149. {
  1150. EVENT_HANDLER_CALLED_BY_CLIENT;
  1151. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1152. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1153. {
  1154. onEnd();
  1155. return;
  1156. }
  1157. waitForAllDialogs();
  1158. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  1159. cgw->quit->callback += onEnd;
  1160. GH.pushInt(cgw);
  1161. }
  1162. /**
  1163. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1164. * into a combinational one on an artifact screen. Does not require the combination of
  1165. * artifacts to be legal.
  1166. * @param artifactID ID of a constituent artifact.
  1167. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1168. * is false.
  1169. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1170. */
  1171. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1172. {
  1173. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1174. std::string text = artifact.Description();
  1175. text += "\n\n";
  1176. std::vector<CComponent*> scs;
  1177. if (assemble) {
  1178. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1179. // You possess all of the components to...
  1180. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1181. // Picture of assembled artifact at bottom.
  1182. CComponent* sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1183. //sc->description = assembledArtifact.Description();
  1184. //sc->subtitle = assembledArtifact.Name();
  1185. scs.push_back(sc);
  1186. } else {
  1187. // Do you wish to disassemble this artifact?
  1188. text += CGI->generaltexth->allTexts[733];
  1189. }
  1190. showYesNoDialog(text, onYes, onNo, true, scs);
  1191. }
  1192. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1193. {
  1194. EVENT_HANDLER_CALLED_BY_CLIENT;
  1195. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
  1196. stillMoveHero.setn(CONTINUE_MOVE);
  1197. }
  1198. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1199. {
  1200. EVENT_HANDLER_CALLED_BY_CLIENT;
  1201. GH.pushInt(new CExchangeWindow(hero1, hero2));
  1202. }
  1203. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. //redraw minimap if owner changed
  1207. if(sop->what == ObjProperty::OWNER)
  1208. {
  1209. const CGObjectInstance * obj = cb->getObj(sop->id);
  1210. std::set<int3> pos = obj->getBlockedPos();
  1211. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1212. {
  1213. if(cb->isVisible(*it))
  1214. adventureInt->minimap.showTile(*it);
  1215. }
  1216. if(obj->ID == Obj::TOWN)
  1217. {
  1218. if(obj->tempOwner == playerID)
  1219. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1220. else
  1221. towns -= obj;
  1222. adventureInt->townList.update();
  1223. }
  1224. assert(cb->getTownsInfo().size() == towns.size());
  1225. }
  1226. }
  1227. void CPlayerInterface::initializeHeroTownList()
  1228. {
  1229. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1230. /*
  1231. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1232. //applying current heroes order to new heroes info
  1233. int j;
  1234. for (int i = 0; i < wanderingHeroes.size(); i++)
  1235. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1236. if (!allHeroes[j]->inTownGarrison)
  1237. {
  1238. newWanderingHeroes += allHeroes[j];
  1239. allHeroes -= allHeroes[j];
  1240. }
  1241. //all the rest of new heroes go the end of the list
  1242. wanderingHeroes.clear();
  1243. wanderingHeroes = newWanderingHeroes;
  1244. newWanderingHeroes.clear();*/
  1245. for (int i = 0; i < allHeroes.size(); i++)
  1246. if (!allHeroes[i]->inTownGarrison)
  1247. wanderingHeroes += allHeroes[i];
  1248. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1249. /*
  1250. std::vector<const CGTownInstance*> newTowns;
  1251. for (int i = 0; i < towns.size(); i++)
  1252. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1253. {
  1254. newTowns += allTowns[j];
  1255. allTowns -= allTowns[j];
  1256. }
  1257. towns.clear();
  1258. towns = newTowns;
  1259. newTowns.clear();*/
  1260. for(int i = 0; i < allTowns.size(); i++)
  1261. towns.push_back(allTowns[i]);
  1262. if (adventureInt)
  1263. adventureInt->updateNextHero(NULL);
  1264. }
  1265. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1266. {
  1267. EVENT_HANDLER_CALLED_BY_CLIENT;
  1268. waitWhileDialog();
  1269. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1270. GH.pushInt(cr);
  1271. }
  1272. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1273. {
  1274. if(GH.amIGuiThread())
  1275. {
  1276. tlog3 << "Cannot wait for dialogs in gui thread (deadlock risk)!\n";
  1277. return;
  1278. }
  1279. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1280. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1281. while(showingDialog->data)
  1282. showingDialog->cond.wait(un);
  1283. }
  1284. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. auto state = obj->state();
  1288. std::vector<si32> cost;
  1289. obj->getBoatCost(cost);
  1290. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1291. GH.pushInt(csw);
  1292. }
  1293. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1294. {
  1295. EVENT_HANDLER_CALLED_BY_CLIENT;
  1296. //we might have built a boat in shipyard in opened town screen
  1297. if(obj->ID == Obj::BOAT
  1298. && LOCPLINT->castleInt
  1299. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1300. {
  1301. CCS->soundh->playSound(soundBase::newBuilding);
  1302. LOCPLINT->castleInt->addBuilding(EBuilding::SHIP);
  1303. }
  1304. }
  1305. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1306. {
  1307. EVENT_HANDLER_CALLED_BY_CLIENT;
  1308. waitWhileDialog();
  1309. adventureInt->centerOn (pos);
  1310. if(focusTime)
  1311. {
  1312. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1313. if(activeAdv)
  1314. adventureInt->deactivate();
  1315. SDL_Delay(focusTime);
  1316. if(activeAdv)
  1317. adventureInt->activate();
  1318. }
  1319. }
  1320. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1321. {
  1322. EVENT_HANDLER_CALLED_BY_CLIENT;
  1323. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1324. {
  1325. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1326. heroKilled(h);
  1327. }
  1328. }
  1329. bool CPlayerInterface::ctrlPressed() const
  1330. {
  1331. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1332. }
  1333. void CPlayerInterface::update()
  1334. {
  1335. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1336. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1337. if(terminate_cond.get())
  1338. return;
  1339. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
  1340. //make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1341. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1342. //if there are any waiting dialogs, show them
  1343. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1344. {
  1345. showingDialog->set(true);
  1346. GH.pushInt(dialogs.front());
  1347. dialogs.pop_front();
  1348. }
  1349. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1350. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1351. {
  1352. return;
  1353. }
  1354. // Handles mouse and key input
  1355. GH.updateTime();
  1356. GH.handleEvents();
  1357. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1358. GH.totalRedraw();
  1359. else
  1360. GH.simpleRedraw();
  1361. if (settings["general"]["showfps"].Bool())
  1362. GH.drawFPSCounter();
  1363. // draw the mouse cursor and update the screen
  1364. CCS->curh->drawWithScreenRestore();
  1365. CSDL_Ext::update(screen);
  1366. CCS->curh->drawRestored();
  1367. }
  1368. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1369. {
  1370. using namespace boost::filesystem;
  1371. using namespace boost::algorithm;
  1372. std::map<std::time_t, int> dates; //save number => datestamp
  1373. directory_iterator enddir;
  1374. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1375. {
  1376. if(is_regular(dir->status()))
  1377. {
  1378. std::string name = dir->path().leaf().string();
  1379. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1380. {
  1381. char nr = name[namePrefix.size()];
  1382. if(std::isdigit(nr))
  1383. {
  1384. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1385. }
  1386. }
  1387. }
  1388. }
  1389. if(dates.size())
  1390. return (--dates.end())->second; //return latest file number
  1391. return 0;
  1392. }
  1393. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1394. {
  1395. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1396. {
  1397. //ho->moveDir = 1;
  1398. ho->isStanding = false;
  1399. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1400. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1401. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1402. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1403. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1404. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1405. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1406. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1407. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1408. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1409. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1410. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1411. 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);
  1412. 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);
  1413. 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);
  1414. 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);
  1415. 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);
  1416. 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);
  1417. }
  1418. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1419. {
  1420. //ho->moveDir = 2;
  1421. ho->isStanding = false;
  1422. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1423. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1424. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1425. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1426. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1427. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1428. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1429. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1430. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1431. 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);
  1432. 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);
  1433. 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);
  1434. }
  1435. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1436. {
  1437. //ho->moveDir = 3;
  1438. ho->isStanding = false;
  1439. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1440. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1441. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1442. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1443. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1444. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1445. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1446. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1447. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1448. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1449. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1450. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1451. 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);
  1452. 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);
  1453. 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);
  1454. 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);
  1455. 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);
  1456. 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);
  1457. }
  1458. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1459. {
  1460. //ho->moveDir = 4;
  1461. ho->isStanding = false;
  1462. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1463. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1464. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1465. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1466. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1467. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1468. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1469. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1470. 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);
  1471. 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);
  1472. }
  1473. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1474. {
  1475. //ho->moveDir = 5;
  1476. ho->isStanding = false;
  1477. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1478. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1479. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1480. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1481. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1482. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1483. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1484. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1485. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1486. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1487. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1488. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1489. 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);
  1490. 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);
  1491. 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);
  1492. 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);
  1493. 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);
  1494. 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);
  1495. }
  1496. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1497. {
  1498. //ho->moveDir = 6;
  1499. ho->isStanding = false;
  1500. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1501. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1502. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1503. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1504. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1505. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1506. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1507. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1508. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1509. 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);
  1510. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1511. 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);
  1512. }
  1513. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1514. {
  1515. //ho->moveDir = 7;
  1516. ho->isStanding = false;
  1517. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1518. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1519. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1520. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1521. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1522. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1523. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1524. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1525. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1526. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1527. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1528. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1529. 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);
  1530. 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);
  1531. 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);
  1532. 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);
  1533. 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);
  1534. 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);
  1535. }
  1536. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1537. {
  1538. //ho->moveDir = 8;
  1539. ho->isStanding = false;
  1540. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1541. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1542. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1543. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1544. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1545. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1546. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1547. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1548. 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);
  1549. 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);
  1550. }
  1551. }
  1552. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1553. {
  1554. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1555. {
  1556. //setting advmap shift
  1557. adventureInt->terrain.moveX = i-32;
  1558. adventureInt->terrain.moveY = i-32;
  1559. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1560. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1561. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1562. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1563. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1564. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1565. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1566. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1567. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1568. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1569. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1570. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1571. }
  1572. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1573. {
  1574. //setting advmap shift
  1575. adventureInt->terrain.moveY = i-32;
  1576. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1577. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1578. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1579. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1580. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1581. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1582. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1583. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1584. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1585. }
  1586. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1587. {
  1588. //setting advmap shift
  1589. adventureInt->terrain.moveX = -i+32;
  1590. adventureInt->terrain.moveY = i-32;
  1591. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1592. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1593. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1594. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1595. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1596. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1597. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1598. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1599. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1600. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1601. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1602. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1603. }
  1604. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1605. {
  1606. //setting advmap shift
  1607. adventureInt->terrain.moveX = -i+32;
  1608. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1609. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1610. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1611. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1612. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1613. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1614. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1615. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1616. }
  1617. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1618. {
  1619. //setting advmap shift
  1620. adventureInt->terrain.moveX = -i+32;
  1621. adventureInt->terrain.moveY = -i+32;
  1622. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1623. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1624. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1625. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1626. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1627. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1628. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1629. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1630. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1631. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1632. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1633. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1634. }
  1635. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1636. {
  1637. //setting advmap shift
  1638. adventureInt->terrain.moveY = -i+32;
  1639. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1640. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1641. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1642. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1643. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1644. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1645. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1646. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1647. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1648. }
  1649. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1650. {
  1651. //setting advmap shift
  1652. adventureInt->terrain.moveX = i-32;
  1653. adventureInt->terrain.moveY = -i+32;
  1654. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1655. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1656. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1657. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1658. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1659. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1660. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1661. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1662. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1663. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1664. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1665. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1666. }
  1667. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1668. {
  1669. //setting advmap shift
  1670. adventureInt->terrain.moveX = i-32;
  1671. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1672. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1673. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1674. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1675. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1676. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1677. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1678. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1679. }
  1680. }
  1681. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1682. {
  1683. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1684. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1685. {
  1686. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1687. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1688. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1689. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1690. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1691. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1692. }
  1693. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1694. {
  1695. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1696. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1697. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1698. }
  1699. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1700. {
  1701. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1702. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1703. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1704. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1705. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1706. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1707. }
  1708. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1709. {
  1710. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1711. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1712. }
  1713. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1714. {
  1715. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1716. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1717. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1718. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1719. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1720. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1721. }
  1722. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1723. {
  1724. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1725. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1726. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1727. }
  1728. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1729. {
  1730. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1731. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1732. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1733. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1734. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1735. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1736. }
  1737. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1738. {
  1739. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1740. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1741. }
  1742. //restoring good rects
  1743. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1744. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1745. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1746. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1747. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1748. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1749. //restoring good order of objects
  1750. 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);
  1751. 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);
  1752. 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);
  1753. 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);
  1754. 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);
  1755. 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);
  1756. }
  1757. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1758. {
  1759. EVENT_HANDLER_CALLED_BY_CLIENT;
  1760. if(LOCPLINT != this)
  1761. return;
  1762. if(player == playerID)
  1763. {
  1764. if(!victory)
  1765. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1766. // else
  1767. // showInfoDialog("Placeholder message: you won!");
  1768. makingTurn = true;
  1769. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1770. makingTurn = false;
  1771. howManyPeople--;
  1772. if(!howManyPeople //all human players eliminated
  1773. && cb->getStartInfo()->mode != StartInfo::CAMPAIGN) //campaigns are handled in proposeNextMission
  1774. {
  1775. requestReturningToMainMenu();
  1776. }
  1777. cb->unregisterMyInterface(); //we already won/lost, nothing else matters
  1778. }
  1779. else
  1780. {
  1781. if(!victory && cb->getPlayerStatus(playerID) == PlayerState::INGAME) //enemy has lost
  1782. {
  1783. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1784. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1785. showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player, 0)));
  1786. }
  1787. }
  1788. }
  1789. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1790. {
  1791. EVENT_HANDLER_CALLED_BY_CLIENT;
  1792. }
  1793. void CPlayerInterface::showPuzzleMap()
  1794. {
  1795. EVENT_HANDLER_CALLED_BY_CLIENT;
  1796. waitWhileDialog();
  1797. //TODO: interface should not know the real position of Grail...
  1798. double ratio = 0;
  1799. int3 grailPos = cb->getGrailPos(ratio);
  1800. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1801. }
  1802. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1803. {
  1804. EVENT_HANDLER_CALLED_BY_CLIENT;
  1805. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1806. {
  1807. eraseCurrentPathOf(caster, false);
  1808. }
  1809. const CSpell * spell = CGI->spellh->spells[spellID];
  1810. if (vstd::contains(CCS->soundh->spellSounds, spell))
  1811. CCS->soundh->playSound(CCS->soundh->spellSounds[spell]);
  1812. }
  1813. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1814. {
  1815. if(checkForExistanceOfPath)
  1816. {
  1817. assert(vstd::contains(paths, ho));
  1818. }
  1819. else if (!vstd::contains(paths, ho))
  1820. {
  1821. return;
  1822. }
  1823. assert(ho == adventureInt->selection);
  1824. paths.erase(ho);
  1825. adventureInt->terrain.currentPath = NULL;
  1826. adventureInt->updateMoveHero(ho, false);
  1827. }
  1828. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1829. {
  1830. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1831. 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
  1832. eraseCurrentPathOf(ho);
  1833. }
  1834. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1835. {
  1836. if(vstd::contains(paths,h)) //hero has assigned path
  1837. {
  1838. CGPath &path = paths[h];
  1839. if(!path.nodes.size())
  1840. {
  1841. tlog3 << "Warning: empty path found...\n";
  1842. paths.erase(h);
  1843. }
  1844. else
  1845. {
  1846. assert(h->getPosition(false) == path.startPos());
  1847. //update the hero path in case of something has changed on map
  1848. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1849. return &path;
  1850. else
  1851. paths.erase(h);
  1852. }
  1853. }
  1854. return NULL;
  1855. }
  1856. void CPlayerInterface::acceptTurn()
  1857. {
  1858. if(settings["session"]["autoSkip"].Bool())
  1859. {
  1860. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1861. iw->close();
  1862. }
  1863. waitWhileDialog();
  1864. if(howManyPeople > 1)
  1865. adventureInt->startTurn();
  1866. //select first hero if available.
  1867. //TODO: check if hero is slept
  1868. adventureInt->heroList.update();
  1869. adventureInt->townList.update();
  1870. if(wanderingHeroes.size())
  1871. adventureInt->select(wanderingHeroes.front());
  1872. else
  1873. adventureInt->select(towns.front());
  1874. //show new day animation and sound on infobar
  1875. adventureInt->infoBar.showDate();
  1876. adventureInt->updateNextHero(NULL);
  1877. adventureInt->showAll(screen);
  1878. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1879. {
  1880. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1881. iw->close();
  1882. adventureInt->endTurn.callback();
  1883. }
  1884. }
  1885. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1886. {
  1887. std::string hlp;
  1888. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1889. int msgToShow = -1;
  1890. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  1891. if(hlp.length())
  1892. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  1893. switch(isDiggingPossible)
  1894. {
  1895. case CGHeroInstance::CAN_DIG:
  1896. break;
  1897. case CGHeroInstance::LACK_OF_MOVEMENT:
  1898. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1899. break;
  1900. case CGHeroInstance::TILE_OCCUPIED:
  1901. msgToShow = 97; //Try searching on clear ground.
  1902. break;
  1903. case CGHeroInstance::WRONG_TERRAIN:
  1904. msgToShow = 60; ////Try looking on land!
  1905. break;
  1906. default:
  1907. assert(0);
  1908. }
  1909. if(msgToShow < 0)
  1910. cb->dig(h);
  1911. else
  1912. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1913. }
  1914. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1915. {
  1916. adventureInt->infoBar.showSelection();
  1917. }
  1918. void CPlayerInterface::battleNewRoundFirst( int round )
  1919. {
  1920. EVENT_HANDLER_CALLED_BY_CLIENT;
  1921. if(LOCPLINT != this)
  1922. { //another local interface should do this
  1923. return;
  1924. }
  1925. battleInt->newRoundFirst(round);
  1926. }
  1927. void CPlayerInterface::stopMovement()
  1928. {
  1929. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1930. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1931. }
  1932. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1933. {
  1934. EVENT_HANDLER_CALLED_BY_CLIENT;
  1935. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1936. {
  1937. //EEMarketMode mode = market->availableModes().front();
  1938. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1939. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  1940. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1941. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  1942. }
  1943. else
  1944. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1945. }
  1946. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1947. {
  1948. EVENT_HANDLER_CALLED_BY_CLIENT;
  1949. CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
  1950. GH.pushInt(cuw);
  1951. }
  1952. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1953. {
  1954. EVENT_HANDLER_CALLED_BY_CLIENT;
  1955. CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
  1956. GH.pushInt(chfw);
  1957. }
  1958. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1959. {
  1960. EVENT_HANDLER_CALLED_BY_CLIENT;
  1961. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1962. cmw->artifactsChanged(false);
  1963. }
  1964. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1965. {
  1966. EVENT_HANDLER_CALLED_BY_CLIENT;
  1967. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1968. GH.pushInt(tv);
  1969. }
  1970. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1971. {
  1972. EVENT_HANDLER_CALLED_BY_CLIENT;
  1973. CThievesGuildWindow *tgw = new CThievesGuildWindow(obj);
  1974. GH.pushInt(tgw);
  1975. }
  1976. void CPlayerInterface::showQuestLog()
  1977. {
  1978. EVENT_HANDLER_CALLED_BY_CLIENT;
  1979. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  1980. GH.pushInt (ql);
  1981. }
  1982. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1983. {
  1984. if(obj->state() != IBoatGenerator::GOOD)
  1985. {
  1986. MetaString txt;
  1987. obj->getProblemText(txt);
  1988. showInfoDialog(txt.toString());
  1989. }
  1990. else
  1991. showShipyardDialog(obj);
  1992. }
  1993. void CPlayerInterface::requestReturningToMainMenu()
  1994. {
  1995. sendCustomEvent(RETURN_TO_MAIN_MENU);
  1996. }
  1997. void CPlayerInterface::requestStoppingClient()
  1998. {
  1999. sendCustomEvent(STOP_CLIENT);
  2000. }
  2001. void CPlayerInterface::sendCustomEvent( int code )
  2002. {
  2003. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2004. }
  2005. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2006. {
  2007. EVENT_HANDLER_CALLED_BY_CLIENT;
  2008. garrisonChanged(location.army);
  2009. }
  2010. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2011. {
  2012. EVENT_HANDLER_CALLED_BY_CLIENT;
  2013. garrisonChanged(location.army);
  2014. }
  2015. void CPlayerInterface::stacksErased(const StackLocation &location)
  2016. {
  2017. EVENT_HANDLER_CALLED_BY_CLIENT;
  2018. garrisonChanged(location.army);
  2019. }
  2020. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2021. {
  2022. EVENT_HANDLER_CALLED_BY_CLIENT;
  2023. std::vector<const CGObjectInstance *> objects;
  2024. objects.push_back(loc1.army);
  2025. if(loc2.army != loc1.army)
  2026. objects.push_back(loc2.army);
  2027. garrisonsChanged(objects);
  2028. }
  2029. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2030. {
  2031. EVENT_HANDLER_CALLED_BY_CLIENT;
  2032. garrisonChanged(location.army);
  2033. }
  2034. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2035. {
  2036. EVENT_HANDLER_CALLED_BY_CLIENT;
  2037. std::vector<const CGObjectInstance *> objects;
  2038. objects.push_back(src.army);
  2039. if(src.army != dst.army)
  2040. objects.push_back(dst.army);
  2041. garrisonsChanged(objects);
  2042. }
  2043. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2044. {
  2045. EVENT_HANDLER_CALLED_BY_CLIENT;
  2046. }
  2047. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2048. {
  2049. EVENT_HANDLER_CALLED_BY_CLIENT;
  2050. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2051. {
  2052. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2053. if(artWin)
  2054. artWin->artifactRemoved(al);
  2055. }
  2056. }
  2057. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2058. {
  2059. EVENT_HANDLER_CALLED_BY_CLIENT;
  2060. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2061. {
  2062. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2063. if(artWin)
  2064. artWin->artifactMoved(src, dst);
  2065. }
  2066. }
  2067. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2068. {
  2069. EVENT_HANDLER_CALLED_BY_CLIENT;
  2070. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2071. {
  2072. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2073. if(artWin)
  2074. artWin->artifactAssembled(al);
  2075. }
  2076. }
  2077. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2078. {
  2079. EVENT_HANDLER_CALLED_BY_CLIENT;
  2080. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2081. {
  2082. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2083. if(artWin)
  2084. artWin->artifactDisassembled(al);
  2085. }
  2086. }
  2087. void CPlayerInterface::playerStartsTurn(ui8 player)
  2088. {
  2089. EVENT_HANDLER_CALLED_BY_CLIENT;
  2090. if(!GH.listInt.size())
  2091. {
  2092. GH.pushInt(adventureInt);
  2093. }
  2094. if(howManyPeople == 1)
  2095. {
  2096. GH.curInt = this;
  2097. adventureInt->startTurn();
  2098. }
  2099. if(player != playerID && this == LOCPLINT)
  2100. {
  2101. waitWhileDialog();
  2102. adventureInt->aiTurnStarted();
  2103. }
  2104. }
  2105. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2106. {
  2107. while(dialogs.size())
  2108. {
  2109. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2110. SDL_Delay(5);
  2111. }
  2112. waitWhileDialog(unlockPim);
  2113. }
  2114. void CPlayerInterface::proposeLoadingGame()
  2115. {
  2116. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2117. }
  2118. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2119. {
  2120. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2121. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2122. }