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vcmi/client/CPlayerInterface.cpp
Ivan Savenko 7a9547bb44 New creature window made without use of H3 graphics
This is import of ancient unfinished branch from svn. As of now window is largely finished but commander-related elements are still TODO.

Note that I also uploading graphical content - this is intended and necessary for final goal - to make VCMI functional without any additional graphical pack.
2014-07-02 21:38:38 +03:00

2613 lines
88 KiB
C++

#include "StdInc.h"
#include "CAdvmapInterface.h"
#include "battle/CBattleInterface.h"
#include "battle/CBattleInterfaceClasses.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "gui/CCursorHandler.h"
#include "CKingdomInterface.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CCreatureWindow.h"
#include "CQuestLog.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
#include "gui/SDL_Extensions.h"
#include "../lib/CConfigHandler.h"
#include "battle/CCreatureAnimation.h"
#include "Graphics.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/Connection.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
#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 "../lib/UnlockGuard.h"
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* 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 boost::assign;
using namespace CSDL_Ext;
void processCommand(const std::string &message, CClient *&client);
extern std::queue<SDL_Event> events;
extern boost::mutex eventsM;
boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
CondSh<bool> CPlayerInterface::terminate_cond;
CPlayerInterface * LOCPLINT;
CBattleInterface * CPlayerInterface::battleInt;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero; //used during hero movement
int CPlayerInterface::howManyPeople = 0;
static bool objectBlitOrderSorter(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b)
{
return CMapHandler::compareObjectBlitOrder(a.first, b.first);
}
CPlayerInterface::CPlayerInterface(PlayerColor Player)
{
logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
observerInDuelMode = false;
howManyPeople++;
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = nullptr;
playerID=Player;
human=true;
castleInt = nullptr;
battleInt = nullptr;
//pim = new boost::recursive_mutex;
makingTurn = false;
showingDialog = new CondSh<bool>(false);
cingconsole = new CInGameConsole;
terminate_cond.set(false);
firstCall = 1; //if loading will be overwritten in serialize
autosaveCount = 0;
isAutoFightOn = 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<CCallback> CB)
{
cb = CB;
if(observerInDuelMode)
return;
if(!towns.size() && !wanderingHeroes.size())
initializeHeroTownList();
if(!adventureInt)
adventureInt = new CAdvMapInt();
}
void CPlayerInterface::yourTurn()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
{
boost::unique_lock<boost::mutex> 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<std::string>(index + 1));
}
firstCall = 0;
}
else
{
LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(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<CComponent*> 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.first->id == hid)
{
elem.second = 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; h<hlp.objects.size(); ++h)
if(hlp.objects[h].first->id == 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.first->id == details.id)
hero = dynamic_cast<const CGHeroInstance *>(elem.first);
if(!hero) //still nothing...
return;
}
adventureInt->centerOn(hero); //actualizing screen pos
adventureInt->minimap.redraw();
adventureInt->heroList.redraw();
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<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
removeLastNodeFromPath(hero);
}
else
{
//teleport was not along current path, it'll now be invalid (hero is somewhere else)
eraseCurrentPathOf(hero);
}
}
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;
}
initMovement(details, hero, hp);
//first initializing done
GH.mainFPSmng->framerateDelay(); // after first move
ui32 speed = settings["adventure"]["heroSpeed"].Float();
//main moving
for(int i=1; i<32; i+=2*speed)
{
movementPxStep(details, i, hp, hero);
adventureInt->updateScreen = true;
adventureInt->show(screen);
CSDL_Ext::update(screen);
GH.mainFPSmng->framerateDelay(); //for animation purposes
} //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<boost::mutex> 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<CGHeroInstance *>(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<CAltarWindow *>(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<CUniversityWindow*>(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<CMarketplaceWindow *>(GH.topInt()))
mw->resourceChanged(type, val);
GH.totalRedraw();
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& 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<ui32> 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<CKingdomInterface*>(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<const CGObjectInstance *> objs)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
for(auto object : objs)
updateInfo(object);
for(auto & elem : GH.listInt)
{
CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
if (cgh)
cgh->updateGarrisons();
if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
{
if(vstd::contains(objs, cmw->hero))
cmw->garrisonChanged();
}
}
GH.totalRedraw();
}
void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
{
garrisonsChanged(std::vector<const CGObjectInstance *>(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<std::pair<ui32, ui32> > & 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
char textBuf[1000];
sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
healedStacks[0].second, defender->getCreature()->namePl.c_str());
battleInt->console->addText(textBuf);
}
}
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);
}
}
void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newStack(stack);
}
void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
// 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;
// }
// }
// }
//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<boost::recursive_mutex> un(*pim);
b->stackActivated(stack);
//Regeneration & mana drain go there
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> 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<BattleHex> 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<BattleStackAttacked> & bsa)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
std::vector<StackAttackedInfo> arg;
for(auto & elem : bsa)
{
const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
if(elem.isEffect() && elem.effect != 12) //and not armageddon
{
if (defender && !elem.isSecondary())
battleInt->displayEffect(elem.effect, 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);
}
if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
{
battleInt->displayEffect(bsa.begin()->effect, -1);
}
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);
}
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);
}
}
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<Component*> &components, int soundID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
{
return;
}
std::vector<CComponent*> 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<CComponent*> intComps;
intComps.push_back(component);
showInfoDialog(text, intComps, soundBase::sound_todo, true);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & 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<soundBase::soundID>(soundID));
showingDialog->set(true);
stopMovement(); // interrupt movement to show dialog
GH.pushInt(temp);
}
else
{
dialogs.push_back(temp);
}
}
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();
}
void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
stopMovement();
LOCPLINT->showingDialog->setn(true);
CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
}
void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const boost::function<void()> & onOk)
{
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);
}
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
stopMovement();
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
if(!selection && cancel) //simple yes/no dialog
{
std::vector<CComponent*> 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<CSelectableComponent*> intComps;
for(auto & component : components)
intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
if(cancel)
{
pom.push_back(std::pair<std::string,CFunctionList<void()> >("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::tileRevealed(const std::unordered_set<int3, ShashInt3> &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<int3, ShashInt3> &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<boost::recursive_mutex> un(*pim);
GH.pushInt(new CHeroWindow(hero));
}
/*
void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
{
boost::unique_lock<boost::recursive_mutex> 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<CExchangeWindow*>(GH.topInt())) //exchange window is open
{
cew->deactivate();
for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++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<CTradeWindow*>(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<const CGTownInstance*>(town))
{
CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
if(fs)
fs->creaturesChanged();
for(IShowActivatable *isa : GH.listInt)
{
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(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<CRecruitmentWindow*>(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 <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
{
h & observerInDuelMode;
h & wanderingHeroes & towns & sleepingHeroes;
std::map<const CGHeroInstance *, int3> 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;
CPathsInfo pathsInfo(cb->getMapSize());
for(auto &p : pathsMap)
{
cb->calculatePaths(p.first, pathsInfo);
CGPath path;
pathsInfo.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<CSaveFile> &h, const int version )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
serializeTempl(h,version);
}
void CPlayerInterface::loadGame( CISer<CLoadFile> &h, const int version )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
serializeTempl(h,version);
firstCall = -1;
}
bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
{
logGlobal->traceStream() << __FUNCTION__;
if(!LOCPLINT->makingTurn)
return false;
if (!h)
return false; //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 false;
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 ;-)
}
int i = 1;
bool result = false; //TODO why not set to true anywhere?
{
//evil...
logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
auto unlockEvents = vstd::makeUnlockGuard(eventsM);
auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
auto unlockPim = vstd::makeUnlockGuard(*pim);
logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
//TODO the above combination works... but it should all be atomic (unlock all three or none)
{
path.convert(0);
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
stillMoveHero.data = CONTINUE_MOVE;
ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
ETerrainType newTerrain;
int sh = -1;
const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
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;
//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)
{
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(path.nodes[i].coord, false))->terType;
if (newTerrain != currentTerrain)
{
CCS->soundh->stopSound(sh);
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
currentTerrain = newTerrain;
}
}
stillMoveHero.data = WAITING_MOVE;
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)));
logGlobal->traceStream() << "Requesting hero movement to " << endpos;
cb->moveHero(h,endpos);
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
stillMoveHero.cond.wait(un);
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;
}
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();
//RAII unlocks
}
if (adventureInt)
{
// (i == 0) means hero went through all the path
adventureInt->updateMoveHero(h, (i != 0));
adventureInt->updateNextHero(h);
}
return result;
}
bool CPlayerInterface::shiftPressed() const
{
return SDL_GetKeyState(nullptr)[SDLK_LSHIFT] || SDL_GetKeyState(nullptr)[SDLK_RSHIFT];
}
bool CPlayerInterface::altPressed() const
{
return SDL_GetKeyState(nullptr)[SDLK_LALT] || SDL_GetKeyState(nullptr)[SDLK_RALT];
}
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->callback += 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<void()> onYes, CFunctionList<void()> onNo)
{
const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
std::string text = artifact.Description();
text += "\n\n";
std::vector<CComponent*> 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<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
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<int3> 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<const CGTownInstance *>(obj));
else
towns -= obj;
adventureInt->townList.update();
}
assert(cb->getTownsInfo().size() == towns.size());
}
}
void CPlayerInterface::initializeHeroTownList()
{
std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
/*
std::vector <const CGHeroInstance *> 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 += allHeroe;
std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
/*
std::vector<const CGTownInstance*> 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, 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<boost::mutex> 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<si32> 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();
CSDL_Ext::update(screen);
SDL_Delay(focusTime);
}
}
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
heroKilled(h);
}
}
bool CPlayerInterface::ctrlPressed() const
{
return SDL_GetKeyState(nullptr)[SDLK_LCTRL] || SDL_GetKeyState(nullptr)[SDLK_RCTRL];
}
void CPlayerInterface::update()
{
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
// When ending the game, the pim mutex might be hold bo 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());
//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();
// draw the mouse cursor and update the screen
CCS->curh->drawWithScreenRestore();
CSDL_Ext::update(screen);
CCS->curh->drawRestored();
}
int CPlayerInterface::getLastIndex( std::string namePrefix)
{
using namespace boost::filesystem;
using namespace boost::algorithm;
path gamesDir = VCMIDirs::get().userSavePath();
std::map<std::time_t, int> dates; //save number => datestamp
directory_iterator enddir;
if(!exists(gamesDir))
create_directory(gamesDir);
for (directory_iterator dir(gamesDir); dir!=enddir; dir++)
{
if(is_regular(dir->status()))
{
std::string name = dir->path().leaf().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<int>(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(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)));
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);
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);
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(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)));
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(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)));
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)));
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)));
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(std::make_pair(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(std::make_pair(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(std::make_pair(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(std::make_pair(ho, genRect(32, 32, 95, 31)));
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)));
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(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)));
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(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);
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);
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)));
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(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);
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);
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<CComponent*>(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::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];
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->getPath2(path.endPos(), path))
return &path;
else
paths.erase(h);
}
}
return nullptr;
}
void CPlayerInterface::acceptTurn()
{
if(settings["session"]["autoSkip"].Bool())
{
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(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<CInfoWindow *>(GH.topInt()))
iw->close();
adventureInt->endTurn.callback();
}
// 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;
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<CMarketplaceWindow*>(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<const CGObjectInstance *> 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<const CGObjectInstance *> 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<CArtifactHolder*>(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<CArtifactHolder*>(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<CArtifactHolder*>(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<CArtifactHolder*>(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<CInfoWindow*>(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;
}