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# include "StdInc.h"
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# include "windows/CAdvmapInterface.h"
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# include "battle/CBattleInterface.h"
# include "battle/CBattleInterfaceClasses.h"
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# include "../CCallback.h"
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# include "windows/CCastleInterface.h"
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# include "gui/CCursorHandler.h"
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# include "windows/CKingdomInterface.h"
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# include "CGameInfo.h"
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# include "windows/CHeroWindow.h"
# include "windows/CCreatureWindow.h"
# include "windows/CQuestLog.h"
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# include "CMessage.h"
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# include "CPlayerInterface.h"
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# include "gui/SDL_Extensions.h"
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# include "widgets/CComponent.h"
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# include "windows/CTradeWindow.h"
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# include "../lib/CConfigHandler.h"
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# include "battle/CCreatureAnimation.h"
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# include "Graphics.h"
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# include "windows/GUIClasses.h"
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# include "../lib/CArtHandler.h"
# include "../lib/CGeneralTextHandler.h"
# include "../lib/CHeroHandler.h"
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# include "../lib/Connection.h"
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# include "../lib/CSpellHandler.h"
# include "../lib/CTownHandler.h"
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# include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
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# include "../lib/BattleState.h"
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# include "../lib/JsonNode.h"
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# include "CMusicHandler.h"
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# include "../lib/CondSh.h"
# include "../lib/NetPacks.h"
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# include "../lib/mapping/CMap.h"
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# include "../lib/VCMIDirs.h"
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# include "mapHandler.h"
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# include "../lib/CStopWatch.h"
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# include "../lib/StartInfo.h"
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# include "../lib/CGameState.h"
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# include "../lib/GameConstants.h"
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# include "gui/CGuiHandler.h"
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# include "windows/InfoWindows.h"
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# include "../lib/UnlockGuard.h"
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# include <SDL.h>
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/*
* CPlayerInterface . cpp , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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// The macro below is used to mark functions that are called by client when game state changes.
// They all assume that CPlayerInterface::pim mutex is locked.
# define EVENT_HANDLER_CALLED_BY_CLIENT
// The macro marks functions that are run on a new thread by client.
// They do not own any mutexes intiially.
# define THREAD_CREATED_BY_CLIENT
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# define RETURN_IF_QUICK_COMBAT \
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if ( isAutoFightOn & & ! battleInt ) \
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return ;
# define BATTLE_EVENT_POSSIBLE_RETURN\
if ( LOCPLINT ! = this ) \
return ; \
RETURN_IF_QUICK_COMBAT
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using namespace CSDL_Ext ;
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void processCommand ( const std : : string & message , CClient * & client ) ;
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extern std : : queue < SDL_Event > events ;
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extern boost : : mutex eventsM ;
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boost : : recursive_mutex * CPlayerInterface : : pim = new boost : : recursive_mutex ;
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CondSh < bool > CPlayerInterface : : terminate_cond ;
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CPlayerInterface * LOCPLINT ;
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CBattleInterface * CPlayerInterface : : battleInt ;
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enum EMoveState { STOP_MOVE , WAITING_MOVE , CONTINUE_MOVE , DURING_MOVE } ;
CondSh < EMoveState > stillMoveHero ; //used during hero movement
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int CPlayerInterface : : howManyPeople = 0 ;
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static bool objectBlitOrderSorter ( const std : : pair < const CGObjectInstance * , SDL_Rect > & a , const std : : pair < const CGObjectInstance * , SDL_Rect > & b )
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{
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return CMapHandler : : compareObjectBlitOrder ( a . first , b . first ) ;
}
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CPlayerInterface : : CPlayerInterface ( PlayerColor Player )
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{
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logGlobal - > traceStream ( ) < < " \t Human player interface for player " < < Player < < " being constructed " ;
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observerInDuelMode = false ;
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howManyPeople + + ;
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GH . defActionsDef = 0 ;
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LOCPLINT = this ;
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curAction = nullptr ;
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playerID = Player ;
human = true ;
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currentSelection = nullptr ;
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castleInt = nullptr ;
battleInt = nullptr ;
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//pim = new boost::recursive_mutex;
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makingTurn = false ;
showingDialog = new CondSh < bool > ( false ) ;
cingconsole = new CInGameConsole ;
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terminate_cond . set ( false ) ;
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firstCall = 1 ; //if loading will be overwritten in serialize
autosaveCount = 0 ;
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isAutoFightOn = false ;
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duringMovement = false ;
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ignoreEvents = false ;
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locked = false ;
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}
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CPlayerInterface : : ~ CPlayerInterface ( )
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{
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logGlobal - > traceStream ( ) < < " \t Human player interface for player " < < playerID < < " being destructed " ;
//howManyPeople--;
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//delete pim;
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//vstd::clear_pointer(pim);
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delete showingDialog ;
delete cingconsole ;
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if ( LOCPLINT = = this )
LOCPLINT = nullptr ;
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}
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void CPlayerInterface : : init ( shared_ptr < CCallback > CB )
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{
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cb = CB ;
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if ( observerInDuelMode )
return ;
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if ( ! towns . size ( ) & & ! wanderingHeroes . size ( ) )
initializeHeroTownList ( ) ;
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if ( ! adventureInt )
adventureInt = new CAdvMapInt ( ) ;
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}
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void CPlayerInterface : : yourTurn ( )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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{
boost : : unique_lock < boost : : mutex > lock ( eventsM ) ; //block handling events until interface is ready
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LOCPLINT = this ;
GH . curInt = this ;
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adventureInt - > selection = nullptr ;
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if ( firstCall )
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{
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if ( howManyPeople = = 1 )
adventureInt - > setPlayer ( playerID ) ;
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autosaveCount = getLastIndex ( " Autosave_ " ) ;
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if ( firstCall > 0 ) //new game, not loaded
{
int index = getLastIndex ( " Newgame_Autosave_ " ) ;
index % = SAVES_COUNT ;
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cb - > save ( " Saves/Newgame_Autosave_ " + boost : : lexical_cast < std : : string > ( index + 1 ) ) ;
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}
firstCall = 0 ;
}
else
{
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LOCPLINT - > cb - > save ( " Saves/Autosave_ " + boost : : lexical_cast < std : : string > ( autosaveCount + + + 1 ) ) ;
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autosaveCount % = 5 ;
}
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if ( adventureInt - > player ! = playerID )
adventureInt - > setPlayer ( playerID ) ;
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if ( howManyPeople > 1 ) //hot seat message
{
adventureInt - > startHotSeatWait ( playerID ) ;
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makingTurn = true ;
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std : : string msg = CGI - > generaltexth - > allTexts [ 13 ] ;
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boost : : replace_first ( msg , " %s " , cb - > getStartInfo ( ) - > playerInfos . find ( playerID ) - > second . name ) ;
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std : : vector < CComponent * > cmp ;
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cmp . push_back ( new CComponent ( CComponent : : flag , playerID . getNum ( ) , 0 ) ) ;
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showInfoDialog ( msg , cmp ) ;
}
else
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{
makingTurn = true ;
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adventureInt - > startTurn ( ) ;
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}
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}
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acceptTurn ( ) ;
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}
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STRONG_INLINE void subRect ( const int & x , const int & y , const int & z , const SDL_Rect & r , const ObjectInstanceID & hid )
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{
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TerrainTile2 & hlp = CGI - > mh - > ttiles [ x ] [ y ] [ z ] ;
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for ( auto & elem : hlp . objects )
if ( elem . first - > id = = hid )
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{
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elem . second = r ;
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return ;
}
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}
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STRONG_INLINE void delObjRect ( const int & x , const int & y , const int & z , const ObjectInstanceID & hid )
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{
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TerrainTile2 & hlp = CGI - > mh - > ttiles [ x ] [ y ] [ z ] ;
for ( int h = 0 ; h < hlp . objects . size ( ) ; + + h )
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if ( hlp . objects [ h ] . first - > id = = hid )
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{
hlp . objects . erase ( hlp . objects . begin ( ) + h ) ;
return ;
}
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}
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void CPlayerInterface : : heroMoved ( const TryMoveHero & details )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
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if ( LOCPLINT ! = this )
return ;
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const CGHeroInstance * hero = cb - > getHero ( details . id ) ; //object representing this hero
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int3 hp = details . start ;
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if ( ! hero )
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{
//AI hero left the visible area (we can't obtain info)
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//TODO very evil workaround -> retrieve pointer to hero so we could animate it
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// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
const TerrainTile2 & tile = CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y ] [ hp . z ] ;
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for ( auto & elem : tile . objects )
if ( elem . first - > id = = details . id )
hero = dynamic_cast < const CGHeroInstance * > ( elem . first ) ;
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if ( ! hero ) //still nothing...
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return ;
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}
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bool directlyAttackingCreature =
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details . attackedFrom
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& & adventureInt - > terrain . currentPath //in case if movement has been canceled in the meantime and path was already erased
& & adventureInt - > terrain . currentPath - > nodes . size ( ) = = 3 ; //FIXME should be 2 but works nevertheless...
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if ( makingTurn & & hero - > tempOwner = = playerID ) //we are moving our hero - we may need to update assigned path
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{
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//We may need to change music - select new track, music handler will change it if needed
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CCS - > musich - > playMusicFromSet ( " terrain " , LOCPLINT - > cb - > getTile ( hero - > visitablePos ( ) ) - > terType , true ) ;
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if ( details . result = = TryMoveHero : : TELEPORTATION )
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{
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if ( adventureInt - > terrain . currentPath )
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{
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assert ( adventureInt - > terrain . currentPath - > nodes . size ( ) > = 2 ) ;
std : : vector < CGPathNode > : : const_iterator nodesIt = adventureInt - > terrain . currentPath - > nodes . end ( ) - 1 ;
if ( ( nodesIt ) - > coord = = CGHeroInstance : : convertPosition ( details . start , false )
& & ( nodesIt - 1 ) - > coord = = CGHeroInstance : : convertPosition ( details . end , false ) )
{
//path was between entrance and exit of teleport -> OK, erase node as usual
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removeLastNodeFromPath ( hero ) ;
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}
else
{
//teleport was not along current path, it'll now be invalid (hero is somewhere else)
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eraseCurrentPathOf ( hero ) ;
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}
}
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adventureInt - > heroList . update ( hero ) ;
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return ; //teleport - no fancy moving animation
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//TODO: smooth disappear / appear effect
}
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if ( hero - > pos ! = details . end //hero didn't change tile but visit succeeded
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| | directlyAttackingCreature ) // or creature was attacked from endangering tile.
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{
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eraseCurrentPathOf ( hero , false ) ;
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}
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else if ( adventureInt - > terrain . currentPath & & hero - > pos = = details . end ) //&& hero is moving
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{
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if ( details . start ! = details . end ) //so we don't touch path when revisiting with spacebar
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removeLastNodeFromPath ( hero ) ;
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}
}
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if ( details . result ! = TryMoveHero : : SUCCESS ) //hero failed to move
{
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hero - > isStanding = true ;
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stillMoveHero . setn ( STOP_MOVE ) ;
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GH . totalRedraw ( ) ;
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adventureInt - > heroList . update ( hero ) ;
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return ;
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}
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ui32 speed ;
if ( makingTurn ) // our turn, our hero moves
speed = settings [ " adventure " ] [ " heroSpeed " ] . Float ( ) ;
else
speed = settings [ " adventure " ] [ " enemySpeed " ] . Float ( ) ;
if ( speed = = 0 )
{
//FIXME: is this a proper solution?
CGI - > mh - > hideObject ( hero ) ;
CGI - > mh - > printObject ( hero ) ;
return ; // no animation
}
adventureInt - > centerOn ( hero ) ; //actualizing screen pos
adventureInt - > minimap . redraw ( ) ;
adventureInt - > heroList . redraw ( ) ;
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initMovement ( details , hero , hp ) ;
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//first initializing done
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GH . mainFPSmng - > framerateDelay ( ) ; // after first move
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//main moving
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for ( int i = 1 ; i < 32 ; i + = 2 * speed )
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{
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movementPxStep ( details , i , hp , hero ) ;
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adventureInt - > updateScreen = true ;
adventureInt - > show ( screen ) ;
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{
//evil returns here ...
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//todo: get rid of it
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logGlobal - > traceStream ( ) < < " before [un]locks in " < < __FUNCTION__ ;
auto unlockPim = vstd : : makeUnlockGuard ( * pim ) ; //let frame to be rendered
GH . mainFPSmng - > framerateDelay ( ) ; //for animation purposes
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logGlobal - > traceStream ( ) < < " after [un]locks in " < < __FUNCTION__ ;
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}
//CSDL_Ext::update(screen);
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} //for(int i=1; i<32; i+=4)
//main moving done
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//finishing move
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finishMovement ( details , hp , hero ) ;
hero - > isStanding = true ;
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//move finished
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adventureInt - > minimap . redraw ( ) ;
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adventureInt - > heroList . update ( hero ) ;
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//check if user cancelled movement
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{
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boost : : unique_lock < boost : : mutex > un ( eventsM ) ;
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while ( ! events . empty ( ) )
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{
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SDL_Event ev = events . front ( ) ;
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events . pop ( ) ;
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switch ( ev . type )
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{
case SDL_MOUSEBUTTONDOWN :
stillMoveHero . setn ( STOP_MOVE ) ;
break ;
case SDL_KEYDOWN :
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if ( ev . key . keysym . sym < SDLK_F1 | | ev . key . keysym . sym > SDLK_F15 )
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stillMoveHero . setn ( STOP_MOVE ) ;
break ;
}
}
}
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if ( stillMoveHero . get ( ) = = WAITING_MOVE )
stillMoveHero . setn ( DURING_MOVE ) ;
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// Hero attacked creature directly, set direction to face it.
if ( directlyAttackingCreature ) {
// Get direction to attacker.
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int3 posOffset = * details . attackedFrom - details . end + int3 ( 2 , 1 , 0 ) ;
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static const ui8 dirLookup [ 3 ] [ 3 ] = {
{ 1 , 2 , 3 } ,
{ 8 , 0 , 4 } ,
{ 7 , 6 , 5 }
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} ;
// FIXME: Avoid const_cast, make moveDir mutable in some other way?
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const_cast < CGHeroInstance * > ( hero ) - > moveDir = dirLookup [ posOffset . y ] [ posOffset . x ] ;
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}
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}
void CPlayerInterface : : heroKilled ( const CGHeroInstance * hero )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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LOG_TRACE_PARAMS ( logGlobal , " Hero %s killed handler for player %s " , hero - > name % playerID ) ;
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const CArmedInstance * newSelection = nullptr ;
if ( makingTurn )
{
//find new object for selection: either hero
int next = adventureInt - > getNextHeroIndex ( vstd : : find_pos ( wanderingHeroes , hero ) ) ;
if ( next > = 0 )
newSelection = wanderingHeroes [ next ] ;
//or town
if ( ! newSelection | | newSelection = = hero )
{
if ( towns . empty ( ) )
newSelection = nullptr ;
else
newSelection = towns . front ( ) ;
}
}
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wanderingHeroes - = hero ;
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if ( vstd : : contains ( paths , hero ) )
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paths . erase ( hero ) ;
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adventureInt - > heroList . update ( hero ) ;
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if ( makingTurn & & newSelection )
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adventureInt - > select ( newSelection , true ) ;
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else if ( adventureInt - > selection = = hero )
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adventureInt - > selection = nullptr ;
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}
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void CPlayerInterface : : heroCreated ( const CGHeroInstance * hero )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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wanderingHeroes . push_back ( hero ) ;
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adventureInt - > heroList . update ( hero ) ;
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}
void CPlayerInterface : : openTownWindow ( const CGTownInstance * town )
{
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if ( castleInt )
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castleInt - > close ( ) ;
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castleInt = new CCastleInterface ( town ) ;
GH . pushInt ( castleInt ) ;
}
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int3 CPlayerInterface : : repairScreenPos ( int3 pos )
{
if ( pos . x < - CGI - > mh - > frameW )
pos . x = - CGI - > mh - > frameW ;
if ( pos . y < - CGI - > mh - > frameH )
pos . y = - CGI - > mh - > frameH ;
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if ( pos . x > CGI - > mh - > sizes . x - adventureInt - > terrain . tilesw + CGI - > mh - > frameW )
pos . x = CGI - > mh - > sizes . x - adventureInt - > terrain . tilesw + CGI - > mh - > frameW ;
if ( pos . y > CGI - > mh - > sizes . y - adventureInt - > terrain . tilesh + CGI - > mh - > frameH )
pos . y = CGI - > mh - > sizes . y - adventureInt - > terrain . tilesh + CGI - > mh - > frameH ;
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return pos ;
}
void CPlayerInterface : : heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( which = = 4 )
{
if ( CAltarWindow * ctw = dynamic_cast < CAltarWindow * > ( GH . topInt ( ) ) )
ctw - > setExpToLevel ( ) ;
}
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else if ( which < GameConstants : : PRIMARY_SKILLS ) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
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updateInfo ( hero ) ;
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}
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void CPlayerInterface : : heroSecondarySkillChanged ( const CGHeroInstance * hero , int which , int val )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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CUniversityWindow * cuw = dynamic_cast < CUniversityWindow * > ( GH . topInt ( ) ) ;
if ( cuw ) //university window is open
{
GH . totalRedraw ( ) ;
}
}
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void CPlayerInterface : : heroManaPointsChanged ( const CGHeroInstance * hero )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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updateInfo ( hero ) ;
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if ( makingTurn & & hero - > tempOwner = = playerID )
adventureInt - > heroList . update ( hero ) ;
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}
void CPlayerInterface : : heroMovePointsChanged ( const CGHeroInstance * hero )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( makingTurn & & hero - > tempOwner = = playerID )
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adventureInt - > heroList . update ( hero ) ;
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}
void CPlayerInterface : : receivedResource ( int type , int val )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( CMarketplaceWindow * mw = dynamic_cast < CMarketplaceWindow * > ( GH . topInt ( ) ) )
mw - > resourceChanged ( type , val ) ;
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GH . totalRedraw ( ) ;
}
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void CPlayerInterface : : heroGotLevel ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
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CCS - > soundh - > playSound ( soundBase : : heroNewLevel ) ;
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CLevelWindow * lw = new CLevelWindow ( hero , pskill , skills ,
[ = ] ( ui32 selection ) { cb - > selectionMade ( selection , queryID ) ; } ) ;
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GH . pushInt ( lw ) ;
}
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void CPlayerInterface : : commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID queryID )
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{
EVENT_HANDLER_CALLED_BY_CLIENT ;
waitWhileDialog ( ) ;
CCS - > soundh - > playSound ( soundBase : : heroNewLevel ) ;
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GH . pushInt ( new CStackWindow ( commander , skills , [ = ] ( ui32 selection )
{
cb - > selectionMade ( selection , queryID ) ;
} ) ) ;
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}
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void CPlayerInterface : : heroInGarrisonChange ( const CGTownInstance * town )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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updateInfo ( town ) ;
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if ( town - > garrisonHero & & vstd : : contains ( wanderingHeroes , town - > garrisonHero ) ) //wandering hero moved to the garrison
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{
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CGI - > mh - > hideObject ( town - > garrisonHero ) ;
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if ( town - > garrisonHero - > tempOwner = = playerID ) // our hero
wanderingHeroes - = town - > garrisonHero ;
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}
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if ( town - > visitingHero & & ! vstd : : contains ( wanderingHeroes , town - > visitingHero ) ) //hero leaves garrison
{
CGI - > mh - > printObject ( town - > visitingHero ) ;
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if ( town - > visitingHero - > tempOwner = = playerID ) // our hero
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wanderingHeroes . push_back ( town - > visitingHero ) ;
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}
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adventureInt - > heroList . update ( ) ;
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adventureInt - > updateNextHero ( nullptr ) ;
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if ( CCastleInterface * c = castleInt )
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{
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c - > garr - > selectSlot ( nullptr ) ;
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c - > garr - > setArmy ( town - > getUpperArmy ( ) , 0 ) ;
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c - > garr - > setArmy ( town - > visitingHero , 1 ) ;
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c - > garr - > recreateSlots ( ) ;
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c - > heroes - > update ( ) ;
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}
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for ( IShowActivatable * isa : GH . listInt )
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{
CKingdomInterface * ki = dynamic_cast < CKingdomInterface * > ( isa ) ;
if ( ki )
{
ki - > townChanged ( town ) ;
ki - > updateGarrisons ( ) ;
}
}
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GH . totalRedraw ( ) ;
}
void CPlayerInterface : : heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( hero - > tempOwner ! = playerID )
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return ;
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waitWhileDialog ( ) ;
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openTownWindow ( town ) ;
}
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void CPlayerInterface : : garrisonsChanged ( std : : vector < const CGObjectInstance * > objs )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
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for ( auto object : objs )
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updateInfo ( object ) ;
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for ( auto & elem : GH . listInt )
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{
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CGarrisonHolder * cgh = dynamic_cast < CGarrisonHolder * > ( elem ) ;
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if ( cgh )
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cgh - > updateGarrisons ( ) ;
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if ( CTradeWindow * cmw = dynamic_cast < CTradeWindow * > ( elem ) )
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{
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if ( vstd : : contains ( objs , cmw - > hero ) )
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cmw - > garrisonChanged ( ) ;
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}
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}
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GH . totalRedraw ( ) ;
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}
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void CPlayerInterface : : garrisonChanged ( const CGObjectInstance * obj )
{
garrisonsChanged ( std : : vector < const CGObjectInstance * > ( 1 , obj ) ) ;
}
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void CPlayerInterface : : buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) //what: 1 - built, 2 - demolished
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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switch ( buildingID )
{
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case BuildingID : : FORT : case BuildingID : : CITADEL : case BuildingID : : CASTLE :
case BuildingID : : VILLAGE_HALL : case BuildingID : : TOWN_HALL : case BuildingID : : CITY_HALL : case BuildingID : : CAPITOL :
case BuildingID : : RESOURCE_SILO :
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updateInfo ( town ) ;
break ;
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}
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if ( ! castleInt )
return ;
if ( castleInt - > town ! = town )
return ;
switch ( what )
{
case 1 :
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CCS - > soundh - > playSound ( soundBase : : newBuilding ) ;
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castleInt - > addBuilding ( buildingID ) ;
break ;
case 2 :
castleInt - > removeBuilding ( buildingID ) ;
break ;
}
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adventureInt - > townList . update ( town ) ;
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castleInt - > townlist - > update ( town ) ;
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}
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void CPlayerInterface : : battleStartBefore ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 )
{
//Don't wait for dialogs when we are non-active hot-seat player
if ( LOCPLINT = = this )
waitForAllDialogs ( ) ;
}
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void CPlayerInterface : : battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( settings [ " adventure " ] [ " quickCombat " ] . Bool ( ) )
{
autofightingAI = CDynLibHandler : : getNewBattleAI ( settings [ " server " ] [ " neutralAI " ] . String ( ) ) ;
autofightingAI - > init ( cb ) ;
autofightingAI - > battleStart ( army1 , army2 , int3 ( 0 , 0 , 0 ) , hero1 , hero2 , side ) ;
isAutoFightOn = true ;
cb - > registerBattleInterface ( autofightingAI ) ;
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}
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//Don't wait for dialogs when we are non-active hot-seat player
if ( LOCPLINT = = this )
waitForAllDialogs ( ) ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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}
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void CPlayerInterface : : battleStacksHealedRes ( const std : : vector < std : : pair < ui32 , ui32 > > & healedStacks , bool lifeDrain , bool tentHeal , si32 lifeDrainFrom )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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for ( auto & healedStack : healedStacks )
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{
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const CStack * healed = cb - > battleGetStackByID ( healedStack . first ) ;
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if ( battleInt - > creAnims [ healed - > ID ] - > isDead ( ) )
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{
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//stack has been resurrected
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battleInt - > creAnims [ healed - > ID ] - > setType ( CCreatureAnim : : HOLDING ) ;
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}
}
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if ( lifeDrain )
{
const CStack * attacker = cb - > battleGetStackByID ( healedStacks [ 0 ] . first , false ) ;
const CStack * defender = cb - > battleGetStackByID ( lifeDrainFrom , false ) ;
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int textOff = 0 ;
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if ( attacker )
{
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battleInt - > displayEffect ( 52 , attacker - > position ) ; //TODO: transparency
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if ( attacker - > count > 1 )
{
textOff + = 1 ;
}
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CCS - > soundh - > playSound ( soundBase : : DRAINLIF ) ;
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//print info about life drain
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auto txt = boost : : format ( CGI - > generaltexth - > allTexts [ 361 + textOff ] ) % attacker - > getCreature ( ) - > nameSing % healedStacks [ 0 ] . second % defender - > getCreature ( ) - > namePl ;
battleInt - > console - > addText ( boost : : to_string ( txt ) ) ;
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}
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}
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if ( tentHeal )
{
std : : string text = CGI - > generaltexth - > allTexts [ 414 ] ;
boost : : algorithm : : replace_first ( text , " %s " , cb - > battleGetStackByID ( lifeDrainFrom , false ) - > getCreature ( ) - > nameSing ) ;
boost : : algorithm : : replace_first ( text , " %s " , cb - > battleGetStackByID ( healedStacks [ 0 ] . first , false ) - > getCreature ( ) - > nameSing ) ;
boost : : algorithm : : replace_first ( text , " %d " , boost : : lexical_cast < std : : string > ( healedStacks [ 0 ] . second ) ) ;
battleInt - > console - > addText ( text ) ;
}
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}
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void CPlayerInterface : : battleNewStackAppeared ( const CStack * stack )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > newStack ( stack ) ;
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}
void CPlayerInterface : : battleObstaclesRemoved ( const std : : set < si32 > & removedObstacles )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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// for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
// {
// for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
// {
// if(itBat->first == *it) //remove this obstacle
// {
// battleInt->idToObstacle.erase(itBat);
// break;
// }
// }
// }
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//update accessible hexes
battleInt - > redrawBackgroundWithHexes ( battleInt - > activeStack ) ;
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}
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void CPlayerInterface : : battleCatapultAttacked ( const CatapultAttack & ca )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > stackIsCatapulting ( ca ) ;
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}
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void CPlayerInterface : : battleStacksRemoved ( const BattleStacksRemoved & bsr )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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for ( auto & elem : bsr . stackIDs ) //for each removed stack
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{
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battleInt - > stackRemoved ( elem ) ;
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}
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}
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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
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > newRound ( round ) ;
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}
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void CPlayerInterface : : actionStarted ( const BattleAction & action )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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curAction = new BattleAction ( action ) ;
battleInt - > startAction ( curAction ) ;
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}
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void CPlayerInterface : : actionFinished ( const BattleAction & action )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > endAction ( curAction ) ;
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delete curAction ;
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curAction = nullptr ;
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}
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BattleAction CPlayerInterface : : activeStack ( const CStack * stack ) //called when it's turn of that stack
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{
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THREAD_CREATED_BY_CLIENT ;
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logGlobal - > traceStream ( ) < < " Awaiting command for " < < stack - > nodeName ( ) ;
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if ( autofightingAI )
{
if ( isAutoFightOn )
{
auto ret = autofightingAI - > activeStack ( stack ) ;
if ( isAutoFightOn )
{
return ret ;
}
}
cb - > unregisterBattleInterface ( autofightingAI ) ;
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autofightingAI . reset ( ) ;
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}
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CBattleInterface * b = battleInt ;
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if ( b - > givenCommand - > get ( ) )
{
logGlobal - > errorStream ( ) < < " Command buffer must be clean! (we don't want to use old command) " ;
vstd : : clear_pointer ( b - > givenCommand - > data ) ;
}
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
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b - > stackActivated ( stack ) ;
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//Regeneration & mana drain go there
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}
//wait till BattleInterface sets its command
boost : : unique_lock < boost : : mutex > lock ( b - > givenCommand - > mx ) ;
while ( ! b - > givenCommand - > data )
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{
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b - > givenCommand - > cond . wait ( lock ) ;
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if ( ! battleInt ) //batle ended while we were waiting for movement (eg. because of spell)
throw boost : : thread_interrupted ( ) ; //will shut the thread peacefully
}
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//tidy up
BattleAction ret = * ( b - > givenCommand - > data ) ;
delete b - > givenCommand - > data ;
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b - > givenCommand - > data = nullptr ;
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//return command
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logGlobal - > traceStream ( ) < < " Giving command for " < < stack - > nodeName ( ) ;
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return ret ;
}
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void CPlayerInterface : : battleEnd ( const BattleResult * br )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( isAutoFightOn )
{
isAutoFightOn = false ;
cb - > unregisterBattleInterface ( autofightingAI ) ;
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autofightingAI . reset ( ) ;
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if ( ! battleInt )
{
SDL_Rect temp_rect = genRect ( 561 , 470 , ( screen - > w - 800 ) / 2 + 165 , ( screen - > h - 600 ) / 2 + 19 ) ;
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auto resWindow = new CBattleResultWindow ( * br , temp_rect , * this ) ;
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GH . pushInt ( resWindow ) ;
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// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog ( ) ;
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return ;
}
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}
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > battleFinished ( * br ) ;
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}
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void CPlayerInterface : : battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > stackMoved ( stack , dest , distance ) ;
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}
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void CPlayerInterface : : battleSpellCast ( const BattleSpellCast * sc )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > spellCast ( sc ) ;
}
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void CPlayerInterface : : battleStacksEffectsSet ( const SetStackEffect & sse )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > battleStacksEffectsSet ( sse ) ;
}
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void CPlayerInterface : : battleTriggerEffect ( const BattleTriggerEffect & bte )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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//TODO why is this different (no return on LOPLINT != this) ?
RETURN_IF_QUICK_COMBAT ;
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battleInt - > battleTriggerEffect ( bte ) ;
}
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void CPlayerInterface : : battleStacksAttacked ( const std : : vector < BattleStackAttacked > & bsa )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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std : : vector < StackAttackedInfo > arg ;
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for ( auto & elem : bsa )
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{
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const CStack * defender = cb - > battleGetStackByID ( elem . stackAttacked , false ) ;
const CStack * attacker = cb - > battleGetStackByID ( elem . attackerID , false ) ;
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if ( elem . isEffect ( ) )
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{
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if ( defender & & ! elem . isSecondary ( ) )
battleInt - > displayEffect ( elem . effect , defender - > position ) ;
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}
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if ( elem . isSpell ( ) )
{
if ( defender )
battleInt - > displaySpellEffect ( elem . spellID , defender - > position ) ;
}
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//FIXME: why action is deleted during enchanter cast?
bool remoteAttack = false ;
if ( LOCPLINT - > curAction )
remoteAttack | = LOCPLINT - > curAction - > actionType ! = Battle : : WALK_AND_ATTACK ;
StackAttackedInfo to_put = { defender , elem . damageAmount , elem . killedAmount , attacker , remoteAttack , elem . killed ( ) , elem . willRebirth ( ) , elem . cloneKilled ( ) } ;
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arg . push_back ( to_put ) ;
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}
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battleInt - > stacksAreAttacked ( arg ) ;
}
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void CPlayerInterface : : battleAttack ( const BattleAttack * ba )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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assert ( curAction ) ;
if ( ba - > lucky ( ) ) //lucky hit
{
const CStack * stack = cb - > battleGetStackByID ( ba - > stackAttacking ) ;
std : : string hlp = CGI - > generaltexth - > allTexts [ 45 ] ;
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boost : : algorithm : : replace_first ( hlp , " %s " , ( stack - > count ! = 1 ) ? stack - > getCreature ( ) - > namePl . c_str ( ) : stack - > getCreature ( ) - > nameSing . c_str ( ) ) ;
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battleInt - > console - > addText ( hlp ) ;
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battleInt - > displayEffect ( 18 , stack - > position ) ;
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CCS - > soundh - > playSound ( soundBase : : GOODLUCK ) ;
}
if ( ba - > unlucky ( ) ) //unlucky hit
{
const CStack * stack = cb - > battleGetStackByID ( ba - > stackAttacking ) ;
std : : string hlp = CGI - > generaltexth - > allTexts [ 44 ] ;
boost : : algorithm : : replace_first ( hlp , " %s " , ( stack - > count ! = 1 ) ? stack - > getCreature ( ) - > namePl . c_str ( ) : stack - > getCreature ( ) - > nameSing . c_str ( ) ) ;
battleInt - > console - > addText ( hlp ) ;
battleInt - > displayEffect ( 48 , stack - > position ) ;
CCS - > soundh - > playSound ( soundBase : : BADLUCK ) ;
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}
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if ( ba - > deathBlow ( ) )
{
const CStack * stack = cb - > battleGetStackByID ( ba - > stackAttacking ) ;
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std : : string hlp = CGI - > generaltexth - > allTexts [ ( stack - > count ! = 1 ) ? 366 : 365 ] ;
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boost : : algorithm : : replace_first ( hlp , " %s " , ( stack - > count ! = 1 ) ? stack - > getCreature ( ) - > namePl . c_str ( ) : stack - > getCreature ( ) - > nameSing . c_str ( ) ) ;
battleInt - > console - > addText ( hlp ) ;
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for ( auto & elem : ba - > bsa )
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{
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const CStack * attacked = cb - > battleGetStackByID ( elem . stackAttacked ) ;
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battleInt - > displayEffect ( 73 , attacked - > position ) ;
}
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CCS - > soundh - > playSound ( soundBase : : deathBlow ) ;
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}
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battleInt - > waitForAnims ( ) ;
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const CStack * attacker = cb - > battleGetStackByID ( ba - > stackAttacking ) ;
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if ( ba - > shot ( ) )
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{
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for ( auto & elem : ba - > bsa )
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{
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if ( ! elem . isSecondary ( ) ) //display projectile only for primary target
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{
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const CStack * attacked = cb - > battleGetStackByID ( elem . stackAttacked ) ;
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battleInt - > stackAttacking ( attacker , attacked - > position , attacked , true ) ;
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}
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}
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}
else
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{
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int shift = 0 ;
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if ( ba - > counter ( ) & & BattleHex : : mutualPosition ( curAction - > destinationTile , attacker - > position ) < 0 )
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{
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int distp = BattleHex : : getDistance ( curAction - > destinationTile + 1 , attacker - > position ) ;
int distm = BattleHex : : getDistance ( curAction - > destinationTile - 1 , attacker - > position ) ;
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if ( distp < distm )
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shift = 1 ;
else
shift = - 1 ;
}
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const CStack * attacked = cb - > battleGetStackByID ( ba - > bsa . begin ( ) - > stackAttacked ) ;
battleInt - > stackAttacking ( attacker , ba - > counter ( ) ? curAction - > destinationTile + shift : curAction - > additionalInfo , attacked , false ) ;
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}
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//battleInt->waitForAnims(); //FIXME: freeze
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if ( ba - > spellLike ( ) )
{
//display hit animation
SpellID spellID = ba - > spellID ;
battleInt - > displaySpellHit ( spellID , curAction - > destinationTile ) ;
}
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}
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void CPlayerInterface : : battleObstaclePlaced ( const CObstacleInstance & obstacle )
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{
EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > obstaclePlaced ( obstacle ) ;
}
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void CPlayerInterface : : yourTacticPhase ( int distance )
{
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THREAD_CREATED_BY_CLIENT ;
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while ( battleInt & & battleInt - > tacticsMode )
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boost : : this_thread : : sleep ( boost : : posix_time : : millisec ( 1 ) ) ;
}
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void CPlayerInterface : : showComp ( const Component & comp , std : : string message )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
waitWhileDialog ( ) ; //Fix for mantis #98
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CCS - > soundh - > playSoundFromSet ( CCS - > soundh - > pickupSounds ) ;
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adventureInt - > infoBar . showComponent ( comp , message ) ;
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}
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void CPlayerInterface : : showInfoDialog ( const std : : string & text , const std : : vector < Component * > & components , int soundID )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( settings [ " session " ] [ " autoSkip " ] . Bool ( ) & & ! LOCPLINT - > shiftPressed ( ) )
{
return ;
}
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std : : vector < CComponent * > intComps ;
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for ( auto & component : components )
intComps . push_back ( new CComponent ( * component ) ) ;
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showInfoDialog ( text , intComps , soundID ) ;
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}
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void CPlayerInterface : : showInfoDialog ( const std : : string & text , CComponent * component )
{
std : : vector < CComponent * > intComps ;
intComps . push_back ( component ) ;
showInfoDialog ( text , intComps , soundBase : : sound_todo , true ) ;
}
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void CPlayerInterface : : showInfoDialog ( const std : : string & text , const std : : vector < CComponent * > & components , int soundID , bool delComps )
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{
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LOG_TRACE_PARAMS ( logGlobal , " player=%s, text=%s, is LOCPLINT=%d " , playerID % text % ( this = = LOCPLINT ) ) ;
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waitWhileDialog ( ) ;
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if ( settings [ " session " ] [ " autoSkip " ] . Bool ( ) & & ! LOCPLINT - > shiftPressed ( ) )
{
return ;
}
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CInfoWindow * temp = CInfoWindow : : create ( text , playerID , & components ) ;
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temp - > setDelComps ( delComps ) ;
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if ( makingTurn & & GH . listInt . size ( ) & & LOCPLINT = = this )
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{
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CCS - > soundh - > playSound ( static_cast < soundBase : : soundID > ( soundID ) ) ;
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showingDialog - > set ( true ) ;
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stopMovement ( ) ; // interrupt movement to show dialog
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GH . pushInt ( temp ) ;
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}
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else
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{
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dialogs . push_back ( temp ) ;
}
}
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void CPlayerInterface : : showInfoDialogAndWait ( std : : vector < Component > & components , const MetaString & text )
{
EVENT_HANDLER_CALLED_BY_CLIENT ;
std : : vector < Component * > comps ;
for ( auto & elem : components )
{
comps . push_back ( & elem ) ;
}
std : : string str ;
text . toString ( str ) ;
showInfoDialog ( str , comps , 0 ) ;
waitWhileDialog ( ) ;
}
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void CPlayerInterface : : showYesNoDialog ( const std : : string & text , CFunctionList < void ( ) > onYes , CFunctionList < void ( ) > onNo , bool DelComps , const std : : vector < CComponent * > & components )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
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stopMovement ( ) ;
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LOCPLINT - > showingDialog - > setn ( true ) ;
CInfoWindow : : showYesNoDialog ( text , & components , onYes , onNo , DelComps , playerID ) ;
}
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void CPlayerInterface : : showOkDialog ( std : : vector < Component > & components , const MetaString & text , const std : : function < void ( ) > & onOk )
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{
boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
std : : vector < Component * > comps ;
for ( auto & elem : components )
{
comps . push_back ( & elem ) ;
}
std : : string str ;
text . toString ( str ) ;
stopMovement ( ) ;
showingDialog - > setn ( true ) ;
std : : vector < CComponent * > intComps ;
for ( auto & component : comps )
intComps . push_back ( new CComponent ( * component ) ) ;
CInfoWindow : : showOkDialog ( str , & intComps , onOk , true , playerID ) ;
}
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void CPlayerInterface : : showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID askID , int soundID , bool selection , bool cancel )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
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stopMovement ( ) ;
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CCS - > soundh - > playSound ( static_cast < soundBase : : soundID > ( soundID ) ) ;
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if ( ! selection & & cancel ) //simple yes/no dialog
{
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std : : vector < CComponent * > intComps ;
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for ( auto & component : components )
intComps . push_back ( new CComponent ( component ) ) ; //will be deleted by close in window
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showYesNoDialog ( text , [ = ] { cb - > selectionMade ( 1 , askID ) ; } , [ = ] { cb - > selectionMade ( 0 , askID ) ; } , true , intComps ) ;
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}
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else if ( selection )
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{
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std : : vector < CSelectableComponent * > intComps ;
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for ( auto & component : components )
intComps . push_back ( new CSelectableComponent ( component ) ) ; //will be deleted by CSelWindow::close
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std : : vector < std : : pair < std : : string , CFunctionList < void ( ) > > > pom ;
pom . push_back ( std : : pair < std : : string , CFunctionList < void ( ) > > ( " IOKAY.DEF " , 0 ) ) ;
if ( cancel )
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{
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pom . push_back ( std : : pair < std : : string , CFunctionList < void ( ) > > ( " ICANCEL.DEF " , 0 ) ) ;
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}
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int charperline = 35 ;
if ( pom . size ( ) > 1 )
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charperline = 50 ;
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auto temp = new CSelWindow ( text , playerID , charperline , intComps , pom , askID ) ;
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GH . pushInt ( temp ) ;
intComps [ 0 ] - > clickLeft ( true , false ) ;
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}
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}
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void CPlayerInterface : : tileRevealed ( const std : : unordered_set < int3 , ShashInt3 > & pos )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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for ( auto & po : pos )
adventureInt - > minimap . showTile ( po ) ;
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if ( ! pos . empty ( ) )
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GH . totalRedraw ( ) ;
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}
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void CPlayerInterface : : tileHidden ( const std : : unordered_set < int3 , ShashInt3 > & pos )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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for ( auto & po : pos )
adventureInt - > minimap . hideTile ( po ) ;
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if ( ! pos . empty ( ) )
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GH . totalRedraw ( ) ;
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}
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void CPlayerInterface : : openHeroWindow ( const CGHeroInstance * hero )
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{
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boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
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GH . pushInt ( new CHeroWindow ( hero ) ) ;
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}
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/*
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void CPlayerInterface : : heroArtifactSetChanged ( const CGHeroInstance * hero )
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{
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boost : : unique_lock < boost : : recursive_mutex > un ( * pim ) ;
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if ( adventureInt - > heroWindow - > curHero & & adventureInt - > heroWindow - > curHero - > id = = hero - > id ) //hero window is opened
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{
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adventureInt - > heroWindow - > deactivate ( ) ;
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adventureInt - > heroWindow - > setHero ( hero ) ;
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adventureInt - > heroWindow - > activate ( ) ;
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}
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else if ( CExchangeWindow * cew = dynamic_cast < CExchangeWindow * > ( GH . topInt ( ) ) ) //exchange window is open
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{
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cew - > deactivate ( ) ;
for ( int g = 0 ; g < ARRAY_COUNT ( cew - > heroInst ) ; + + g )
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{
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if ( cew - > heroInst [ g ] - > id = = hero - > id )
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{
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cew - > heroInst [ g ] = hero ;
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cew - > artifs [ g ] - > updateState = true ;
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cew - > artifs [ g ] - > setHero ( hero ) ;
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cew - > artifs [ g ] - > updateState = false ;
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}
}
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cew - > prepareBackground ( ) ;
cew - > activate ( ) ;
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}
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else if ( CTradeWindow * caw = dynamic_cast < CTradeWindow * > ( GH . topInt ( ) ) )
{
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if ( caw - > arts )
{
caw - > deactivate ( ) ;
caw - > arts - > updateState = true ;
caw - > arts - > setHero ( hero ) ;
caw - > arts - > updateState = false ;
caw - > activate ( ) ;
}
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}
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updateInfo ( hero ) ;
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} */
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void CPlayerInterface : : availableCreaturesChanged ( const CGDwelling * town )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( const CGTownInstance * townObj = dynamic_cast < const CGTownInstance * > ( town ) )
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{
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CFortScreen * fs = dynamic_cast < CFortScreen * > ( GH . topInt ( ) ) ;
if ( fs )
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fs - > creaturesChanged ( ) ;
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for ( IShowActivatable * isa : GH . listInt )
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{
CKingdomInterface * ki = dynamic_cast < CKingdomInterface * > ( isa ) ;
if ( ki & & townObj )
ki - > townChanged ( townObj ) ;
}
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}
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else if ( GH . listInt . size ( ) & & ( town - > ID = = Obj : : CREATURE_GENERATOR1
| | town - > ID = = Obj : : CREATURE_GENERATOR4 | | town - > ID = = Obj : : WAR_MACHINE_FACTORY ) )
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{
CRecruitmentWindow * crw = dynamic_cast < CRecruitmentWindow * > ( GH . topInt ( ) ) ;
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if ( crw & & crw - > dwelling = = town )
crw - > availableCreaturesChanged ( ) ;
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}
}
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void CPlayerInterface : : heroBonusChanged ( const CGHeroInstance * hero , const Bonus & bonus , bool gain )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( bonus . type = = Bonus : : NONE )
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return ;
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updateInfo ( hero ) ;
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if ( ( bonus . type = = Bonus : : FLYING_MOVEMENT | | bonus . type = = Bonus : : WATER_WALKING ) & & ! gain )
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{
//recalculate paths because hero has lost bonus influencing pathfinding
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eraseCurrentPathOf ( hero , false ) ;
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}
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}
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template < typename Handler > void CPlayerInterface : : serializeTempl ( Handler & h , const int version )
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{
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h & observerInDuelMode ;
h & wanderingHeroes & towns & sleepingHeroes ;
std : : map < const CGHeroInstance * , int3 > pathsMap ; //hero -> dest
if ( h . saving )
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{
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for ( auto & p : paths )
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{
if ( p . second . nodes . size ( ) )
pathsMap [ p . first ] = p . second . endPos ( ) ;
else
logGlobal - > errorStream ( ) < < p . first - > name < < " has assigned an empty path! Ignoring it... " ;
}
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h & pathsMap ;
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}
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else
{
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h & pathsMap ;
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if ( cb )
for ( auto & p : pathsMap )
{
CGPath path ;
cb - > getPathsInfo ( p . first ) - > getPath ( p . second , path ) ;
paths [ p . first ] = path ;
logGlobal - > traceStream ( ) < < boost : : format ( " Restored path for hero %s leading to %s with %d nodes " )
% p . first - > nodeName ( ) % p . second % path . nodes . size ( ) ;
}
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}
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h & spellbookSettings ;
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}
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void CPlayerInterface : : saveGame ( COSer & h , const int version )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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serializeTempl ( h , version ) ;
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}
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void CPlayerInterface : : loadGame ( CISer & h , const int version )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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serializeTempl ( h , version ) ;
firstCall = - 1 ;
}
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void CPlayerInterface : : moveHero ( const CGHeroInstance * h , CGPath path )
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{
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logGlobal - > traceStream ( ) < < __FUNCTION__ ;
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if ( ! LOCPLINT - > makingTurn )
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return ;
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if ( ! h )
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return ; //can't find hero
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//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
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if ( showingDialog - > get ( ) | | ! dialogs . empty ( ) )
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return ;
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duringMovement = true ;
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if ( adventureInt & & adventureInt - > isHeroSleeping ( h ) )
{
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adventureInt - > sleepWake - > clickLeft ( true , false ) ;
adventureInt - > sleepWake - > clickLeft ( false , true ) ;
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//could've just called
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//adventureInt->fsleepWake();
//but no authentic button click/sound ;-)
}
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boost : : thread moveHeroTask ( std : : bind ( & CPlayerInterface : : doMoveHero , this , h , path ) ) ;
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}
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bool CPlayerInterface : : shiftPressed ( ) const
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{
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return isShiftKeyDown ( ) ;
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}
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bool CPlayerInterface : : altPressed ( ) const
{
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return isAltKeyDown ( ) ;
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}
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void CPlayerInterface : : showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto onEnd = [ = ] { cb - > selectionMade ( 0 , queryID ) ; } ;
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if ( stillMoveHero . get ( ) = = DURING_MOVE & & adventureInt - > terrain . currentPath & & adventureInt - > terrain . currentPath - > nodes . size ( ) > 1 ) //to ignore calls on passing through garrisons
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{
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onEnd ( ) ;
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return ;
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}
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waitForAllDialogs ( ) ;
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auto cgw = new CGarrisonWindow ( up , down , removableUnits ) ;
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cgw - > quit - > addCallback ( onEnd ) ;
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GH . pushInt ( cgw ) ;
}
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/**
* Shows the dialog that appears when right - clicking an artifact that can be assembled
* into a combinational one on an artifact screen . Does not require the combination of
* artifacts to be legal .
* @ param artifactID ID of a constituent artifact .
* @ param assembleTo ID of artifact to assemble a constituent into , not used when assemble
* is false .
* @ param assemble True if the artifact is to be assembled , false if it is to be disassembled .
*/
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void CPlayerInterface : : showArtifactAssemblyDialog ( ui32 artifactID , ui32 assembleTo , bool assemble , CFunctionList < bool ( ) > onYes , CFunctionList < bool ( ) > onNo )
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{
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const CArtifact & artifact = * CGI - > arth - > artifacts [ artifactID ] ;
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std : : string text = artifact . Description ( ) ;
text + = " \n \n " ;
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std : : vector < CComponent * > scs ;
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if ( assemble ) {
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const CArtifact & assembledArtifact = * CGI - > arth - > artifacts [ assembleTo ] ;
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// You possess all of the components to...
text + = boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 732 ] ) % assembledArtifact . Name ( ) ) ;
// Picture of assembled artifact at bottom.
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auto sc = new CComponent ( CComponent : : artifact , assembledArtifact . id , 0 ) ;
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//sc->description = assembledArtifact.Description();
//sc->subtitle = assembledArtifact.Name();
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scs . push_back ( sc ) ;
} else {
// Do you wish to disassemble this artifact?
text + = CGI - > generaltexth - > allTexts [ 733 ] ;
}
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showYesNoDialog ( text , onYes , onNo , true , scs ) ;
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}
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void CPlayerInterface : : requestRealized ( PackageApplied * pa )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( pa - > packType = = typeList . getTypeID < MoveHero > ( ) & & stillMoveHero . get ( ) = = DURING_MOVE )
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stillMoveHero . setn ( CONTINUE_MOVE ) ;
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}
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void CPlayerInterface : : heroExchangeStarted ( ObjectInstanceID hero1 , ObjectInstanceID hero2 , QueryID query )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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GH . pushInt ( new CExchangeWindow ( hero1 , hero2 , query ) ) ;
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}
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void CPlayerInterface : : objectPropertyChanged ( const SetObjectProperty * sop )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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//redraw minimap if owner changed
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if ( sop - > what = = ObjProperty : : OWNER )
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{
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const CGObjectInstance * obj = cb - > getObj ( sop - > id ) ;
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std : : set < int3 > pos = obj - > getBlockedPos ( ) ;
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for ( auto & po : pos )
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{
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if ( cb - > isVisible ( po ) )
adventureInt - > minimap . showTile ( po ) ;
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}
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if ( obj - > ID = = Obj : : TOWN )
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{
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if ( obj - > tempOwner = = playerID )
towns . push_back ( static_cast < const CGTownInstance * > ( obj ) ) ;
else
towns - = obj ;
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adventureInt - > townList . update ( ) ;
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}
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assert ( cb - > getTownsInfo ( ) . size ( ) = = towns . size ( ) ) ;
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}
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}
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void CPlayerInterface : : initializeHeroTownList ( )
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{
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std : : vector < const CGHeroInstance * > allHeroes = cb - > getHeroesInfo ( ) ;
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/*
std : : vector < const CGHeroInstance * > newWanderingHeroes ;
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//applying current heroes order to new heroes info
int j ;
for ( int i = 0 ; i < wanderingHeroes . size ( ) ; i + + )
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if ( ( j = vstd : : find_pos ( allHeroes , wanderingHeroes [ i ] ) ) > = 0 )
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if ( ! allHeroes [ j ] - > inTownGarrison )
{
newWanderingHeroes + = allHeroes [ j ] ;
allHeroes - = allHeroes [ j ] ;
}
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//all the rest of new heroes go the end of the list
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wanderingHeroes . clear ( ) ;
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wanderingHeroes = newWanderingHeroes ;
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newWanderingHeroes . clear ( ) ; */
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for ( auto & allHeroe : allHeroes )
if ( ! allHeroe - > inTownGarrison )
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wanderingHeroes . push_back ( allHeroe ) ;
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std : : vector < const CGTownInstance * > allTowns = cb - > getTownsInfo ( ) ;
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/*
std : : vector < const CGTownInstance * > newTowns ;
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for ( int i = 0 ; i < towns . size ( ) ; i + + )
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if ( ( j = vstd : : find_pos ( allTowns , towns [ i ] ) ) > = 0 )
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{
newTowns + = allTowns [ j ] ;
allTowns - = allTowns [ j ] ;
}
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towns . clear ( ) ;
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towns = newTowns ;
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newTowns . clear ( ) ; */
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for ( auto & allTown : allTowns )
towns . push_back ( allTown ) ;
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if ( adventureInt )
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adventureInt - > updateNextHero ( nullptr ) ;
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}
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void CPlayerInterface : : showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
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auto recruitCb = [ = ] ( CreatureID id , int count ) { LOCPLINT - > cb - > recruitCreatures ( dwelling , dst , id , count , - 1 ) ; } ;
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CRecruitmentWindow * cr = new CRecruitmentWindow ( dwelling , level , dst , recruitCb ) ;
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GH . pushInt ( cr ) ;
}
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void CPlayerInterface : : waitWhileDialog ( bool unlockPim /*= true*/ )
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{
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if ( GH . amIGuiThread ( ) )
{
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logGlobal - > warnStream ( ) < < " Cannot wait for dialogs in gui thread (deadlock risk)! " ;
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return ;
}
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auto unlock = vstd : : makeUnlockGuardIf ( * pim , unlockPim ) ;
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boost : : unique_lock < boost : : mutex > un ( showingDialog - > mx ) ;
while ( showingDialog - > data )
showingDialog - > cond . wait ( un ) ;
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}
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void CPlayerInterface : : showShipyardDialog ( const IShipyard * obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto state = obj - > shipyardStatus ( ) ;
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std : : vector < si32 > cost ;
obj - > getBoatCost ( cost ) ;
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CShipyardWindow * csw = new CShipyardWindow ( cost , state , obj - > getBoatType ( ) , [ = ] { cb - > buildBoat ( obj ) ; } ) ;
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GH . pushInt ( csw ) ;
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}
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void CPlayerInterface : : newObject ( const CGObjectInstance * obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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//we might have built a boat in shipyard in opened town screen
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if ( obj - > ID = = Obj : : BOAT
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& & LOCPLINT - > castleInt
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& & obj - > pos - obj - > getVisitableOffset ( ) = = LOCPLINT - > castleInt - > town - > bestLocation ( ) )
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{
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CCS - > soundh - > playSound ( soundBase : : newBuilding ) ;
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LOCPLINT - > castleInt - > addBuilding ( BuildingID : : SHIP ) ;
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}
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}
void CPlayerInterface : : centerView ( int3 pos , int focusTime )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
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adventureInt - > centerOn ( pos ) ;
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if ( focusTime )
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{
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GH . totalRedraw ( ) ;
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# ifdef VCMI_SDL1
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CSDL_Ext : : update ( screen ) ;
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SDL_Delay ( focusTime ) ;
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# else
{
auto unlockPim = vstd : : makeUnlockGuard ( * pim ) ;
IgnoreEvents ignore ( * this ) ;
SDL_Delay ( focusTime ) ;
}
# endif
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}
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}
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void CPlayerInterface : : objectRemoved ( const CGObjectInstance * obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( LOCPLINT - > cb - > getCurrentPlayer ( ) = = playerID ) {
std : : string handlerName = VLC - > objtypeh - > getObjectHandlerName ( obj - > ID ) ;
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if ( ( handlerName = = " pickable " ) | | ( handlerName = = " scholar " ) | | ( handlerName = = " artifact " ) | | ( handlerName = = " pandora " ) ) {
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waitWhileDialog ( ) ;
CCS - > soundh - > playSoundFromSet ( CCS - > soundh - > pickupSounds ) ;
} else if ( ( handlerName = = " monster " ) | | ( handlerName = = " hero " ) ) {
waitWhileDialog ( ) ;
CCS - > soundh - > playSound ( soundBase : : KillFade ) ;
}
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}
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if ( obj - > ID = = Obj : : HERO & & obj - > tempOwner = = playerID )
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{
const CGHeroInstance * h = static_cast < const CGHeroInstance * > ( obj ) ;
heroKilled ( h ) ;
}
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}
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bool CPlayerInterface : : ctrlPressed ( ) const
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{
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return isCtrlKeyDown ( ) ;
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}
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const CArmedInstance * CPlayerInterface : : getSelection ( )
{
return currentSelection ;
}
void CPlayerInterface : : setSelection ( const CArmedInstance * obj )
{
currentSelection = obj ;
}
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void CPlayerInterface : : update ( )
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{
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if ( ! locked )
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{
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logGlobal - > errorStream ( ) < < " Non synchronized update of PlayerInterface " ;
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return ;
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}
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//if there are any waiting dialogs, show them
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if ( ( howManyPeople < = 1 | | makingTurn ) & & ! dialogs . empty ( ) & & ! showingDialog - > get ( ) )
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{
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showingDialog - > set ( true ) ;
GH . pushInt ( dialogs . front ( ) ) ;
dialogs . pop_front ( ) ;
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}
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//in some conditions we may receive calls before selection is initialized - we must ignore them
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if ( adventureInt & & ! adventureInt - > selection & & GH . topInt ( ) = = adventureInt )
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{
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return ;
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}
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// Handles mouse and key input
GH . updateTime ( ) ;
GH . handleEvents ( ) ;
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if ( adventureInt & & ! adventureInt - > isActive ( ) & & adventureInt - > scrollingDir ) //player forces map scrolling though interface is disabled
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GH . totalRedraw ( ) ;
else
GH . simpleRedraw ( ) ;
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if ( settings [ " general " ] [ " showfps " ] . Bool ( ) )
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GH . drawFPSCounter ( ) ;
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}
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void CPlayerInterface : : runLocked ( std : : function < void ( IUpdateable * ) > functor )
{
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
// When ending the game, the pim mutex might be hold by other thread,
// that will notify us about the ending game by setting terminate_cond flag.
bool acquiredTheLockOnPim = false ; //for tracking whether pim mutex locking succeeded
while ( ! terminate_cond . get ( ) & & ! ( acquiredTheLockOnPim = pim - > try_lock ( ) ) ) //try acquiring long until it succeeds or we are told to terminate
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 15 ) ) ;
if ( ! acquiredTheLockOnPim )
{
// We broke the while loop above and not because of mutex, so we must be terminating.
assert ( terminate_cond . get ( ) ) ;
return ;
}
// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
boost : : unique_lock < boost : : recursive_mutex > un ( * pim , boost : : adopt_lock ) ;
// While mutexes were locked away we may be have stopped being the active interface
if ( LOCPLINT ! = this )
return ;
// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
boost : : shared_lock < boost : : shared_mutex > gsLock ( cb - > getGsMutex ( ) ) ;
locked = true ;
functor ( this ) ;
locked = false ;
}
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int CPlayerInterface : : getLastIndex ( std : : string namePrefix )
{
using namespace boost : : filesystem ;
using namespace boost : : algorithm ;
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path gamesDir = VCMIDirs : : get ( ) . userSavePath ( ) ;
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std : : map < std : : time_t , int > dates ; //save number => datestamp
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const directory_iterator enddir ;
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if ( ! exists ( gamesDir ) )
create_directory ( gamesDir ) ;
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else
for ( directory_iterator dir ( gamesDir ) ; dir ! = enddir ; + + dir )
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{
if ( is_regular ( dir - > status ( ) ) )
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{
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std : : string name = dir - > path ( ) . filename ( ) . string ( ) ;
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if ( starts_with ( name , namePrefix ) & & ends_with ( name , " .vcgm1 " ) )
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{
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char nr = name [ namePrefix . size ( ) ] ;
if ( std : : isdigit ( nr ) )
dates [ last_write_time ( dir - > path ( ) ) ] = boost : : lexical_cast < int > ( nr ) ;
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}
}
}
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if ( ! dates . empty ( ) )
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return ( - - dates . end ( ) ) - > second ; //return latest file number
return 0 ;
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}
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void CPlayerInterface : : initMovement ( const TryMoveHero & details , const CGHeroInstance * ho , const int3 & hp )
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{
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if ( details . end . x + 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tl
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{
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//ho->moveDir = 1;
ho - > isStanding = false ;
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 1 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 33 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 65 , - 31 ) ) ) ;
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CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 1 ) ) ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 , 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 , 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 , 1 ) , ho - > id ) ;
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CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 33 ) ) ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 , 33 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 , 33 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 , 33 ) , ho - > id ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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}
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else if ( details . end . x = = details . start . x & & details . end . y + 1 = = details . start . y ) //t
{
//ho->moveDir = 2;
ho - > isStanding = false ;
CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 0 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 32 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 64 , - 31 ) ) ) ;
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subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 0 , 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 32 , 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 64 , 1 ) , ho - > id ) ;
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subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 0 , 33 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 32 , 33 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 64 , 33 ) , ho - > id ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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}
else if ( details . end . x - 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tr
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{
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//ho->moveDir = 3;
ho - > isStanding = false ;
CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 1 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 31 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 63 , - 31 ) ) ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 2 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , - 31 ) ) ) ;
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subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 , 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 , 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 , 1 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 1 ) ) ) ;
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subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 , 33 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 , 33 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 , 33 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 33 ) ) ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 2 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 2 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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}
else if ( details . end . x - 1 = = details . start . x & & details . end . y = = details . start . y ) //r
{
//ho->moveDir = 4;
ho - > isStanding = false ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 , 0 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 , 0 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 , 0 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 0 ) ) ) ;
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subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 , 32 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 , 32 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 , 32 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 32 ) ) ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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}
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else if ( details . end . x - 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //br
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{
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//ho->moveDir = 5;
ho - > isStanding = false ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 , - 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 , - 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 , - 1 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , - 1 ) ) ) ;
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subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 , 31 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 , 31 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 , 31 ) , ho - > id ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 31 ) ) ) ;
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CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 1 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 31 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 63 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 95 , 63 ) ) ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2010-01-02 03:48:44 +02:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2010-01-02 03:48:44 +02:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x + 1 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2010-01-02 03:48:44 +02:00
}
else if ( details . end . x = = details . start . x & & details . end . y - 1 = = details . start . y ) //b
2009-07-30 15:49:45 +03:00
{
2010-01-02 03:48:44 +02:00
//ho->moveDir = 6;
ho - > isStanding = false ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 0 , - 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 32 , - 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 64 , - 1 ) , ho - > id ) ;
2009-08-22 16:59:15 +03:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 0 , 31 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 32 , 31 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 64 , 31 ) , ho - > id ) ;
2009-07-30 15:49:45 +03:00
2010-01-02 03:48:44 +02:00
CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 0 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 32 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 64 , 63 ) ) ) ;
2009-07-30 15:49:45 +03:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2010-01-02 03:48:44 +02:00
}
else if ( details . end . x + 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //bl
{
//ho->moveDir = 7;
ho - > isStanding = false ;
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , - 1 ) ) ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 , - 1 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 , - 1 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 , - 1 ) , ho - > id ) ;
2009-06-11 20:21:06 +03:00
2010-01-02 03:48:44 +02:00
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 31 ) ) ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 , 31 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 , 31 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 , 31 ) , ho - > id ) ;
2009-07-06 22:41:27 +03:00
2010-01-02 03:48:44 +02:00
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 1 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 33 , 63 ) ) ) ;
CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , 65 , 63 ) ) ) ;
2009-07-18 06:13:13 +03:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2009-07-21 02:34:06 +03:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2009-07-26 06:33:13 +03:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 2 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 1 ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x ] [ hp . y + 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2009-07-26 06:33:13 +03:00
}
2010-01-02 03:48:44 +02:00
else if ( details . end . x + 1 = = details . start . x & & details . end . y = = details . start . y ) //l
2009-08-13 04:03:11 +03:00
{
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//ho->moveDir = 8;
ho - > isStanding = false ;
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 0 ) ) ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 , 0 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 , 0 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 , 0 ) , ho - > id ) ;
2009-08-13 04:03:11 +03:00
2010-01-02 03:48:44 +02:00
CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . push_back ( std : : make_pair ( ho , genRect ( 32 , 32 , - 31 , 32 ) ) ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 , 32 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 , 32 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 , 32 ) , ho - > id ) ;
2009-08-13 04:03:11 +03:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y - 1 ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2010-01-02 03:48:44 +02:00
2014-06-24 02:26:36 +03:00
std : : stable_sort ( CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ hp . x - 3 ] [ hp . y ] [ hp . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
2009-08-13 04:03:11 +03:00
}
2009-08-11 10:50:29 +03:00
}
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void CPlayerInterface : : movementPxStep ( const TryMoveHero & details , int i , const int3 & hp , const CGHeroInstance * ho )
2009-08-04 02:53:18 +03:00
{
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if ( details . end . x + 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tl
2009-08-04 02:53:18 +03:00
{
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//setting advmap shift
adventureInt - > terrain . moveX = i - 32 ;
adventureInt - > terrain . moveY = i - 32 ;
subRect ( hp . x - 3 , hp . y - 2 , hp . z , genRect ( 32 , 32 , - 31 + i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 1 + i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 33 + i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 2 , hp . z , genRect ( 32 , 32 , 65 + i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 3 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 31 + i , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 + i , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 + i , 1 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 + i , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 3 , hp . y , hp . z , genRect ( 32 , 32 , - 31 + i , 33 + i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 + i , 33 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 + i , 33 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 + i , 33 + i ) , ho - > id ) ;
2009-08-04 02:53:18 +03:00
}
2010-01-02 03:48:44 +02:00
else if ( details . end . x = = details . start . x & & details . end . y + 1 = = details . start . y ) //t
{
//setting advmap shift
adventureInt - > terrain . moveY = i - 32 ;
2009-08-04 02:53:18 +03:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 0 , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 32 , - 31 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 2 , hp . z , genRect ( 32 , 32 , 64 , - 31 + i ) , ho - > id ) ;
2009-11-29 04:46:30 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 0 , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 32 , 1 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 64 , 1 + i ) , ho - > id ) ;
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 0 , 33 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 32 , 33 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 64 , 33 + i ) , ho - > id ) ;
}
else if ( details . end . x - 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tr
2009-12-28 06:08:24 +02:00
{
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//setting advmap shift
adventureInt - > terrain . moveX = - i + 32 ;
adventureInt - > terrain . moveY = i - 32 ;
subRect ( hp . x - 2 , hp . y - 2 , hp . z , genRect ( 32 , 32 , - 1 - i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 31 - i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 2 , hp . z , genRect ( 32 , 32 , 63 - i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y - 2 , hp . z , genRect ( 32 , 32 , 95 - i , - 31 + i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 - i , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 - i , 1 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 - i , 1 + i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 95 - i , 1 + i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 - i , 33 + i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 - i , 33 + i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 - i , 33 + i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y , hp . z , genRect ( 32 , 32 , 95 - i , 33 + i ) , ho - > id ) ;
}
else if ( details . end . x - 1 = = details . start . x & & details . end . y = = details . start . y ) //r
{
//setting advmap shift
adventureInt - > terrain . moveX = - i + 32 ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 - i , 0 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 - i , 0 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 - i , 0 ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 95 - i , 0 ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 - i , 32 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 - i , 32 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 - i , 32 ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y , hp . z , genRect ( 32 , 32 , 95 - i , 32 ) , ho - > id ) ;
2009-12-28 06:08:24 +02:00
}
2010-01-02 03:48:44 +02:00
else if ( details . end . x - 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //br
{
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
//setting advmap shift
adventureInt - > terrain . moveX = - i + 32 ;
adventureInt - > terrain . moveY = - i + 32 ;
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 1 - i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 31 - i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 63 - i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 95 - i , - 1 - i ) , ho - > id ) ;
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , - 1 - i , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 31 - i , 31 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 63 - i , 31 - i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y , hp . z , genRect ( 32 , 32 , 95 - i , 31 - i ) , ho - > id ) ;
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y + 1 , hp . z , genRect ( 32 , 32 , - 1 - i , 63 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 31 - i , 63 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y + 1 , hp . z , genRect ( 32 , 32 , 63 - i , 63 - i ) , ho - > id ) ;
subRect ( hp . x + 1 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 95 - i , 63 - i ) , ho - > id ) ;
}
else if ( details . end . x = = details . start . x & & details . end . y - 1 = = details . start . y ) //b
{
//setting advmap shift
adventureInt - > terrain . moveY = - i + 32 ;
2009-12-28 06:08:24 +02:00
2010-01-02 03:48:44 +02:00
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 0 , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 32 , - 1 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 64 , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 0 , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 32 , 31 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 64 , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 0 , 63 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 32 , 63 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y + 1 , hp . z , genRect ( 32 , 32 , 64 , 63 - i ) , ho - > id ) ;
}
else if ( details . end . x + 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //bl
{
//setting advmap shift
adventureInt - > terrain . moveX = i - 32 ;
adventureInt - > terrain . moveY = - i + 32 ;
subRect ( hp . x - 3 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 31 + i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 + i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 + i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 + i , - 1 - i ) , ho - > id ) ;
subRect ( hp . x - 3 , hp . y , hp . z , genRect ( 32 , 32 , - 31 + i , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 + i , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 + i , 31 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 + i , 31 - i ) , ho - > id ) ;
subRect ( hp . x - 3 , hp . y + 1 , hp . z , genRect ( 32 , 32 , - 31 + i , 63 - i ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 1 + i , 63 - i ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y + 1 , hp . z , genRect ( 32 , 32 , 33 + i , 63 - i ) , ho - > id ) ;
subRect ( hp . x , hp . y + 1 , hp . z , genRect ( 32 , 32 , 65 + i , 63 - i ) , ho - > id ) ;
}
else if ( details . end . x + 1 = = details . start . x & & details . end . y = = details . start . y ) //l
{
//setting advmap shift
adventureInt - > terrain . moveX = i - 32 ;
subRect ( hp . x - 3 , hp . y - 1 , hp . z , genRect ( 32 , 32 , - 31 + i , 0 ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 1 + i , 0 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y - 1 , hp . z , genRect ( 32 , 32 , 33 + i , 0 ) , ho - > id ) ;
subRect ( hp . x , hp . y - 1 , hp . z , genRect ( 32 , 32 , 65 + i , 0 ) , ho - > id ) ;
subRect ( hp . x - 3 , hp . y , hp . z , genRect ( 32 , 32 , - 31 + i , 32 ) , ho - > id ) ;
subRect ( hp . x - 2 , hp . y , hp . z , genRect ( 32 , 32 , 1 + i , 32 ) , ho - > id ) ;
subRect ( hp . x - 1 , hp . y , hp . z , genRect ( 32 , 32 , 33 + i , 32 ) , ho - > id ) ;
subRect ( hp . x , hp . y , hp . z , genRect ( 32 , 32 , 65 + i , 32 ) , ho - > id ) ;
}
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}
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void CPlayerInterface : : finishMovement ( const TryMoveHero & details , const int3 & hp , const CGHeroInstance * ho )
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{
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adventureInt - > terrain . moveX = adventureInt - > terrain . moveY = 0 ;
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if ( details . end . x + 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tl
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{
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delObjRect ( hp . x , hp . y - 2 , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 3 , hp . y , hp . z , ho - > id ) ;
}
else if ( details . end . x = = details . start . x & & details . end . y + 1 = = details . start . y ) //t
{
delObjRect ( hp . x , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y , hp . z , ho - > id ) ;
}
else if ( details . end . x - 1 = = details . start . x & & details . end . y + 1 = = details . start . y ) //tr
{
delObjRect ( hp . x - 2 , hp . y - 2 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x + 1 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y , hp . z , ho - > id ) ;
}
else if ( details . end . x - 1 = = details . start . x & & details . end . y = = details . start . y ) //r
{
delObjRect ( hp . x - 2 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y , hp . z , ho - > id ) ;
}
else if ( details . end . x - 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //br
{
delObjRect ( hp . x - 2 , hp . y + 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x + 1 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y - 1 , hp . z , ho - > id ) ;
}
else if ( details . end . x = = details . start . x & & details . end . y - 1 = = details . start . y ) //b
{
delObjRect ( hp . x , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y - 1 , hp . z , ho - > id ) ;
}
else if ( details . end . x + 1 = = details . start . x & & details . end . y - 1 = = details . start . y ) //bl
{
delObjRect ( hp . x , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 1 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 2 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x - 3 , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y + 1 , hp . z , ho - > id ) ;
}
else if ( details . end . x + 1 = = details . start . x & & details . end . y = = details . start . y ) //l
{
delObjRect ( hp . x , hp . y - 1 , hp . z , ho - > id ) ;
delObjRect ( hp . x , hp . y , hp . z , ho - > id ) ;
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}
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//restoring good rects
subRect ( details . end . x - 2 , details . end . y - 1 , details . end . z , genRect ( 32 , 32 , 0 , 0 ) , ho - > id ) ;
subRect ( details . end . x - 1 , details . end . y - 1 , details . end . z , genRect ( 32 , 32 , 32 , 0 ) , ho - > id ) ;
subRect ( details . end . x , details . end . y - 1 , details . end . z , genRect ( 32 , 32 , 64 , 0 ) , ho - > id ) ;
subRect ( details . end . x - 2 , details . end . y , details . end . z , genRect ( 32 , 32 , 0 , 32 ) , ho - > id ) ;
subRect ( details . end . x - 1 , details . end . y , details . end . z , genRect ( 32 , 32 , 32 , 32 ) , ho - > id ) ;
subRect ( details . end . x , details . end . y , details . end . z , genRect ( 32 , 32 , 64 , 32 ) , ho - > id ) ;
//restoring good order of objects
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std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x - 2 ] [ details . end . y - 1 ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x - 2 ] [ details . end . y - 1 ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x - 1 ] [ details . end . y - 1 ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x - 1 ] [ details . end . y - 1 ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x ] [ details . end . y - 1 ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x ] [ details . end . y - 1 ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x - 2 ] [ details . end . y ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x - 2 ] [ details . end . y ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x - 1 ] [ details . end . y ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x - 1 ] [ details . end . y ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
std : : stable_sort ( CGI - > mh - > ttiles [ details . end . x ] [ details . end . y ] [ details . end . z ] . objects . begin ( ) , CGI - > mh - > ttiles [ details . end . x ] [ details . end . y ] [ details . end . z ] . objects . end ( ) , objectBlitOrderSorter ) ;
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}
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void CPlayerInterface : : gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( player = = playerID )
{
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if ( victoryLossCheckResult . loss ( ) )
showInfoDialog ( CGI - > generaltexth - > allTexts [ 95 ] ) ;
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if ( LOCPLINT = = this )
{
GH . curInt = this ; //waiting for dialogs requires this to get events
waitForAllDialogs ( ) ; //wait till all dialogs are displayed and closed
}
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- - howManyPeople ;
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if ( howManyPeople = = 0 ) //all human players eliminated
{
if ( adventureInt )
{
terminate_cond . setn ( true ) ;
adventureInt - > deactivate ( ) ;
if ( GH . topInt ( ) = = adventureInt )
GH . popInt ( adventureInt ) ;
delete adventureInt ;
adventureInt = nullptr ;
}
}
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if ( cb - > getStartInfo ( ) - > mode = = StartInfo : : CAMPAIGN )
{
// if you lose the campaign go back to the main menu
// campaign wins are handled in proposeNextMission
if ( victoryLossCheckResult . loss ( ) ) requestReturningToMainMenu ( ) ;
}
else
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{
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if ( howManyPeople = = 0 ) //all human players eliminated
{
requestReturningToMainMenu ( ) ;
}
else if ( victoryLossCheckResult . victory ( ) & & LOCPLINT = = this ) // end game if current human player has won
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{
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requestReturningToMainMenu ( ) ;
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}
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}
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if ( GH . curInt = = this ) GH . curInt = nullptr ;
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}
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else
{
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if ( victoryLossCheckResult . loss ( ) & & cb - > getPlayerStatus ( playerID ) = = EPlayerStatus : : INGAME ) //enemy has lost
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{
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std : : string str = victoryLossCheckResult . messageToSelf ;
boost : : algorithm : : replace_first ( str , " %s " , CGI - > generaltexth - > capColors [ player . getNum ( ) ] ) ;
showInfoDialog ( str , std : : vector < CComponent * > ( 1 , new CComponent ( CComponent : : flag , player . getNum ( ) , 0 ) ) ) ;
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}
}
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}
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void CPlayerInterface : : playerBonusChanged ( const Bonus & bonus , bool gain )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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}
void CPlayerInterface : : showPuzzleMap ( )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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waitWhileDialog ( ) ;
//TODO: interface should not know the real position of Grail...
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double ratio = 0 ;
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int3 grailPos = cb - > getGrailPos ( ratio ) ;
GH . pushInt ( new CPuzzleWindow ( grailPos , ratio ) ) ;
}
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void CPlayerInterface : : advmapSpellCast ( const CGHeroInstance * caster , int spellID )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( spellID = = SpellID : : FLY | | spellID = = SpellID : : WATER_WALK )
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{
eraseCurrentPathOf ( caster , false ) ;
}
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const CSpell * spell = CGI - > spellh - > objects [ spellID ] ;
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auto castSoundPath = spell - > getCastSound ( ) ;
if ( ! castSoundPath . empty ( ) )
CCS - > soundh - > playSound ( castSoundPath ) ;
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}
void CPlayerInterface : : eraseCurrentPathOf ( const CGHeroInstance * ho , bool checkForExistanceOfPath /*= true */ )
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{
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if ( checkForExistanceOfPath )
{
assert ( vstd : : contains ( paths , ho ) ) ;
}
else if ( ! vstd : : contains ( paths , ho ) )
{
return ;
}
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assert ( ho = = adventureInt - > selection ) ;
paths . erase ( ho ) ;
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adventureInt - > terrain . currentPath = nullptr ;
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adventureInt - > updateMoveHero ( ho , false ) ;
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}
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void CPlayerInterface : : removeLastNodeFromPath ( const CGHeroInstance * ho )
{
adventureInt - > terrain . currentPath - > nodes . erase ( adventureInt - > terrain . currentPath - > nodes . end ( ) - 1 ) ;
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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
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eraseCurrentPathOf ( ho ) ;
}
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CGPath * CPlayerInterface : : getAndVerifyPath ( const CGHeroInstance * h )
{
if ( vstd : : contains ( paths , h ) ) //hero has assigned path
{
CGPath & path = paths [ h ] ;
if ( ! path . nodes . size ( ) )
{
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logGlobal - > warnStream ( ) < < " Warning: empty path found... " ;
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paths . erase ( h ) ;
}
else
{
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assert ( h - > getPosition ( false ) = = path . startPos ( ) ) ;
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//update the hero path in case of something has changed on map
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if ( LOCPLINT - > cb - > getPathsInfo ( h ) - > getPath ( path . endPos ( ) , path ) )
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return & path ;
else
paths . erase ( h ) ;
}
}
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return nullptr ;
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}
void CPlayerInterface : : acceptTurn ( )
{
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if ( settings [ " session " ] [ " autoSkip " ] . Bool ( ) )
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{
while ( CInfoWindow * iw = dynamic_cast < CInfoWindow * > ( GH . topInt ( ) ) )
iw - > close ( ) ;
}
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waitWhileDialog ( ) ;
if ( howManyPeople > 1 )
adventureInt - > startTurn ( ) ;
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adventureInt - > heroList . update ( ) ;
adventureInt - > townList . update ( ) ;
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const CGHeroInstance * heroToSelect = nullptr ;
// find first non-sleeping hero
for ( auto hero : wanderingHeroes )
{
if ( boost : : range : : find ( sleepingHeroes , hero ) = = sleepingHeroes . end ( ) )
{
heroToSelect = hero ;
break ;
}
}
//select first hero if available.
if ( heroToSelect ! = nullptr )
{
adventureInt - > select ( heroToSelect ) ;
}
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else
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adventureInt - > select ( towns . front ( ) ) ;
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//show new day animation and sound on infobar
adventureInt - > infoBar . showDate ( ) ;
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adventureInt - > updateNextHero ( nullptr ) ;
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adventureInt - > showAll ( screen ) ;
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if ( settings [ " session " ] [ " autoSkip " ] . Bool ( ) & & ! LOCPLINT - > shiftPressed ( ) )
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{
if ( CInfoWindow * iw = dynamic_cast < CInfoWindow * > ( GH . topInt ( ) ) )
iw - > close ( ) ;
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adventureInt - > fendTurn ( ) ;
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}
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// warn player if he has no town
if ( cb - > howManyTowns ( ) = = 0 )
{
auto playerColor = * cb - > getPlayerID ( ) ;
std : : vector < Component > components ;
components . push_back ( Component ( Component : : FLAG , playerColor . getNum ( ) , 0 , 0 ) ) ;
MetaString text ;
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auto daysWithoutCastle = * cb - > getPlayer ( playerColor ) - > daysWithoutCastle ;
if ( daysWithoutCastle < 6 )
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{
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text . addTxt ( MetaString : : ARRAY_TXT , 128 ) ; //%s, you only have %d days left to capture a town or you will be banished from this land.
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text . addReplacement ( MetaString : : COLOR , playerColor . getNum ( ) ) ;
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text . addReplacement ( 7 - daysWithoutCastle ) ;
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}
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else if ( daysWithoutCastle = = 6 )
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{
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text . addTxt ( MetaString : : ARRAY_TXT , 129 ) ; //%s, this is your last day to capture a town or you will be banished from this land.
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text . addReplacement ( MetaString : : COLOR , playerColor . getNum ( ) ) ;
}
showInfoDialogAndWait ( components , text ) ;
}
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}
void CPlayerInterface : : tryDiggging ( const CGHeroInstance * h )
{
std : : string hlp ;
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CGI - > mh - > getTerrainDescr ( h - > getPosition ( false ) , hlp , false ) ;
int msgToShow = - 1 ;
CGHeroInstance : : ECanDig isDiggingPossible = h - > diggingStatus ( ) ;
if ( hlp . length ( ) )
isDiggingPossible = CGHeroInstance : : TILE_OCCUPIED ; //TODO integrate with canDig
switch ( isDiggingPossible )
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{
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case CGHeroInstance : : CAN_DIG :
break ;
case CGHeroInstance : : LACK_OF_MOVEMENT :
msgToShow = 56 ; //"Digging for artifacts requires a whole day, try again tomorrow."
break ;
case CGHeroInstance : : TILE_OCCUPIED :
msgToShow = 97 ; //Try searching on clear ground.
break ;
case CGHeroInstance : : WRONG_TERRAIN :
msgToShow = 60 ; ////Try looking on land!
break ;
default :
assert ( 0 ) ;
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}
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if ( msgToShow < 0 )
cb - > dig ( h ) ;
else
showInfoDialog ( CGI - > generaltexth - > allTexts [ msgToShow ] ) ;
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}
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void CPlayerInterface : : updateInfo ( const CGObjectInstance * specific )
{
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adventureInt - > infoBar . showSelection ( ) ;
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}
void CPlayerInterface : : battleNewRoundFirst ( int round )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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BATTLE_EVENT_POSSIBLE_RETURN ;
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battleInt - > newRoundFirst ( round ) ;
}
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void CPlayerInterface : : stopMovement ( )
{
if ( stillMoveHero . get ( ) = = DURING_MOVE ) //if we are in the middle of hero movement
stillMoveHero . setn ( STOP_MOVE ) ; //after showing dialog movement will be stopped
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}
void CPlayerInterface : : showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( market - > o - > ID = = Obj : : ALTAR_OF_SACRIFICE )
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{
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//EEMarketMode mode = market->availableModes().front();
if ( market - > allowsTrade ( EMarketMode : : ARTIFACT_EXP ) & & visitor - > getAlignment ( ) ! = EAlignment : : EVIL )
GH . pushInt ( new CAltarWindow ( market , visitor , EMarketMode : : ARTIFACT_EXP ) ) ;
else if ( market - > allowsTrade ( EMarketMode : : CREATURE_EXP ) & & visitor - > getAlignment ( ) ! = EAlignment : : GOOD )
GH . pushInt ( new CAltarWindow ( market , visitor , EMarketMode : : CREATURE_EXP ) ) ;
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}
else
GH . pushInt ( new CMarketplaceWindow ( market , visitor , market - > availableModes ( ) . front ( ) ) ) ;
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}
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void CPlayerInterface : : showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto cuw = new CUniversityWindow ( visitor , market ) ;
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GH . pushInt ( cuw ) ;
}
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void CPlayerInterface : : showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto chfw = new CHillFortWindow ( visitor , object ) ;
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GH . pushInt ( chfw ) ;
}
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void CPlayerInterface : : availableArtifactsChanged ( const CGBlackMarket * bm /*= nullptr*/ )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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if ( CMarketplaceWindow * cmw = dynamic_cast < CMarketplaceWindow * > ( GH . topInt ( ) ) )
cmw - > artifactsChanged ( false ) ;
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}
void CPlayerInterface : : showTavernWindow ( const CGObjectInstance * townOrTavern )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto tv = new CTavernWindow ( townOrTavern ) ;
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GH . pushInt ( tv ) ;
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}
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void CPlayerInterface : : showThievesGuildWindow ( const CGObjectInstance * obj )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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auto tgw = new CThievesGuildWindow ( obj ) ;
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GH . pushInt ( tgw ) ;
}
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void CPlayerInterface : : showQuestLog ( )
{
EVENT_HANDLER_CALLED_BY_CLIENT ;
CQuestLog * ql = new CQuestLog ( LOCPLINT - > cb - > getMyQuests ( ) ) ;
GH . pushInt ( ql ) ;
}
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void CPlayerInterface : : showShipyardDialogOrProblemPopup ( const IShipyard * obj )
{
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if ( obj - > shipyardStatus ( ) ! = IBoatGenerator : : GOOD )
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{
MetaString txt ;
obj - > getProblemText ( txt ) ;
showInfoDialog ( txt . toString ( ) ) ;
}
else
showShipyardDialog ( obj ) ;
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}
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void CPlayerInterface : : requestReturningToMainMenu ( )
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{
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sendCustomEvent ( RETURN_TO_MAIN_MENU ) ;
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cb - > unregisterAllInterfaces ( ) ;
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}
void CPlayerInterface : : requestStoppingClient ( )
{
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sendCustomEvent ( STOP_CLIENT ) ;
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}
void CPlayerInterface : : sendCustomEvent ( int code )
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{
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CGuiHandler : : pushSDLEvent ( SDL_USEREVENT , code ) ;
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}
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void CPlayerInterface : : stackChagedCount ( const StackLocation & location , const TQuantity & change , bool isAbsolute )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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garrisonChanged ( location . army ) ;
}
void CPlayerInterface : : stackChangedType ( const StackLocation & location , const CCreature & newType )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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garrisonChanged ( location . army ) ;
}
void CPlayerInterface : : stacksErased ( const StackLocation & location )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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garrisonChanged ( location . army ) ;
}
void CPlayerInterface : : stacksSwapped ( const StackLocation & loc1 , const StackLocation & loc2 )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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std : : vector < const CGObjectInstance * > objects ;
objects . push_back ( loc1 . army ) ;
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if ( loc2 . army ! = loc1 . army )
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objects . push_back ( loc2 . army ) ;
garrisonsChanged ( objects ) ;
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}
void CPlayerInterface : : newStackInserted ( const StackLocation & location , const CStackInstance & stack )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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garrisonChanged ( location . army ) ;
}
void CPlayerInterface : : stacksRebalanced ( const StackLocation & src , const StackLocation & dst , TQuantity count )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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std : : vector < const CGObjectInstance * > objects ;
objects . push_back ( src . army ) ;
if ( src . army ! = dst . army )
objects . push_back ( dst . army ) ;
garrisonsChanged ( objects ) ;
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}
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void CPlayerInterface : : artifactPut ( const ArtifactLocation & al )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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}
void CPlayerInterface : : artifactRemoved ( const ArtifactLocation & al )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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adventureInt - > infoBar . showSelection ( ) ;
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for ( IShowActivatable * isa : GH . listInt )
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{
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auto artWin = dynamic_cast < CArtifactHolder * > ( isa ) ;
if ( artWin )
artWin - > artifactRemoved ( al ) ;
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}
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}
void CPlayerInterface : : artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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adventureInt - > infoBar . showSelection ( ) ;
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for ( IShowActivatable * isa : GH . listInt )
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{
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auto artWin = dynamic_cast < CArtifactHolder * > ( isa ) ;
if ( artWin )
artWin - > artifactMoved ( src , dst ) ;
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}
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}
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void CPlayerInterface : : artifactAssembled ( const ArtifactLocation & al )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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adventureInt - > infoBar . showSelection ( ) ;
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for ( IShowActivatable * isa : GH . listInt )
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{
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auto artWin = dynamic_cast < CArtifactHolder * > ( isa ) ;
if ( artWin )
artWin - > artifactAssembled ( al ) ;
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}
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}
void CPlayerInterface : : artifactDisassembled ( const ArtifactLocation & al )
{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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adventureInt - > infoBar . showSelection ( ) ;
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for ( IShowActivatable * isa : GH . listInt )
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{
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auto artWin = dynamic_cast < CArtifactHolder * > ( isa ) ;
if ( artWin )
artWin - > artifactDisassembled ( al ) ;
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}
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}
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void CPlayerInterface : : playerStartsTurn ( PlayerColor player )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT ;
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adventureInt - > infoBar . showSelection ( ) ;
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if ( ! vstd : : contains ( GH . listInt , adventureInt ) )
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{
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GH . popInts ( GH . listInt . size ( ) ) ; //after map load - remove everything else
GH . pushInt ( adventureInt ) ;
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}
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else
{
while ( GH . listInt . front ( ) ! = adventureInt & & ! dynamic_cast < CInfoWindow * > ( GH . listInt . front ( ) ) ) //don't remove dialogs that expect query answer
GH . popInts ( 1 ) ;
}
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if ( howManyPeople = = 1 )
{
GH . curInt = this ;
adventureInt - > startTurn ( ) ;
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}
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if ( player ! = playerID & & this = = LOCPLINT )
{
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waitWhileDialog ( ) ;
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adventureInt - > aiTurnStarted ( ) ;
}
}
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void CPlayerInterface : : waitForAllDialogs ( bool unlockPim /*= true*/ )
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{
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while ( ! dialogs . empty ( ) )
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{
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auto unlock = vstd : : makeUnlockGuardIf ( * pim , unlockPim ) ;
SDL_Delay ( 5 ) ;
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}
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waitWhileDialog ( unlockPim ) ;
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}
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void CPlayerInterface : : proposeLoadingGame ( )
{
showYesNoDialog ( CGI - > generaltexth - > allTexts [ 68 ] , [ this ] { sendCustomEvent ( RETURN_TO_MENU_LOAD ) ; } , 0 , false ) ;
}
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CPlayerInterface : : SpellbookLastSetting : : SpellbookLastSetting ( )
{
spellbookLastPageBattle = spellbokLastPageAdvmap = 0 ;
spellbookLastTabBattle = spellbookLastTabAdvmap = 4 ;
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}
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bool CPlayerInterface : : capturedAllEvents ( )
{
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if ( duringMovement )
{
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//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
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return true ;
}
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if ( ignoreEvents )
{
boost : : unique_lock < boost : : mutex > un ( eventsM ) ;
while ( ! events . empty ( ) )
{
events . pop ( ) ;
}
return true ;
}
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return false ;
}
void CPlayerInterface : : doMoveHero ( const CGHeroInstance * h , CGPath path )
{
int i = 1 ;
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{
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path . convert ( 0 ) ;
boost : : unique_lock < boost : : mutex > un ( stillMoveHero . mx ) ;
stillMoveHero . data = CONTINUE_MOVE ;
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ETerrainType currentTerrain = ETerrainType : : BORDER ; // not init yet
ETerrainType newTerrain ;
int sh = - 1 ;
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const TerrainTile * curTile = cb - > getTile ( CGHeroInstance : : convertPosition ( h - > pos , false ) ) ;
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for ( i = path . nodes . size ( ) - 1 ; i > 0 & & ( stillMoveHero . data = = CONTINUE_MOVE | | curTile - > blocked ) ; i - - )
{
//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
if ( path . nodes [ i - 1 ] . coord . z ! = path . nodes [ i ] . coord . z )
continue ;
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//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
if ( path . nodes [ i - 1 ] . turns )
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{
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stillMoveHero . data = STOP_MOVE ;
break ;
}
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// Start a new sound for the hero movement or let the existing one carry on.
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#if 0
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// TODO
if ( hero is flying & & sh = = - 1 )
sh = CCS - > soundh - > playSound ( soundBase : : horseFlying , - 1 ) ;
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# endif
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{
newTerrain = cb - > getTile ( CGHeroInstance : : convertPosition ( path . nodes [ i ] . coord , false ) ) - > terType ;
if ( newTerrain ! = currentTerrain )
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{
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CCS - > soundh - > stopSound ( sh ) ;
sh = CCS - > soundh - > playSound ( CCS - > soundh - > horseSounds [ newTerrain ] , - 1 ) ;
currentTerrain = newTerrain ;
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}
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}
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stillMoveHero . data = WAITING_MOVE ;
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int3 endpos ( path . nodes [ i - 1 ] . coord . x , path . nodes [ i - 1 ] . coord . y , h - > pos . z ) ;
bool guarded = CGI - > mh - > map - > isInTheMap ( cb - > getGuardingCreaturePosition ( endpos - int3 ( 1 , 0 , 0 ) ) ) ;
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logGlobal - > traceStream ( ) < < " Requesting hero movement to " < < endpos ;
cb - > moveHero ( h , endpos ) ;
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while ( stillMoveHero . data ! = STOP_MOVE & & stillMoveHero . data ! = CONTINUE_MOVE )
stillMoveHero . cond . wait ( un ) ;
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logGlobal - > traceStream ( ) < < " Resuming " < < __FUNCTION__ ;
if ( guarded | | showingDialog - > get ( ) = = true ) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
break ;
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}
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CCS - > soundh - > stopSound ( sh ) ;
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}
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//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
if ( ! showingDialog - > get ( ) )
GH . fakeMouseMove ( ) ;
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//todo: this should be in main thread
if ( adventureInt )
{
// (i == 0) means hero went through all the path
adventureInt - > updateMoveHero ( h , ( i ! = 0 ) ) ;
adventureInt - > updateNextHero ( h ) ;
}
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duringMovement = false ;
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}