#include "StdInc.h" #include "windows/CAdvmapInterface.h" #include "battle/CBattleInterface.h" #include "battle/CBattleInterfaceClasses.h" #include "../CCallback.h" #include "windows/CCastleInterface.h" #include "gui/CCursorHandler.h" #include "windows/CKingdomInterface.h" #include "CGameInfo.h" #include "windows/CHeroWindow.h" #include "windows/CCreatureWindow.h" #include "windows/CQuestLog.h" #include "CMessage.h" #include "CPlayerInterface.h" #include "gui/SDL_Extensions.h" #include "widgets/CComponent.h" #include "windows/CTradeWindow.h" #include "../lib/CConfigHandler.h" #include "battle/CCreatureAnimation.h" #include "Graphics.h" #include "windows/GUIClasses.h" #include "../lib/CArtHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/Connection.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/CTownHandler.h" #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects #include "../lib/BattleState.h" #include "../lib/JsonNode.h" #include "CMusicHandler.h" #include "../lib/CondSh.h" #include "../lib/NetPacks.h" #include "../lib/mapping/CMap.h" #include "../lib/VCMIDirs.h" #include "mapHandler.h" #include "../lib/CStopWatch.h" #include "../lib/StartInfo.h" #include "../lib/CGameState.h" #include "../lib/GameConstants.h" #include "gui/CGuiHandler.h" #include "windows/InfoWindows.h" #include "../lib/UnlockGuard.h" #include /* * 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 * */ // 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 #define RETURN_IF_QUICK_COMBAT \ if(isAutoFightOn && !battleInt) \ return; #define BATTLE_EVENT_POSSIBLE_RETURN\ if(LOCPLINT != this) \ return; \ RETURN_IF_QUICK_COMBAT using namespace CSDL_Ext; void processCommand(const std::string &message, CClient *&client); extern std::queue events; extern boost::mutex eventsM; boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex; CondSh CPlayerInterface::terminate_cond; CPlayerInterface * LOCPLINT; CBattleInterface * CPlayerInterface::battleInt; enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE}; CondSh stillMoveHero; //used during hero movement int CPlayerInterface::howManyPeople = 0; static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b) { return CMapHandler::compareObjectBlitOrder(a.obj, b.obj); } CPlayerInterface::CPlayerInterface(PlayerColor Player) { logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed"; destinationTeleport = ObjectInstanceID(); observerInDuelMode = false; howManyPeople++; GH.defActionsDef = 0; LOCPLINT = this; curAction = nullptr; playerID=Player; human=true; currentSelection = nullptr; castleInt = nullptr; battleInt = nullptr; //pim = new boost::recursive_mutex; makingTurn = false; showingDialog = new CondSh(false); cingconsole = new CInGameConsole; terminate_cond.set(false); firstCall = 1; //if loading will be overwritten in serialize autosaveCount = 0; isAutoFightOn = false; duringMovement = false; ignoreEvents = false; locked = false; } CPlayerInterface::~CPlayerInterface() { logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed"; //howManyPeople--; //delete pim; //vstd::clear_pointer(pim); delete showingDialog; delete cingconsole; if(LOCPLINT == this) LOCPLINT = nullptr; } void CPlayerInterface::init(shared_ptr CB) { cb = CB; if(observerInDuelMode) return; if(!towns.size() && !wanderingHeroes.size()) initializeHeroTownList(); // always recreate advmap interface to avoid possible memory-corruption bugs if(adventureInt) delete adventureInt; adventureInt = new CAdvMapInt(); } void CPlayerInterface::yourTurn() { EVENT_HANDLER_CALLED_BY_CLIENT; { boost::unique_lock lock(eventsM); //block handling events until interface is ready LOCPLINT = this; GH.curInt = this; adventureInt->selection = nullptr; if(firstCall) { if(howManyPeople == 1) adventureInt->setPlayer(playerID); autosaveCount = getLastIndex("Autosave_"); if(firstCall > 0) //new game, not loaded { int index = getLastIndex("Newgame_Autosave_"); index %= SAVES_COUNT; cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast(index + 1)); } firstCall = 0; } else { LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast(autosaveCount++ + 1)); autosaveCount %= 5; } if(adventureInt->player != playerID) adventureInt->setPlayer(playerID); if(howManyPeople > 1) //hot seat message { adventureInt->startHotSeatWait(playerID); makingTurn = true; std::string msg = CGI->generaltexth->allTexts[13]; boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name); std::vector cmp; cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0)); showInfoDialog(msg, cmp); } else { makingTurn = true; adventureInt->startTurn(); } } acceptTurn(); } STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid) { TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z]; for(auto & elem : hlp.objects) if(elem.obj && elem.obj->id == hid) { elem.rect = r; return; } } STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid) { TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z]; for(int h=0; hid == hid) { hlp.objects.erase(hlp.objects.begin()+h); return; } } void CPlayerInterface::heroMoved(const TryMoveHero & details) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); if(LOCPLINT != this) return; const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero int3 hp = details.start; if(!hero) { //AI hero left the visible area (we can't obtain info) //TODO very evil workaround -> retrieve pointer to hero so we could animate it // 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]; for(auto & elem : tile.objects) if(elem.obj && elem.obj->id == details.id) hero = dynamic_cast(elem.obj); if(!hero) //still nothing... return; } bool directlyAttackingCreature = details.attackedFrom && 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... if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path { //We may need to change music - select new track, music handler will change it if needed CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true); if(details.result == TryMoveHero::TELEPORTATION) { if(adventureInt->terrain.currentPath) { assert(adventureInt->terrain.currentPath->nodes.size() >= 2); std::vector::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 removeLastNodeFromPath(hero); } else { //teleport was not along current path, it'll now be invalid (hero is somewhere else) eraseCurrentPathOf(hero); } } adventureInt->centerOn(hero, true); //actualizing screen pos adventureInt->minimap.redraw(); adventureInt->heroList.update(hero); return; //teleport - no fancy moving animation //TODO: smooth disappear / appear effect } if (hero->pos != details.end //hero didn't change tile but visit succeeded || directlyAttackingCreature) // or creature was attacked from endangering tile. { eraseCurrentPathOf(hero, false); } else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving { if(details.start != details.end) //so we don't touch path when revisiting with spacebar removeLastNodeFromPath(hero); } } if (details.result != TryMoveHero::SUCCESS) //hero failed to move { hero->isStanding = true; stillMoveHero.setn(STOP_MOVE); GH.totalRedraw(); adventureInt->heroList.update(hero); return; } 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(); initMovement(details, hero, hp); //first initializing done GH.mainFPSmng->framerateDelay(); // after first move //main moving for(int i=1; i<32; i+=2*speed) { movementPxStep(details, i, hp, hero); adventureInt->updateScreen = true; adventureInt->show(screen); { //evil returns here ... //todo: get rid of it logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__; auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered GH.mainFPSmng->framerateDelay(); //for animation purposes logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__; } //CSDL_Ext::update(screen); } //for(int i=1; i<32; i+=4) //main moving done //finishing move finishMovement(details, hp, hero); hero->isStanding = true; //move finished adventureInt->minimap.redraw(); adventureInt->heroList.update(hero); //check if user cancelled movement { boost::unique_lock un(eventsM); while(!events.empty()) { SDL_Event ev = events.front(); events.pop(); switch(ev.type) { case SDL_MOUSEBUTTONDOWN: stillMoveHero.setn(STOP_MOVE); break; case SDL_KEYDOWN: if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15) stillMoveHero.setn(STOP_MOVE); break; } } } if(stillMoveHero.get() == WAITING_MOVE) stillMoveHero.setn(DURING_MOVE); // Hero attacked creature directly, set direction to face it. if (directlyAttackingCreature) { // Get direction to attacker. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0); static const ui8 dirLookup[3][3] = { { 1, 2, 3 }, { 8, 0, 4 }, { 7, 6, 5 } }; // FIXME: Avoid const_cast, make moveDir mutable in some other way? const_cast(hero)->moveDir = dirLookup[posOffset.y][posOffset.x]; } } void CPlayerInterface::heroKilled(const CGHeroInstance* hero) { EVENT_HANDLER_CALLED_BY_CLIENT; LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID); 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(); } } wanderingHeroes -= hero; if(vstd::contains(paths, hero)) paths.erase(hero); adventureInt->heroList.update(hero); if (makingTurn && newSelection) adventureInt->select(newSelection, true); else if(adventureInt->selection == hero) adventureInt->selection = nullptr; } void CPlayerInterface::heroCreated(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; wanderingHeroes.push_back(hero); adventureInt->heroList.update(hero); } void CPlayerInterface::openTownWindow(const CGTownInstance * town) { if (castleInt) castleInt->close(); castleInt = new CCastleInterface(town); GH.pushInt(castleInt); } 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; 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; return pos; } void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) { EVENT_HANDLER_CALLED_BY_CLIENT; if(which == 4) { if(CAltarWindow *ctw = dynamic_cast(GH.topInt())) ctw->setExpToLevel(); } else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4) updateInfo(hero); } void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) { EVENT_HANDLER_CALLED_BY_CLIENT; CUniversityWindow* cuw = dynamic_cast(GH.topInt()); if(cuw) //university window is open { GH.totalRedraw(); } } void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; updateInfo(hero); if(makingTurn && hero->tempOwner == playerID) adventureInt->heroList.update(hero); } void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; if(makingTurn && hero->tempOwner == playerID) adventureInt->heroList.update(hero); } void CPlayerInterface::receivedResource(int type, int val) { EVENT_HANDLER_CALLED_BY_CLIENT; if(CMarketplaceWindow *mw = dynamic_cast(GH.topInt())) mw->resourceChanged(type, val); GH.totalRedraw(); } void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector& skills, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); CCS->soundh->playSound(soundBase::heroNewLevel); CLevelWindow *lw = new CLevelWindow(hero,pskill,skills, [=](ui32 selection){ cb->selectionMade(selection, queryID); }); GH.pushInt(lw); } void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector skills, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); CCS->soundh->playSound(soundBase::heroNewLevel); GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection) { cb->selectionMade(selection, queryID); })); } void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town) { EVENT_HANDLER_CALLED_BY_CLIENT; updateInfo(town); if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison { CGI->mh->hideObject(town->garrisonHero); if (town->garrisonHero->tempOwner == playerID) // our hero wanderingHeroes -= town->garrisonHero; } if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison { CGI->mh->printObject(town->visitingHero); if (town->visitingHero->tempOwner == playerID) // our hero wanderingHeroes.push_back(town->visitingHero); } adventureInt->heroList.update(); adventureInt->updateNextHero(nullptr); if(CCastleInterface *c = castleInt) { c->garr->selectSlot(nullptr); c->garr->setArmy(town->getUpperArmy(), 0); c->garr->setArmy(town->visitingHero, 1); c->garr->recreateSlots(); c->heroes->update(); } for(IShowActivatable *isa : GH.listInt) { CKingdomInterface *ki = dynamic_cast(isa); if (ki) { ki->townChanged(town); ki->updateGarrisons(); } } GH.totalRedraw(); } void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) { EVENT_HANDLER_CALLED_BY_CLIENT; if(hero->tempOwner != playerID ) return; waitWhileDialog(); openTownWindow(town); } void CPlayerInterface::garrisonsChanged(std::vector objs) { boost::unique_lock un(*pim); for(auto object : objs) updateInfo(object); for(auto & elem : GH.listInt) { CGarrisonHolder *cgh = dynamic_cast(elem); if (cgh) cgh->updateGarrisons(); if(CTradeWindow *cmw = dynamic_cast(elem)) { if(vstd::contains(objs, cmw->hero)) cmw->garrisonChanged(); } } GH.totalRedraw(); } void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj) { garrisonsChanged(std::vector(1, obj)); } void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished { EVENT_HANDLER_CALLED_BY_CLIENT; switch (buildingID) { 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: updateInfo(town); break; } if(!castleInt) return; if(castleInt->town!=town) return; switch(what) { case 1: CCS->soundh->playSound(soundBase::newBuilding); castleInt->addBuilding(buildingID); break; case 2: castleInt->removeBuilding(buildingID); break; } adventureInt->townList.update(town); castleInt->townlist->update(town); } 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(); } void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) { EVENT_HANDLER_CALLED_BY_CLIENT; 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); } //Don't wait for dialogs when we are non-active hot-seat player if(LOCPLINT == this) waitForAllDialogs(); BATTLE_EVENT_POSSIBLE_RETURN; } void CPlayerInterface::battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; for(auto & healedStack : healedStacks) { const CStack * healed = cb->battleGetStackByID(healedStack.first); if(battleInt->creAnims[healed->ID]->isDead()) { //stack has been resurrected battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING); } } if (lifeDrain) { const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false); const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false); int textOff = 0; if (attacker) { battleInt->displayEffect(52, attacker->position); //TODO: transparency if (attacker->count > 1) { textOff += 1; } CCS->soundh->playSound(soundBase::DRAINLIF); //print info about life drain 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)); } } 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(healedStacks[0].second)); battleInt->console->addText(text); } } void CPlayerInterface::battleNewStackAppeared(const CStack * stack) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->newStack(stack); } void CPlayerInterface::battleObstaclesRemoved(const std::set & removedObstacles) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; // for(std::set::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; // } // } // } //update accessible hexes battleInt->redrawBackgroundWithHexes(battleInt->activeStack); } void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->stackIsCatapulting(ca); } void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; for(auto & elem : bsr.stackIDs) //for each removed stack { battleInt->stackRemoved(elem); } } 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 { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->newRound(round); } void CPlayerInterface::actionStarted(const BattleAction &action) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; curAction = new BattleAction(action); battleInt->startAction(curAction); } void CPlayerInterface::actionFinished(const BattleAction &action) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->endAction(curAction); delete curAction; curAction = nullptr; } BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack { THREAD_CREATED_BY_CLIENT; logGlobal->traceStream() << "Awaiting command for " << stack->nodeName(); if(autofightingAI) { if(isAutoFightOn) { auto ret = autofightingAI->activeStack(stack); if(isAutoFightOn) { return ret; } } cb->unregisterBattleInterface(autofightingAI); autofightingAI.reset(); } CBattleInterface *b = battleInt; 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); } { boost::unique_lock un(*pim); b->stackActivated(stack); //Regeneration & mana drain go there } //wait till BattleInterface sets its command boost::unique_lock lock(b->givenCommand->mx); while(!b->givenCommand->data) { b->givenCommand->cond.wait(lock); if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell) throw boost::thread_interrupted(); //will shut the thread peacefully } //tidy up BattleAction ret = *(b->givenCommand->data); delete b->givenCommand->data; b->givenCommand->data = nullptr; //return command logGlobal->traceStream() << "Giving command for " << stack->nodeName(); return ret; } void CPlayerInterface::battleEnd(const BattleResult *br) { EVENT_HANDLER_CALLED_BY_CLIENT; if(isAutoFightOn) { isAutoFightOn = false; cb->unregisterBattleInterface(autofightingAI); autofightingAI.reset(); if(!battleInt) { SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19); auto resWindow = new CBattleResultWindow(*br, temp_rect, *this); GH.pushInt(resWindow); // #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(); return; } } BATTLE_EVENT_POSSIBLE_RETURN; battleInt->battleFinished(*br); } void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector dest, int distance) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->stackMoved(stack, dest, distance); } void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc ) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->spellCast(sc); } void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse ) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->battleStacksEffectsSet(sse); } void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte) { EVENT_HANDLER_CALLED_BY_CLIENT; //TODO why is this different (no return on LOPLINT != this) ? RETURN_IF_QUICK_COMBAT; battleInt->battleTriggerEffect(bte); } void CPlayerInterface::battleStacksAttacked(const std::vector & bsa) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; std::vector arg; for(auto & elem : bsa) { const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false); const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false); if(elem.isEffect()) { if (defender && !elem.isSecondary()) battleInt->displayEffect(elem.effect, defender->position); } if(elem.isSpell()) { if (defender) battleInt->displaySpellEffect(elem.spellID, defender->position); } //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()}; arg.push_back(to_put); } battleInt->stacksAreAttacked(arg); } void CPlayerInterface::battleAttack(const BattleAttack *ba) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; assert(curAction); if(ba->lucky()) //lucky hit { const CStack *stack = cb->battleGetStackByID(ba->stackAttacking); std::string hlp = CGI->generaltexth->allTexts[45]; 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(18, stack->position); 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); } if (ba->deathBlow()) { const CStack *stack = cb->battleGetStackByID(ba->stackAttacking); std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365]; boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str()); battleInt->console->addText(hlp); for (auto & elem : ba->bsa) { const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked); battleInt->displayEffect(73, attacked->position); } CCS->soundh->playSound(soundBase::deathBlow); } battleInt->waitForAnims(); const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking); if(ba->shot()) { for(auto & elem : ba->bsa) { if (!elem.isSecondary()) //display projectile only for primary target { const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked); battleInt->stackAttacking(attacker, attacked->position, attacked, true); } } } else { int shift = 0; if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0) { int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position); int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position); if( distp < distm ) shift = 1; else shift = -1; } const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked); battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false); } //battleInt->waitForAnims(); //FIXME: freeze if(ba->spellLike()) { //display hit animation SpellID spellID = ba->spellID; battleInt->displaySpellHit(spellID,curAction->destinationTile); } } void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->obstaclePlaced(obstacle); } void CPlayerInterface::yourTacticPhase(int distance) { THREAD_CREATED_BY_CLIENT; while(battleInt && battleInt->tacticsMode) boost::this_thread::sleep(boost::posix_time::millisec(1)); } void CPlayerInterface::showComp(const Component &comp, std::string message) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); //Fix for mantis #98 CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds); adventureInt->infoBar.showComponent(comp, message); } void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector &components, int soundID) { EVENT_HANDLER_CALLED_BY_CLIENT; if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed()) { return; } std::vector intComps; for(auto & component : components) intComps.push_back(new CComponent(*component)); showInfoDialog(text,intComps,soundID); } void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component) { std::vector intComps; intComps.push_back(component); showInfoDialog(text, intComps, soundBase::sound_todo, true); } void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector & components, int soundID, bool delComps) { LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT)); waitWhileDialog(); if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed()) { return; } CInfoWindow *temp = CInfoWindow::create(text, playerID, &components); temp->setDelComps(delComps); if(makingTurn && GH.listInt.size() && LOCPLINT == this) { CCS->soundh->playSound(static_cast(soundID)); showingDialog->set(true); stopMovement(); // interrupt movement to show dialog GH.pushInt(temp); } else { dialogs.push_back(temp); } } void CPlayerInterface::showInfoDialogAndWait(std::vector & components, const MetaString & text) { EVENT_HANDLER_CALLED_BY_CLIENT; std::vector comps; for(auto & elem : components) { comps.push_back(&elem); } std::string str; text.toString(str); showInfoDialog(str,comps, 0); waitWhileDialog(); } void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList onYes, CFunctionList onNo, bool DelComps, const std::vector & components) { boost::unique_lock un(*pim); stopMovement(); LOCPLINT->showingDialog->setn(true); CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID); } void CPlayerInterface::showOkDialog(std::vector & components, const MetaString & text, const std::function & onOk) { boost::unique_lock un(*pim); std::vector comps; for(auto & elem : components) { comps.push_back(&elem); } std::string str; text.toString(str); stopMovement(); showingDialog->setn(true); std::vector intComps; for(auto & component : comps) intComps.push_back(new CComponent(*component)); CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID); } void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector &components, QueryID askID, int soundID, bool selection, bool cancel ) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); stopMovement(); CCS->soundh->playSound(static_cast(soundID)); if(!selection && cancel) //simple yes/no dialog { std::vector intComps; for(auto & component : components) intComps.push_back(new CComponent(component)); //will be deleted by close in window showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps); } else if(selection) { std::vector intComps; for(auto & component : components) intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close std::vector > > pom; pom.push_back(std::pair >("IOKAY.DEF",0)); if(cancel) { pom.push_back(std::pair >("ICANCEL.DEF",0)); } int charperline = 35; if (pom.size() > 1) charperline = 50; auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID); GH.pushInt(temp); intComps[0]->clickLeft(true, false); } } void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, std::vector exits, bool impassable, QueryID askID) { EVENT_HANDLER_CALLED_BY_CLIENT; ObjectInstanceID choosenExit; if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, destinationTeleport)) choosenExit = destinationTeleport; cb->selectionMade(choosenExit.getNum(), askID); } void CPlayerInterface::tileRevealed(const std::unordered_set &pos) { EVENT_HANDLER_CALLED_BY_CLIENT; //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas for(auto & po : pos) adventureInt->minimap.showTile(po); if(!pos.empty()) GH.totalRedraw(); } void CPlayerInterface::tileHidden(const std::unordered_set &pos) { EVENT_HANDLER_CALLED_BY_CLIENT; for(auto & po : pos) adventureInt->minimap.hideTile(po); if(!pos.empty()) GH.totalRedraw(); } void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero) { boost::unique_lock un(*pim); GH.pushInt(new CHeroWindow(hero)); } /* void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero) { boost::unique_lock un(*pim); if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened { adventureInt->heroWindow->deactivate(); adventureInt->heroWindow->setHero(hero); adventureInt->heroWindow->activate(); } else if(CExchangeWindow* cew = dynamic_cast(GH.topInt())) //exchange window is open { cew->deactivate(); for(int g=0; gheroInst); ++g) { if(cew->heroInst[g]->id == hero->id) { cew->heroInst[g] = hero; cew->artifs[g]->updateState = true; cew->artifs[g]->setHero(hero); cew->artifs[g]->updateState = false; } } cew->prepareBackground(); cew->activate(); } else if(CTradeWindow *caw = dynamic_cast(GH.topInt())) { if(caw->arts) { caw->deactivate(); caw->arts->updateState = true; caw->arts->setHero(hero); caw->arts->updateState = false; caw->activate(); } } updateInfo(hero); }*/ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town ) { EVENT_HANDLER_CALLED_BY_CLIENT; if(const CGTownInstance * townObj = dynamic_cast(town)) { CFortScreen *fs = dynamic_cast(GH.topInt()); if(fs) fs->creaturesChanged(); for(IShowActivatable *isa : GH.listInt) { CKingdomInterface *ki = dynamic_cast(isa); if (ki && townObj) ki->townChanged(townObj); } } else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1 || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY)) { CRecruitmentWindow *crw = dynamic_cast(GH.topInt()); if(crw && crw->dwelling == town) crw->availableCreaturesChanged(); } } void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain ) { EVENT_HANDLER_CALLED_BY_CLIENT; if(bonus.type == Bonus::NONE) return; updateInfo(hero); if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain) { //recalculate paths because hero has lost bonus influencing pathfinding eraseCurrentPathOf(hero, false); } } template void CPlayerInterface::serializeTempl( Handler &h, const int version ) { h & observerInDuelMode; h & wanderingHeroes & towns & sleepingHeroes; std::map pathsMap; //hero -> dest if(h.saving) { for(auto &p : paths) { if(p.second.nodes.size()) pathsMap[p.first] = p.second.endPos(); else logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it..."; } h & pathsMap; } else { h & pathsMap; 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(); } } h & spellbookSettings; } void CPlayerInterface::saveGame( COSer & h, const int version ) { EVENT_HANDLER_CALLED_BY_CLIENT; serializeTempl(h,version); } void CPlayerInterface::loadGame( CISer & h, const int version ) { EVENT_HANDLER_CALLED_BY_CLIENT; serializeTempl(h,version); firstCall = -1; } void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path ) { logGlobal->traceStream() << __FUNCTION__; if(!LOCPLINT->makingTurn) return; if (!h) return; //can't find hero //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg) if(showingDialog->get() || !dialogs.empty()) return; duringMovement = true; if (adventureInt && adventureInt->isHeroSleeping(h)) { adventureInt->sleepWake->clickLeft(true, false); adventureInt->sleepWake->clickLeft(false, true); //could've just called //adventureInt->fsleepWake(); //but no authentic button click/sound ;-) } boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path)); } bool CPlayerInterface::shiftPressed() const { return isShiftKeyDown(); } bool CPlayerInterface::altPressed() const { return isAltKeyDown(); } void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; auto onEnd = [=]{ cb->selectionMade(0, queryID); }; if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons { onEnd(); return; } waitForAllDialogs(); auto cgw = new CGarrisonWindow(up,down,removableUnits); cgw->quit->addCallback(onEnd); GH.pushInt(cgw); } /** * 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. */ void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList onYes, CFunctionList onNo) { const CArtifact &artifact = *CGI->arth->artifacts[artifactID]; std::string text = artifact.Description(); text += "\n\n"; std::vector scs; if (assemble) { const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo]; // You possess all of the components to... text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name()); // Picture of assembled artifact at bottom. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0); //sc->description = assembledArtifact.Description(); //sc->subtitle = assembledArtifact.Name(); scs.push_back(sc); } else { // Do you wish to disassemble this artifact? text += CGI->generaltexth->allTexts[733]; } showYesNoDialog(text, onYes, onNo, true, scs); } void CPlayerInterface::requestRealized( PackageApplied *pa ) { EVENT_HANDLER_CALLED_BY_CLIENT; if(pa->packType == typeList.getTypeID() && stillMoveHero.get() == DURING_MOVE && destinationTeleport == ObjectInstanceID()) stillMoveHero.setn(CONTINUE_MOVE); if(destinationTeleport != ObjectInstanceID() && pa->packType == typeList.getTypeID() && stillMoveHero.get() == DURING_MOVE) { // After teleportation via CGTeleport object is finished destinationTeleport = ObjectInstanceID(); stillMoveHero.setn(CONTINUE_MOVE); } } void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.pushInt(new CExchangeWindow(hero1, hero2, query)); } void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop) { EVENT_HANDLER_CALLED_BY_CLIENT; //redraw minimap if owner changed if(sop->what == ObjProperty::OWNER) { const CGObjectInstance * obj = cb->getObj(sop->id); std::set pos = obj->getBlockedPos(); for(auto & po : pos) { if(cb->isVisible(po)) adventureInt->minimap.showTile(po); } if(obj->ID == Obj::TOWN) { if(obj->tempOwner == playerID) towns.push_back(static_cast(obj)); else towns -= obj; adventureInt->townList.update(); } assert(cb->getTownsInfo().size() == towns.size()); } } void CPlayerInterface::initializeHeroTownList() { std::vector allHeroes = cb->getHeroesInfo(); /* std::vector newWanderingHeroes; //applying current heroes order to new heroes info int j; for (int i = 0; i < wanderingHeroes.size(); i++) if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0) if (!allHeroes[j]->inTownGarrison) { newWanderingHeroes += allHeroes[j]; allHeroes -= allHeroes[j]; } //all the rest of new heroes go the end of the list wanderingHeroes.clear(); wanderingHeroes = newWanderingHeroes; newWanderingHeroes.clear();*/ for (auto & allHeroe : allHeroes) if (!allHeroe->inTownGarrison) wanderingHeroes.push_back(allHeroe); std::vector allTowns = cb->getTownsInfo(); /* std::vector newTowns; for (int i = 0; i < towns.size(); i++) if ((j = vstd::find_pos(allTowns, towns[i])) >= 0) { newTowns += allTowns[j]; allTowns -= allTowns[j]; } towns.clear(); towns = newTowns; newTowns.clear();*/ for(auto & allTown : allTowns) towns.push_back(allTown); if (adventureInt) adventureInt->updateNextHero(nullptr); } void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); }; CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb); GH.pushInt(cr); } void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/) { if(GH.amIGuiThread()) { logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!"; return; } auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim); boost::unique_lock un(showingDialog->mx); while(showingDialog->data) showingDialog->cond.wait(un); } void CPlayerInterface::showShipyardDialog(const IShipyard *obj) { EVENT_HANDLER_CALLED_BY_CLIENT; auto state = obj->shipyardStatus(); std::vector cost; obj->getBoatCost(cost); CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); }); GH.pushInt(csw); } void CPlayerInterface::newObject( const CGObjectInstance * obj ) { EVENT_HANDLER_CALLED_BY_CLIENT; //we might have built a boat in shipyard in opened town screen if(obj->ID == Obj::BOAT && LOCPLINT->castleInt && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation()) { CCS->soundh->playSound(soundBase::newBuilding); LOCPLINT->castleInt->addBuilding(BuildingID::SHIP); } } void CPlayerInterface::centerView (int3 pos, int focusTime) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); adventureInt->centerOn (pos); if(focusTime) { GH.totalRedraw(); #ifdef VCMI_SDL1 CSDL_Ext::update(screen); SDL_Delay(focusTime); #else { auto unlockPim = vstd::makeUnlockGuard(*pim); IgnoreEvents ignore(*this); SDL_Delay(focusTime); } #endif } } void CPlayerInterface::objectRemoved( const CGObjectInstance *obj ) { EVENT_HANDLER_CALLED_BY_CLIENT; if (LOCPLINT->cb->getCurrentPlayer() == playerID) { std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID); if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) { waitWhileDialog(); CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds); } else if ((handlerName == "monster") || (handlerName == "hero")) { waitWhileDialog(); CCS->soundh->playSound(soundBase::KillFade); } } if(obj->ID == Obj::HERO && obj->tempOwner == playerID) { const CGHeroInstance *h = static_cast(obj); heroKilled(h); } } bool CPlayerInterface::ctrlPressed() const { return isCtrlKeyDown(); } const CArmedInstance * CPlayerInterface::getSelection() { return currentSelection; } void CPlayerInterface::setSelection(const CArmedInstance * obj) { currentSelection = obj; } void CPlayerInterface::update() { if (!locked) { logGlobal->errorStream() << "Non synchronized update of PlayerInterface"; return; } //if there are any waiting dialogs, show them if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get()) { showingDialog->set(true); GH.pushInt(dialogs.front()); dialogs.pop_front(); } //in some conditions we may receive calls before selection is initialized - we must ignore them if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt) { return; } // Handles mouse and key input GH.updateTime(); GH.handleEvents(); if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled GH.totalRedraw(); else GH.simpleRedraw(); if (settings["general"]["showfps"].Bool()) GH.drawFPSCounter(); } void CPlayerInterface::runLocked(std::function 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 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 gsLock(cb->getGsMutex()); locked = true; functor(); locked = false; } int CPlayerInterface::getLastIndex( std::string namePrefix) { using namespace boost::filesystem; using namespace boost::algorithm; path gamesDir = VCMIDirs::get().userSavePath(); std::map dates; //save number => datestamp const directory_iterator enddir; if(!exists(gamesDir)) create_directory(gamesDir); else for (directory_iterator dir(gamesDir); dir != enddir; ++dir) { if(is_regular(dir->status())) { std::string name = dir->path().filename().string(); if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1")) { char nr = name[namePrefix.size()]; if(std::isdigit(nr)) dates[last_write_time(dir->path())] = boost::lexical_cast(nr); } } } if(!dates.empty()) return (--dates.end())->second; //return latest file number return 0; } void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp ) { if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl { //ho->moveDir = 1; ho->isStanding = false; CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31))); CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31))); CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31))); CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31))); CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(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); CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(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); 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); 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-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter); } 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(TerrainTileObject(ho, genRect(32, 32, 0, -31))); CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31))); CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31))); 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); 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); 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); } else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr { //ho->moveDir = 3; ho->isStanding = false; CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31))); CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31))); CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31))); CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31))); 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(TerrainTileObject(ho, genRect(32, 32, 95, 1))); 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(TerrainTileObject(ho, genRect(32, 32, 95, 33))); 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); 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+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter); } 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(TerrainTileObject(ho, genRect(32, 32, 95, 0))); 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(TerrainTileObject(ho, genRect(32, 32, 95, 32))); 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+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter); } else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br { //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(TerrainTileObject(ho, genRect(32, 32, 95, -1))); 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(TerrainTileObject(ho, genRect(32, 32, 95, 31))); CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63))); CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63))); CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63))); CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63))); 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+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][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); 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); } else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b { //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); 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); CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63))); CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63))); CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63))); 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); } 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(TerrainTileObject(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); CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(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); CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63))); CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63))); CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63))); CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63))); 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-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter); 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); } else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l { //ho->moveDir = 8; ho->isStanding = false; CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(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); CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(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); 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-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter); } } void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho ) { if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl { //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); } else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t { //setting advmap shift adventureInt->terrain.moveY = i-32; 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); 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, 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 { //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); } else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br { //setting advmap shift adventureInt->terrain.moveX = -i+32; adventureInt->terrain.moveY = -i+32; 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, 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); 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; 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); } } void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ) { adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0; if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl { 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); } //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 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); 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); } void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult ) { EVENT_HANDLER_CALLED_BY_CLIENT; if(player == playerID) { if(victoryLossCheckResult.loss()) showInfoDialog(CGI->generaltexth->allTexts[95]); if(LOCPLINT == this) { GH.curInt = this; //waiting for dialogs requires this to get events waitForAllDialogs(); //wait till all dialogs are displayed and closed } --howManyPeople; 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; } } 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 { if(howManyPeople == 0) //all human players eliminated { requestReturningToMainMenu(); } else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won { requestReturningToMainMenu(); } } if(GH.curInt == this) GH.curInt = nullptr; } else { if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost { std::string str = victoryLossCheckResult.messageToSelf; boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]); showInfoDialog(str, std::vector(1, new CComponent(CComponent::flag, player.getNum(), 0))); } } } void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain ) { EVENT_HANDLER_CALLED_BY_CLIENT; } void CPlayerInterface::showPuzzleMap() { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); //TODO: interface should not know the real position of Grail... double ratio = 0; int3 grailPos = cb->getGrailPos(ratio); GH.pushInt(new CPuzzleWindow(grailPos, ratio)); } void CPlayerInterface::viewWorldMap() { adventureInt->changeMode(EAdvMapMode::WORLD_VIEW); } void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID) { EVENT_HANDLER_CALLED_BY_CLIENT; if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK) { eraseCurrentPathOf(caster, false); } const CSpell * spell = CGI->spellh->objects[spellID]; if(spellID == SpellID::VIEW_EARTH) { //TODO: implement on server side int level = caster->getSpellSchoolLevel(spell); adventureInt->worldViewOptions.showAllTerrain = (level>2); } auto castSoundPath = spell->getCastSound(); if (!castSoundPath.empty()) CCS->soundh->playSound(castSoundPath); } void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ ) { if(checkForExistanceOfPath) { assert(vstd::contains(paths, ho)); } else if (!vstd::contains(paths, ho)) { return; } assert(ho == adventureInt->selection); paths.erase(ho); adventureInt->terrain.currentPath = nullptr; adventureInt->updateMoveHero(ho, false); } void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho) { adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1); 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 eraseCurrentPathOf(ho); } CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h) { if(vstd::contains(paths,h)) //hero has assigned path { CGPath &path = paths[h]; if(!path.nodes.size()) { logGlobal->warnStream() << "Warning: empty path found..."; paths.erase(h); } else { assert(h->getPosition(false) == path.startPos()); //update the hero path in case of something has changed on map if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path)) return &path; else paths.erase(h); } } return nullptr; } void CPlayerInterface::acceptTurn() { if(settings["session"]["autoSkip"].Bool()) { while(CInfoWindow *iw = dynamic_cast(GH.topInt())) iw->close(); } waitWhileDialog(); if(howManyPeople > 1) adventureInt->startTurn(); adventureInt->heroList.update(); adventureInt->townList.update(); 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); } else adventureInt->select(towns.front()); //show new day animation and sound on infobar adventureInt->infoBar.showDate(); adventureInt->updateNextHero(nullptr); adventureInt->showAll(screen); if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed()) { if(CInfoWindow *iw = dynamic_cast(GH.topInt())) iw->close(); adventureInt->fendTurn(); } // warn player if he has no town if(cb->howManyTowns() == 0) { auto playerColor = *cb->getPlayerID(); std::vector components; components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0)); MetaString text; auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle; if (daysWithoutCastle < 6) { 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. text.addReplacement(MetaString::COLOR, playerColor.getNum()); text.addReplacement(7 - daysWithoutCastle); } else if(daysWithoutCastle == 6) { text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land. text.addReplacement(MetaString::COLOR, playerColor.getNum()); } showInfoDialogAndWait(components, text); } } void CPlayerInterface::tryDiggging(const CGHeroInstance *h) { std::string hlp; 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) { 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); } if(msgToShow < 0) cb->dig(h); else showInfoDialog(CGI->generaltexth->allTexts[msgToShow]); } void CPlayerInterface::updateInfo(const CGObjectInstance * specific) { adventureInt->infoBar.showSelection(); } void CPlayerInterface::battleNewRoundFirst( int round ) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->newRoundFirst(round); } 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 } void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; if(market->o->ID == Obj::ALTAR_OF_SACRIFICE) { //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)); } else GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front())); } void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; auto cuw = new CUniversityWindow(visitor, market); GH.pushInt(cuw); } void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; auto chfw = new CHillFortWindow(visitor, object); GH.pushInt(chfw); } void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/) { EVENT_HANDLER_CALLED_BY_CLIENT; if(CMarketplaceWindow *cmw = dynamic_cast(GH.topInt())) cmw->artifactsChanged(false); } void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern) { EVENT_HANDLER_CALLED_BY_CLIENT; auto tv = new CTavernWindow(townOrTavern); GH.pushInt(tv); } void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj) { EVENT_HANDLER_CALLED_BY_CLIENT; auto tgw = new CThievesGuildWindow(obj); GH.pushInt(tgw); } void CPlayerInterface::showQuestLog() { EVENT_HANDLER_CALLED_BY_CLIENT; CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests()); GH.pushInt (ql); } void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj) { if(obj->shipyardStatus() != IBoatGenerator::GOOD) { MetaString txt; obj->getProblemText(txt); showInfoDialog(txt.toString()); } else showShipyardDialog(obj); } void CPlayerInterface::requestReturningToMainMenu() { sendCustomEvent(RETURN_TO_MAIN_MENU); cb->unregisterAllInterfaces(); } void CPlayerInterface::requestStoppingClient() { sendCustomEvent(STOP_CLIENT); } void CPlayerInterface::sendCustomEvent( int code ) { CGuiHandler::pushSDLEvent(SDL_USEREVENT, code); } void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) { EVENT_HANDLER_CALLED_BY_CLIENT; garrisonChanged(location.army); } void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType) { EVENT_HANDLER_CALLED_BY_CLIENT; garrisonChanged(location.army); } void CPlayerInterface::stacksErased(const StackLocation &location) { EVENT_HANDLER_CALLED_BY_CLIENT; garrisonChanged(location.army); } void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) { EVENT_HANDLER_CALLED_BY_CLIENT; std::vector objects; objects.push_back(loc1.army); if(loc2.army != loc1.army) objects.push_back(loc2.army); garrisonsChanged(objects); } void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack) { EVENT_HANDLER_CALLED_BY_CLIENT; garrisonChanged(location.army); } void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) { EVENT_HANDLER_CALLED_BY_CLIENT; std::vector objects; objects.push_back(src.army); if(src.army != dst.army) objects.push_back(dst.army); garrisonsChanged(objects); } void CPlayerInterface::artifactPut(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; } void CPlayerInterface::artifactRemoved(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->infoBar.showSelection(); for(IShowActivatable *isa : GH.listInt) { auto artWin = dynamic_cast(isa); if(artWin) artWin->artifactRemoved(al); } } void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->infoBar.showSelection(); for(IShowActivatable *isa : GH.listInt) { auto artWin = dynamic_cast(isa); if(artWin) artWin->artifactMoved(src, dst); } } void CPlayerInterface::artifactAssembled(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->infoBar.showSelection(); for(IShowActivatable *isa : GH.listInt) { auto artWin = dynamic_cast(isa); if(artWin) artWin->artifactAssembled(al); } } void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->infoBar.showSelection(); for(IShowActivatable *isa : GH.listInt) { auto artWin = dynamic_cast(isa); if(artWin) artWin->artifactDisassembled(al); } } void CPlayerInterface::playerStartsTurn(PlayerColor player) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->infoBar.showSelection(); if (!vstd::contains (GH.listInt, adventureInt)) { GH.popInts (GH.listInt.size()); //after map load - remove everything else GH.pushInt (adventureInt); } else { while (GH.listInt.front() != adventureInt && !dynamic_cast(GH.listInt.front())) //don't remove dialogs that expect query answer GH.popInts(1); } if(howManyPeople == 1) { GH.curInt = this; adventureInt->startTurn(); } if(player != playerID && this == LOCPLINT) { waitWhileDialog(); adventureInt->aiTurnStarted(); } } void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/) { while(!dialogs.empty()) { auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim); SDL_Delay(5); } waitWhileDialog(unlockPim); } void CPlayerInterface::proposeLoadingGame() { showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false); } CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting() { spellbookLastPageBattle = spellbokLastPageAdvmap = 0; spellbookLastTabBattle = spellbookLastTabAdvmap = 4; } bool CPlayerInterface::capturedAllEvents() { if(duringMovement) { //just inform that we are capturing events. they will be processed by heroMoved() in client thread. return true; } if(ignoreEvents) { boost::unique_lock un(eventsM); while(!events.empty()) { events.pop(); } return true; } return false; } void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path) { int i = 1; auto getObj = [&](int3 coord, bool ignoreHero) { return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero); }; boost::unique_lock un(stillMoveHero.mx); stillMoveHero.data = CONTINUE_MOVE; auto doMovement = [&](int3 dst, bool transit) { stillMoveHero.data = WAITING_MOVE; cb->moveHero(h, dst, transit); while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE) stillMoveHero.cond.wait(un); }; { path.convert(0); ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet ETerrainType newTerrain; int sh = -1; for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE); i--) { int3 currentCoord = path.nodes[i].coord; int3 nextCoord = path.nodes[i-1].coord; auto nextObject = getObj(nextCoord, nextCoord == h->pos); if(CGTeleport::isConnected(getObj(currentCoord, currentCoord == h->pos), nextObject)) { CCS->soundh->stopSound(sh); destinationTeleport = nextObject->id; doMovement(h->pos, false); sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1); continue; } if(path.nodes[i-1].turns) { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points) stillMoveHero.data = STOP_MOVE; break; } // Start a new sound for the hero movement or let the existing one carry on. #if 0 // TODO if(hero is flying && sh == -1) sh = CCS->soundh->playSound(soundBase::horseFlying, -1); #endif { newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType; if(newTerrain != currentTerrain) { CCS->soundh->stopSound(sh); sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1); currentTerrain = newTerrain; } } assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all int3 endpos(nextCoord.x, nextCoord.y, h->pos.z); logGlobal->traceStream() << "Requesting hero movement to " << endpos; if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless && (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false)) || CGTeleport::isTeleport(nextObject))) { // Hero should be able to go through object if it's allow transit doMovement(endpos, true); } else doMovement(endpos, false); logGlobal->traceStream() << "Resuming " << __FUNCTION__; bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0))); if(guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136) break; } CCS->soundh->stopSound(sh); } //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(); //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); } duringMovement = false; } void CPlayerInterface::showWorldViewEx(const std::vector& objectPositions) { EVENT_HANDLER_CALLED_BY_CLIENT; //TODO: showWorldViewEx std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions)); viewWorldMap(); }