mirror of
https://github.com/vcmi/vcmi.git
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2548 lines
74 KiB
C++
2548 lines
74 KiB
C++
/*
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* CPlayerInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include <vcmi/Artifact.h>
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#include "windows/CAdvmapInterface.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleEffectsController.h"
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#include "battle/BattleFieldController.h"
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#include "battle/BattleInterfaceClasses.h"
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#include "battle/BattleWindow.h"
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#include "../CCallback.h"
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#include "windows/CCastleInterface.h"
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#include "gui/CursorHandler.h"
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#include "windows/CKingdomInterface.h"
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#include "CGameInfo.h"
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#include "windows/CHeroWindow.h"
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#include "windows/CCreatureWindow.h"
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#include "windows/CQuestLog.h"
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#include "CMessage.h"
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#include "CPlayerInterface.h"
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#include "gui/SDL_Extensions.h"
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#include "widgets/CComponent.h"
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#include "windows/CTradeWindow.h"
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#include "windows/CSpellWindow.h"
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#include "../lib/CConfigHandler.h"
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#include "Graphics.h"
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#include "windows/GUIClasses.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
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#include "../lib/CStack.h"
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#include "../lib/JsonNode.h"
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#include "CMusicHandler.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacksBase.h"
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#include "../lib/NetPacks.h"//todo: remove
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#include "../lib/mapping/CMap.h"
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#include "../lib/VCMIDirs.h"
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#include "mapHandler.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CAnimation.h"
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#include "windows/InfoWindows.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/CPathfinder.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include <SDL.h>
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#include "CServerHandler.h"
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// FIXME: only needed for CGameState::mutex
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#include "../lib/CGameState.h"
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#include "gui/NotificationHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that CPlayerInterface::pim mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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// The macro marks functions that are run on a new thread by client.
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// They do not own any mutexes intiially.
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#define THREAD_CREATED_BY_CLIENT
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#define RETURN_IF_QUICK_COMBAT \
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if (isAutoFightOn && !battleInt) \
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return;
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#define BATTLE_EVENT_POSSIBLE_RETURN\
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if (LOCPLINT != this) \
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return; \
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RETURN_IF_QUICK_COMBAT
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using namespace CSDL_Ext;
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extern std::queue<SDL_Event> SDLEventsQueue;
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extern boost::mutex eventsM;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CPlayerInterface * LOCPLINT;
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std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
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enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
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CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
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static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
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{
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return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
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}
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struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
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{
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const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
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{
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return h;
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}
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const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
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{
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return nullptr;
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}
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};
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CPlayerInterface::CPlayerInterface(PlayerColor Player)
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{
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logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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GH.defActionsDef = 0;
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LOCPLINT = this;
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curAction = nullptr;
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playerID=Player;
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human=true;
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currentSelection = nullptr;
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battleInt = nullptr;
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castleInt = nullptr;
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makingTurn = false;
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showingDialog = new CondSh<bool>(false);
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cingconsole = new CInGameConsole();
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GH.terminate_cond->set(false);
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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duringMovement = false;
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ignoreEvents = false;
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}
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CPlayerInterface::~CPlayerInterface()
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{
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if(CCS && CCS->soundh)
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CCS->soundh->ambientStopAllChannels();
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logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
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delete showingDialog;
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delete cingconsole;
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if (LOCPLINT == this)
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LOCPLINT = nullptr;
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}
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void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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env = ENV;
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CCS->musich->loadTerrainMusicThemes();
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initializeHeroTownList();
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// always recreate advmap interface to avoid possible memory-corruption bugs
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adventureInt.reset(new CAdvMapInt());
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}
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void CPlayerInterface::yourTurn()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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{
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boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
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LOCPLINT = this;
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GH.curInt = this;
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adventureInt->selection = nullptr;
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NotificationHandler::notify("Your turn");
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std::string prefix = settings["session"]["saveprefix"].String();
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int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
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if (firstCall)
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{
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if(CSH->howManyPlayerInterfaces() == 1)
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adventureInt->setPlayer(playerID);
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autosaveCount = getLastIndex(prefix + "Autosave_");
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if (firstCall > 0) //new game, not loaded
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{
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int index = getLastIndex(prefix + "Newgame_");
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index %= SAVES_COUNT;
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cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
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}
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firstCall = 0;
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}
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else if(frequency > 0 && cb->getDate() % frequency == 0)
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{
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LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
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autosaveCount %= 5;
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}
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if (adventureInt->player != playerID)
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adventureInt->setPlayer(playerID);
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if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
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{
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adventureInt->startHotSeatWait(playerID);
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makingTurn = true;
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std::string msg = CGI->generaltexth->allTexts[13];
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boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
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std::vector<std::shared_ptr<CComponent>> cmp;
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cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
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showInfoDialog(msg, cmp);
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}
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else
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{
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makingTurn = true;
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adventureInt->startTurn();
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}
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}
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acceptTurn();
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}
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void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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if(LOCPLINT != this)
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return;
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//FIXME: read once and store
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
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return;
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const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
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int3 hp = details.start;
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if(!hero)
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{
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//AI hero left the visible area (we can't obtain info)
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//TODO very evil workaround -> retrieve pointer to hero so we could animate it
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// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
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const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
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for(auto & elem : tile.objects)
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if(elem.obj && elem.obj->id == details.id)
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hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
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if(!hero) //still nothing...
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return;
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}
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bool directlyAttackingCreature =
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details.attackedFrom
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&& adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
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&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
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if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
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{
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updateAmbientSounds();
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//We may need to change music - select new track, music handler will change it if needed
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CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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if(adventureInt->terrain.currentPath)
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{
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assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
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std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
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if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
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&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
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{
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//path was between entrance and exit of teleport -> OK, erase node as usual
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removeLastNodeFromPath(hero);
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}
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else
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{
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//teleport was not along current path, it'll now be invalid (hero is somewhere else)
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eraseCurrentPathOf(hero);
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}
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}
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adventureInt->centerOn(hero, true); //actualizing screen pos
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adventureInt->minimap.redraw();
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adventureInt->heroList.update(hero);
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return; //teleport - no fancy moving animation
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//TODO: smooth disappear / appear effect
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}
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if(hero->pos != details.end //hero didn't change tile but visit succeeded
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|| directlyAttackingCreature) // or creature was attacked from endangering tile.
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{
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eraseCurrentPathOf(hero, false);
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}
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else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
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{
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if(details.start != details.end) //so we don't touch path when revisiting with spacebar
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removeLastNodeFromPath(hero);
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}
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}
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if(details.stopMovement()) //hero failed to move
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{
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hero->isStanding = true;
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stillMoveHero.setn(STOP_MOVE);
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GH.totalRedraw();
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adventureInt->heroList.update(hero);
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return;
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}
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ui32 speed = 0;
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if(settings["session"]["spectate"].Bool())
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{
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if(!settings["session"]["spectate-hero-speed"].isNull())
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speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
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}
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else if(makingTurn) // our turn, our hero moves
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speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
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else
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speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
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if(speed == 0)
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{
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//FIXME: is this a proper solution?
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CGI->mh->hideObject(hero);
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CGI->mh->printObject(hero);
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return; // no animation
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}
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adventureInt->centerOn(hero); //actualizing screen pos
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adventureInt->minimap.redraw();
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adventureInt->heroList.redraw();
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initMovement(details, hero, hp);
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auto waitFrame = [&]()
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{
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int frameNumber = GH.mainFPSmng->getFrameNumber();
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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while(frameNumber == GH.mainFPSmng->getFrameNumber())
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SDL_Delay(5);
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};
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//first initializing done
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//main moving
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for(int i = 1; i < 32; i += 2 * speed)
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{
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movementPxStep(details, i, hp, hero);
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#ifndef VCMI_ANDROID
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// currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
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// most likely this is connected with the way that this manual animation+framerate handling is solved
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adventureInt->updateScreen = true;
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#endif
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//evil returns here ...
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//todo: get rid of it
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waitFrame(); //for animation purposes
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}
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//main moving done
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//finishing move
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finishMovement(details, hp, hero);
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hero->isStanding = true;
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//move finished
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adventureInt->minimap.redraw();
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adventureInt->heroList.update(hero);
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//check if user cancelled movement
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{
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boost::unique_lock<boost::mutex> un(eventsM);
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while(!SDLEventsQueue.empty())
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{
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SDL_Event ev = SDLEventsQueue.front();
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SDLEventsQueue.pop();
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switch(ev.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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stillMoveHero.setn(STOP_MOVE);
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break;
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case SDL_KEYDOWN:
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if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
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stillMoveHero.setn(STOP_MOVE);
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break;
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}
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}
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}
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if (stillMoveHero.get() == WAITING_MOVE)
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stillMoveHero.setn(DURING_MOVE);
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// Hero attacked creature directly, set direction to face it.
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if (directlyAttackingCreature) {
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// Get direction to attacker.
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int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
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static const ui8 dirLookup[3][3] = {
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{ 1, 2, 3 },
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{ 8, 0, 4 },
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{ 7, 6, 5 }
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};
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// FIXME: Avoid const_cast, make moveDir mutable in some other way?
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const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
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}
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
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const CArmedInstance *newSelection = nullptr;
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if (makingTurn)
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{
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//find new object for selection: either hero
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int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
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if (next >= 0)
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newSelection = wanderingHeroes[next];
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//or town
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if (!newSelection || newSelection == hero)
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{
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if (towns.empty())
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newSelection = nullptr;
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else
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newSelection = towns.front();
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}
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}
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wanderingHeroes -= hero;
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adventureInt->heroList.update(hero);
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if (makingTurn && newSelection)
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adventureInt->select(newSelection, true);
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else if (adventureInt->selection == hero)
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adventureInt->selection = nullptr;
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if (vstd::contains(paths, hero))
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paths.erase(hero);
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}
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void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(start && visitedObj)
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{
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if(visitedObj->getVisitSound())
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CCS->soundh->playSound(visitedObj->getVisitSound().get());
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}
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}
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void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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wanderingHeroes.push_back(hero);
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adventureInt->heroList.update(hero);
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}
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void CPlayerInterface::openTownWindow(const CGTownInstance * town)
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{
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if(castleInt)
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castleInt->close();
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castleInt = nullptr;
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auto newCastleInt = std::make_shared<CCastleInterface>(town);
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GH.pushInt(newCastleInt);
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}
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int3 CPlayerInterface::repairScreenPos(int3 pos)
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{
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if (pos.x<-CGI->mh->frameW)
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pos.x = -CGI->mh->frameW;
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if (pos.y<-CGI->mh->frameH)
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pos.y = -CGI->mh->frameH;
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if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
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pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
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if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
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pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
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return pos;
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}
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void CPlayerInterface::activateForSpectator()
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{
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adventureInt->state = CAdvMapInt::INGAME;
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adventureInt->activate();
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adventureInt->minimap.activate();
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}
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void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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{
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|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (which == 4)
|
|
{
|
|
if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
|
|
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().get());
|
|
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()
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
|
|
mw->resourceChanged();
|
|
|
|
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);
|
|
GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
|
|
{
|
|
cb->selectionMade(selection, queryID);
|
|
});
|
|
}
|
|
|
|
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
CCS->soundh->playSound(soundBase::heroNewLevel);
|
|
GH.pushIntT<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) //wandering hero moved to the garrison
|
|
{
|
|
CGI->mh->hideObject(town->garrisonHero);
|
|
if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
|
|
wanderingHeroes -= town->garrisonHero;
|
|
}
|
|
|
|
if (town->visitingHero) //hero leaves garrison
|
|
{
|
|
CGI->mh->printObject(town->visitingHero);
|
|
if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
|
|
wanderingHeroes.push_back(town->visitingHero);
|
|
}
|
|
adventureInt->heroList.update();
|
|
adventureInt->updateNextHero(nullptr);
|
|
|
|
if(castleInt)
|
|
{
|
|
castleInt->garr->selectSlot(nullptr);
|
|
castleInt->garr->setArmy(town->getUpperArmy(), 0);
|
|
castleInt->garr->setArmy(town->visitingHero, 1);
|
|
castleInt->garr->recreateSlots();
|
|
castleInt->heroes->update();
|
|
}
|
|
for (auto isa : GH.listInt)
|
|
{
|
|
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
|
|
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(ObjectInstanceID id1, ObjectInstanceID id2)
|
|
{
|
|
std::vector<const CGObjectInstance *> instances;
|
|
|
|
if(auto obj = cb->getObj(id1))
|
|
instances.push_back(obj);
|
|
|
|
|
|
if(id2 != ObjectInstanceID() && id2 != id1)
|
|
{
|
|
if(auto obj = cb->getObj(id2))
|
|
instances.push_back(obj);
|
|
}
|
|
|
|
garrisonsChanged(instances);
|
|
}
|
|
|
|
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.get());
|
|
if (cgh)
|
|
cgh->updateGarrisons();
|
|
|
|
if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
|
|
{
|
|
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)
|
|
{
|
|
castleInt->townlist->update(town);
|
|
|
|
if (castleInt->town == town)
|
|
{
|
|
switch(what)
|
|
{
|
|
case 1:
|
|
CCS->soundh->playSound(soundBase::newBuilding);
|
|
castleInt->addBuilding(buildingID);
|
|
break;
|
|
case 2:
|
|
castleInt->removeBuilding(buildingID);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
adventureInt->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"]["friendlyAI"].String());
|
|
autofightingAI->initBattleInterface(env, cb);
|
|
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
|
|
isAutoFightOn = true;
|
|
cb->registerBattleInterface(autofightingAI);
|
|
// Player shouldn't be able to move on adventure map if quick combat is going
|
|
adventureInt->quickCombatLock();
|
|
}
|
|
|
|
//Don't wait for dialogs when we are non-active hot-seat player
|
|
if (LOCPLINT == this)
|
|
waitForAllDialogs();
|
|
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
}
|
|
|
|
void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
for(auto & info : units)
|
|
{
|
|
switch(info.operation)
|
|
{
|
|
case UnitChanges::EOperation::RESET_STATE:
|
|
{
|
|
const CStack * stack = cb->battleGetStackByID(info.id );
|
|
|
|
if(!stack)
|
|
{
|
|
logGlobal->error("Invalid unit ID %d", info.id);
|
|
continue;
|
|
}
|
|
battleInt->stackReset(stack);
|
|
}
|
|
break;
|
|
case UnitChanges::EOperation::REMOVE:
|
|
battleInt->stackRemoved(info.id);
|
|
break;
|
|
case UnitChanges::EOperation::ADD:
|
|
{
|
|
const CStack * unit = cb->battleGetStackByID(info.id);
|
|
if(!unit)
|
|
{
|
|
logGlobal->error("Invalid unit ID %d", info.id);
|
|
continue;
|
|
}
|
|
battleInt->stackAdded(unit);
|
|
}
|
|
break;
|
|
default:
|
|
logGlobal->error("Unknown unit operation %d", (int)info.operation);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
|
|
|
|
for(auto & change : obstacles)
|
|
{
|
|
if(change.operation == BattleChanges::EOperation::ADD)
|
|
{
|
|
auto instance = cb->battleGetObstacleByID(change.id);
|
|
if(instance)
|
|
newObstacles.push_back(instance);
|
|
else
|
|
logNetwork->error("Invalid obstacle instance %d", change.id);
|
|
}
|
|
}
|
|
|
|
if (!newObstacles.empty())
|
|
battleInt->obstaclePlaced(newObstacles);
|
|
|
|
battleInt->fieldController->redrawBackgroundWithHexes();
|
|
}
|
|
|
|
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->stackIsCatapulting(ca);
|
|
}
|
|
|
|
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->trace("Awaiting command for %s", stack->nodeName());
|
|
auto stackId = stack->ID;
|
|
auto stackName = stack->nodeName();
|
|
if (autofightingAI)
|
|
{
|
|
if (isAutoFightOn)
|
|
{
|
|
auto ret = autofightingAI->activeStack(stack);
|
|
|
|
if(cb->battleIsFinished())
|
|
{
|
|
return BattleAction::makeDefend(stack); // battle finished with spellcast
|
|
}
|
|
|
|
if (isAutoFightOn)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
cb->unregisterBattleInterface(autofightingAI);
|
|
autofightingAI.reset();
|
|
}
|
|
|
|
assert(battleInt);
|
|
|
|
if(!battleInt)
|
|
{
|
|
return BattleAction::makeDefend(stack); // probably battle is finished already
|
|
}
|
|
|
|
if(BattleInterface::givenCommand.get())
|
|
{
|
|
logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
|
|
vstd::clear_pointer(BattleInterface::givenCommand.data);
|
|
}
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
battleInt->stackActivated(stack);
|
|
//Regeneration & mana drain go there
|
|
}
|
|
//wait till BattleInterface sets its command
|
|
boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
|
|
while(!BattleInterface::givenCommand.data)
|
|
{
|
|
BattleInterface::givenCommand.cond.wait(lock);
|
|
if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
|
|
throw boost::thread_interrupted(); //will shut the thread peacefully
|
|
}
|
|
|
|
//tidy up
|
|
BattleAction ret = *(BattleInterface::givenCommand.data);
|
|
vstd::clear_pointer(BattleInterface::givenCommand.data);
|
|
|
|
if(ret.actionType == EActionType::CANCEL)
|
|
{
|
|
if(stackId != ret.stackNumber)
|
|
logGlobal->error("Not current active stack action canceled");
|
|
logGlobal->trace("Canceled command for %s", stackName);
|
|
}
|
|
else
|
|
logGlobal->trace("Giving command for %s", stackName);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CPlayerInterface::battleEnd(const BattleResult *br)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(isAutoFightOn || autofightingAI)
|
|
{
|
|
isAutoFightOn = false;
|
|
cb->unregisterBattleInterface(autofightingAI);
|
|
autofightingAI.reset();
|
|
|
|
if(!battleInt)
|
|
{
|
|
GH.pushIntT<BattleResultWindow>(*br, *this);
|
|
// #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();
|
|
adventureInt->quickCombatUnlock();
|
|
return;
|
|
}
|
|
}
|
|
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->battleFinished(*br);
|
|
adventureInt->quickCombatUnlock();
|
|
}
|
|
|
|
void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->displayBattleLog(lines);
|
|
}
|
|
|
|
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->stackMoved(stack, dest, distance, teleport);
|
|
}
|
|
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->effectsController->battleTriggerEffect(bte);
|
|
}
|
|
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
|
{
|
|
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);
|
|
|
|
assert(defender);
|
|
|
|
StackAttackedInfo info;
|
|
info.defender = defender;
|
|
info.attacker = attacker;
|
|
info.damageDealt = elem.damageAmount;
|
|
info.amountKilled = elem.killedAmount;
|
|
info.spellEffect = SpellID::NONE;
|
|
info.indirectAttack = ranged;
|
|
info.killed = elem.killed();
|
|
info.rebirth = elem.willRebirth();
|
|
info.cloneKilled = elem.cloneKilled();
|
|
info.fireShield = elem.fireShield();
|
|
|
|
if (elem.isSpell())
|
|
info.spellEffect = elem.spellID;
|
|
|
|
arg.push_back(info);
|
|
}
|
|
battleInt->stacksAreAttacked(arg);
|
|
}
|
|
void CPlayerInterface::battleAttack(const BattleAttack * ba)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
assert(curAction);
|
|
|
|
StackAttackInfo info;
|
|
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
|
|
info.defender = nullptr;
|
|
info.indirectAttack = ba->shot();
|
|
info.lucky = ba->lucky();
|
|
info.unlucky = ba->unlucky();
|
|
info.deathBlow = ba->deathBlow();
|
|
info.lifeDrain = ba->lifeDrain();
|
|
info.tile = ba->tile;
|
|
info.spellEffect = SpellID::NONE;
|
|
|
|
if (ba->spellLike())
|
|
info.spellEffect = ba->spellID;
|
|
|
|
for(auto & elem : ba->bsa)
|
|
{
|
|
if(!elem.isSecondary())
|
|
{
|
|
assert(info.defender == nullptr);
|
|
info.defender = cb->battleGetStackByID(elem.stackAttacked);
|
|
}
|
|
else
|
|
{
|
|
info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
|
|
}
|
|
}
|
|
assert(info.defender != nullptr);
|
|
assert(info.attacker != nullptr);
|
|
|
|
battleInt->stackAttacking(info);
|
|
}
|
|
|
|
void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->gateStateChanged(state);
|
|
}
|
|
|
|
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<std::shared_ptr<CComponent>> intComps;
|
|
for (auto & component : components)
|
|
intComps.push_back(std::make_shared<CComponent>(component));
|
|
showInfoDialog(text,intComps,soundID);
|
|
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
|
|
{
|
|
std::vector<std::shared_ptr<CComponent>> intComps;
|
|
intComps.push_back(component);
|
|
|
|
showInfoDialog(text, intComps, soundBase::sound_todo);
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
|
|
waitWhileDialog();
|
|
|
|
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
|
|
{
|
|
return;
|
|
}
|
|
std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
|
|
|
|
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::string str;
|
|
text.toString(str);
|
|
|
|
showInfoDialog(str, components, 0);
|
|
waitWhileDialog();
|
|
}
|
|
|
|
void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
|
|
stopMovement();
|
|
LOCPLINT->showingDialog->setn(true);
|
|
CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
|
|
}
|
|
|
|
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const 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<std::shared_ptr<CComponent>> intComps;
|
|
for (auto & component : components)
|
|
intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
|
|
|
|
showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
|
|
}
|
|
else if (selection)
|
|
{
|
|
std::vector<std::shared_ptr<CSelectableComponent>> intComps;
|
|
for (auto & component : components)
|
|
intComps.push_back(std::make_shared<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;
|
|
GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
|
|
intComps[0]->clickLeft(true, false);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
int choosenExit = -1;
|
|
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
|
|
if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
|
|
choosenExit = vstd::find_pos(exits, neededExit);
|
|
|
|
cb->selectionMade(choosenExit, askID);
|
|
}
|
|
|
|
void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
|
|
auto selectCallback = [=](int selection)
|
|
{
|
|
JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
|
|
reply.Integer() = selection;
|
|
cb->sendQueryReply(reply, askID);
|
|
};
|
|
|
|
auto cancelCallback = [=]()
|
|
{
|
|
JsonNode reply(JsonNode::JsonType::DATA_NULL);
|
|
cb->sendQueryReply(reply, askID);
|
|
};
|
|
|
|
const std::string localTitle = title.toString();
|
|
const std::string localDescription = description.toString();
|
|
|
|
std::vector<int> tempList;
|
|
tempList.reserve(objects.size());
|
|
|
|
for(auto item : objects)
|
|
tempList.push_back(item.getNum());
|
|
|
|
CComponent localIconC(icon);
|
|
|
|
std::shared_ptr<CIntObject> localIcon = localIconC.image;
|
|
localIconC.removeChild(localIcon.get(), false);
|
|
|
|
std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
|
|
wnd->onExit = cancelCallback;
|
|
GH.pushInt(wnd);
|
|
}
|
|
|
|
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.pushIntT<CHeroWindow>(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().get());
|
|
if (fs)
|
|
fs->creaturesChanged();
|
|
|
|
for(auto isa : GH.listInt)
|
|
{
|
|
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
|
|
if (ki && townObj)
|
|
ki->townChanged(townObj);
|
|
}
|
|
}
|
|
else if(town && 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().get());
|
|
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 & wanderingHeroes;
|
|
h & towns;
|
|
h & 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->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
|
|
}
|
|
h & pathsMap;
|
|
}
|
|
else
|
|
{
|
|
h & pathsMap;
|
|
|
|
if (cb)
|
|
for (auto &p : pathsMap)
|
|
{
|
|
CGPath path;
|
|
cb->getPathsInfo(p.first)->getPath(path, p.second);
|
|
paths[p.first] = path;
|
|
logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
|
|
}
|
|
}
|
|
|
|
h & spellbookSettings;
|
|
}
|
|
|
|
void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
}
|
|
|
|
void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
firstCall = -1;
|
|
}
|
|
|
|
void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
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;
|
|
|
|
setMovementStatus(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 = std::make_shared<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.
|
|
*/
|
|
void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
|
|
{
|
|
std::string text = artifact->getDescription();
|
|
text += "\n\n";
|
|
std::vector<std::shared_ptr<CComponent>> scs;
|
|
|
|
if(assembledArtifact)
|
|
{
|
|
// You possess all of the components to...
|
|
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
|
|
|
|
// Picture of assembled artifact at bottom.
|
|
auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
|
|
scs.push_back(sc);
|
|
}
|
|
else
|
|
{
|
|
// Do you wish to disassemble this artifact?
|
|
text += CGI->generaltexth->allTexts[733];
|
|
}
|
|
|
|
showYesNoDialog(text, onYes, nullptr, scs);
|
|
}
|
|
|
|
void CPlayerInterface::requestRealized( PackageApplied *pa )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
|
|
&& destinationTeleport == ObjectInstanceID())
|
|
stillMoveHero.setn(CONTINUE_MOVE);
|
|
|
|
if (destinationTeleport != ObjectInstanceID()
|
|
&& pa->packType == typeList.getTypeID<QueryReply>()
|
|
&& stillMoveHero.get() == DURING_MOVE)
|
|
{ // After teleportation via CGTeleport object is finished
|
|
destinationTeleport = ObjectInstanceID();
|
|
destinationTeleportPos = int3(-1);
|
|
stillMoveHero.setn(CONTINUE_MOVE);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<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();
|
|
adventureInt->minimap.update();
|
|
}
|
|
assert(cb->getTownsInfo().size() == towns.size());
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::initializeHeroTownList()
|
|
{
|
|
if(!wanderingHeroes.size())
|
|
{
|
|
std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
|
|
for(auto & hero : heroes)
|
|
{
|
|
if(!hero->inTownGarrison)
|
|
wanderingHeroes.push_back(hero);
|
|
}
|
|
}
|
|
|
|
if(!towns.size())
|
|
towns = cb->getTownsInfo();
|
|
|
|
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);
|
|
};
|
|
GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
|
|
}
|
|
|
|
void CPlayerInterface::waitWhileDialog(bool unlockPim)
|
|
{
|
|
if (GH.amIGuiThread())
|
|
{
|
|
logGlobal->warn("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);
|
|
GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
|
|
}
|
|
|
|
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->visitablePos() == 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();
|
|
CCS->curh->hide();
|
|
adventureInt->centerOn (pos);
|
|
if (focusTime)
|
|
{
|
|
GH.totalRedraw();
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*pim);
|
|
IgnoreEvents ignore(*this);
|
|
SDL_Delay(focusTime);
|
|
}
|
|
}
|
|
CCS->curh->show();
|
|
}
|
|
|
|
void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
|
|
{
|
|
waitWhileDialog();
|
|
CCS->soundh->playSound(obj->getRemovalSound().get());
|
|
}
|
|
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
|
|
{
|
|
const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
|
|
heroKilled(h);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::playerBlocked(int reason, bool start)
|
|
{
|
|
if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
|
|
{
|
|
if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
|
|
{
|
|
//one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
|
|
boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
|
|
LOCPLINT = this;
|
|
GH.curInt = this;
|
|
adventureInt->selection = nullptr;
|
|
adventureInt->setPlayer(playerID);
|
|
std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
|
|
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
|
|
std::vector<std::shared_ptr<CComponent>> cmp;
|
|
cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
|
|
makingTurn = true; //workaround for stiff showInfoDialog implementation
|
|
showInfoDialog(msg, cmp);
|
|
makingTurn = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CPlayerInterface::ctrlPressed() const
|
|
{
|
|
return isCtrlKeyDown();
|
|
}
|
|
|
|
const CArmedInstance * CPlayerInterface::getSelection()
|
|
{
|
|
return currentSelection;
|
|
}
|
|
|
|
void CPlayerInterface::setSelection(const CArmedInstance * obj)
|
|
{
|
|
currentSelection = obj;
|
|
updateAmbientSounds(true);
|
|
}
|
|
|
|
void CPlayerInterface::update()
|
|
{
|
|
// 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(CGameState::mutex);
|
|
|
|
// While mutexes were locked away we may be have stopped being the active interface
|
|
if (LOCPLINT != this)
|
|
return;
|
|
|
|
//if there are any waiting dialogs, show them
|
|
if ((CSH->howManyPlayerInterfaces() <= 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 && GH.topInt() == adventureInt
|
|
&& (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Handles mouse and key input
|
|
GH.updateTime();
|
|
GH.handleEvents();
|
|
|
|
if (!adventureInt || adventureInt->isActive())
|
|
GH.simpleRedraw();
|
|
else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
|
|
GH.totalRedraw(); //player forces map scrolling though interface is disabled
|
|
else
|
|
GH.simpleRedraw();
|
|
}
|
|
|
|
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
|
|
|
|
const directory_iterator enddir;
|
|
if (!exists(gamesDir))
|
|
create_directory(gamesDir);
|
|
else
|
|
for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
|
|
{
|
|
if (is_regular_file(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<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 )
|
|
{
|
|
auto subArr = (CGI->mh->ttiles)[hp.z];
|
|
|
|
ho->isStanding = false;
|
|
|
|
int heroWidth = ho->appearance->getWidth();
|
|
int heroHeight = ho->appearance->getHeight();
|
|
|
|
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
|
|
int tileMaxX = std::max(details.start.x, details.end.x);
|
|
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
|
|
int tileMaxY = std::max(details.start.y, details.end.y);
|
|
|
|
// determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
|
|
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
|
|
{
|
|
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
|
|
{
|
|
bool heroVisibleHere = false;
|
|
auto & tile = subArr[tileX][tileY];
|
|
|
|
for ( auto const & obj : tile.objects)
|
|
{
|
|
if (obj.obj == ho)
|
|
{
|
|
heroVisibleHere = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !heroVisibleHere)
|
|
{
|
|
tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
|
|
std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
|
|
{
|
|
auto subArr = (CGI->mh->ttiles)[hp.z];
|
|
|
|
int heroWidth = ho->appearance->getWidth();
|
|
int heroHeight = ho->appearance->getHeight();
|
|
|
|
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
|
|
int tileMaxX = std::max(details.start.x, details.end.x);
|
|
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
|
|
int tileMaxY = std::max(details.start.y, details.end.y);
|
|
|
|
std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
|
|
|
|
assert(animation);
|
|
assert(animation->size(0) != 0);
|
|
auto image = animation->getImage(0,0);
|
|
|
|
int heroImageOldX = details.start.x * 32;
|
|
int heroImageOldY = details.start.y * 32;
|
|
|
|
int heroImageNewX = details.end.x * 32;
|
|
int heroImageNewY = details.end.y * 32;
|
|
|
|
int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
|
|
int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
|
|
|
|
// recompute which part of hero sprite will be visible on each tile at this point of movement animation
|
|
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
|
|
{
|
|
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
|
|
{
|
|
auto & tile = subArr[tileX][tileY];
|
|
for ( auto & obj : tile.objects)
|
|
{
|
|
if (obj.obj == ho)
|
|
{
|
|
int tilePosX = tileX * 32;
|
|
int tilePosY = tileY * 32;
|
|
|
|
obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
|
|
obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
|
|
adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
|
|
}
|
|
|
|
void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
|
|
{
|
|
auto subArr = (CGI->mh->ttiles)[hp.z];
|
|
|
|
int heroWidth = ho->appearance->getWidth();
|
|
int heroHeight = ho->appearance->getHeight();
|
|
|
|
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
|
|
int tileMaxX = std::max(details.start.x, details.end.x);
|
|
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
|
|
int tileMaxY = std::max(details.start.y, details.end.y);
|
|
|
|
// erase hero from all tiles on which he is currently visible
|
|
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
|
|
{
|
|
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
|
|
{
|
|
auto & tile = subArr[tileX][tileY];
|
|
for (size_t i = 0; i < tile.objects.size(); ++i)
|
|
{
|
|
if ( tile.objects[i].obj == ho)
|
|
{
|
|
tile.objects.erase(tile.objects.begin() + i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// re-add hero to all tiles on which he will still be visible after animation is over
|
|
for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
|
|
{
|
|
for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
|
|
{
|
|
auto & tile = subArr[tileX][tileY];
|
|
tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
|
|
}
|
|
}
|
|
|
|
// update object list on all tiles that were affected during previous operations
|
|
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
|
|
{
|
|
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
|
|
{
|
|
auto & tile = subArr[tileX][tileY];
|
|
std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
|
|
}
|
|
}
|
|
|
|
//recompute hero sprite positioning using hero's final position
|
|
movementPxStep(details, 32, hp, ho);
|
|
}
|
|
|
|
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
|
|
if (player == playerID)
|
|
{
|
|
if (victoryLossCheckResult.loss())
|
|
showInfoDialog(CGI->generaltexth->allTexts[95]);
|
|
|
|
//we assume GH.curInt == LOCPLINT
|
|
auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
|
|
LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
|
|
GH.curInt = this; //waiting for dialogs requires this to get events
|
|
if(!makingTurn)
|
|
{
|
|
makingTurn = true; //also needed for dialog to show with current implementation
|
|
waitForAllDialogs();
|
|
makingTurn = false;
|
|
}
|
|
else
|
|
waitForAllDialogs();
|
|
|
|
GH.curInt = previousInterface;
|
|
LOCPLINT = previousInterface;
|
|
|
|
if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
|
|
{
|
|
if(adventureInt)
|
|
{
|
|
GH.terminate_cond->setn(true);
|
|
adventureInt->deactivate();
|
|
if (GH.topInt() == adventureInt)
|
|
GH.popInt(adventureInt);
|
|
adventureInt.reset();
|
|
}
|
|
}
|
|
|
|
if (victoryLossCheckResult.victory() && LOCPLINT == this)
|
|
{
|
|
// end game if current human player has won
|
|
CSH->sendClientDisconnecting();
|
|
requestReturningToMainMenu(true);
|
|
}
|
|
else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
|
|
{
|
|
//all human players eliminated
|
|
CSH->sendClientDisconnecting();
|
|
requestReturningToMainMenu(false);
|
|
}
|
|
|
|
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<std::shared_ptr<CComponent>>(1, std::make_shared<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.pushIntT<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(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
|
|
GH.popInts(1);
|
|
|
|
if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
|
|
eraseCurrentPathOf(caster, false);
|
|
|
|
const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
|
|
|
|
if(spellID == SpellID::VIEW_EARTH)
|
|
{
|
|
//TODO: implement on server side
|
|
const auto 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)
|
|
{
|
|
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->warn("Warning: empty path found...");
|
|
paths.erase(h);
|
|
}
|
|
else
|
|
{
|
|
assert(h->visitablePos() == path.startPos());
|
|
//update the hero path in case of something has changed on map
|
|
if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
|
|
return &path;
|
|
else
|
|
paths.erase(h);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void CPlayerInterface::acceptTurn()
|
|
{
|
|
bool centerView = true;
|
|
if (settings["session"]["autoSkip"].Bool())
|
|
{
|
|
centerView = false;
|
|
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
|
|
iw->close();
|
|
}
|
|
|
|
if(CSH->howManyPlayerInterfaces() > 1)
|
|
{
|
|
waitWhileDialog(); // wait for player to accept turn in hot-seat mode
|
|
|
|
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, centerView);
|
|
}
|
|
else if (towns.size())
|
|
adventureInt->select(towns.front(), centerView);
|
|
else
|
|
adventureInt->select(wanderingHeroes.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().get()))
|
|
iw->close();
|
|
|
|
adventureInt->fendTurn();
|
|
}
|
|
|
|
// 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;
|
|
|
|
const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
|
|
|
|
if(optDaysWithoutCastle)
|
|
{
|
|
auto daysWithoutCastle = optDaysWithoutCastle.get();
|
|
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);
|
|
}
|
|
else
|
|
logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
|
|
{
|
|
int msgToShow = -1;
|
|
const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
|
|
|
|
const auto diggingStatus = isBlocked
|
|
? EDiggingStatus::TILE_OCCUPIED
|
|
: h->diggingStatus().num;
|
|
|
|
switch(diggingStatus)
|
|
{
|
|
case EDiggingStatus::CAN_DIG:
|
|
break;
|
|
case EDiggingStatus::LACK_OF_MOVEMENT:
|
|
msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
|
|
break;
|
|
case EDiggingStatus::TILE_OCCUPIED:
|
|
msgToShow = 97; //Try searching on clear ground.
|
|
break;
|
|
case EDiggingStatus::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.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
|
|
else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
|
|
GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
|
|
}
|
|
else
|
|
{
|
|
GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<CUniversityWindow>(visitor, market);
|
|
}
|
|
|
|
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<CHillFortWindow>(visitor, object);
|
|
}
|
|
|
|
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
|
|
cmw->artifactsChanged(false);
|
|
}
|
|
|
|
void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<CTavernWindow>(townOrTavern);
|
|
}
|
|
|
|
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<CThievesGuildWindow>(obj);
|
|
}
|
|
|
|
void CPlayerInterface::showQuestLog()
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
|
|
}
|
|
|
|
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(bool won)
|
|
{
|
|
CCS->soundh->ambientStopAllChannels();
|
|
if(won && cb->getStartInfo()->campState)
|
|
CSH->startCampaignScenario(cb->getStartInfo()->campState);
|
|
else
|
|
sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
|
|
}
|
|
|
|
void CPlayerInterface::sendCustomEvent( int code )
|
|
{
|
|
CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
|
|
}
|
|
|
|
void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
|
|
{
|
|
auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
|
|
if(hero)
|
|
{
|
|
auto art = hero->getArt(al.slot);
|
|
if(art == nullptr)
|
|
{
|
|
logGlobal->error("artifact location %d points to nothing",
|
|
al.slot.num);
|
|
return;
|
|
}
|
|
CHeroArtPlace::askToAssemble(art, al.slot, hero);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::artifactPut(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
askToAssembleArtifact(al);
|
|
}
|
|
|
|
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(auto isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
|
|
if (artWin)
|
|
artWin->artifactRemoved(al);
|
|
}
|
|
|
|
waitWhileDialog();
|
|
}
|
|
|
|
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(auto isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
|
|
if (artWin)
|
|
artWin->artifactMoved(src, dst);
|
|
}
|
|
if(!GH.objsToBlit.empty())
|
|
GH.objsToBlit.back()->redraw();
|
|
|
|
waitWhileDialog();
|
|
}
|
|
|
|
void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
|
|
{
|
|
askToAssembleArtifact(dst);
|
|
}
|
|
|
|
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(auto isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
|
|
if (artWin)
|
|
artWin->artifactAssembled(al);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(auto isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
|
|
if (artWin)
|
|
artWin->artifactDisassembled(al);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::playerStartsTurn(PlayerColor player)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (!vstd::contains (GH.listInt, adventureInt))
|
|
{
|
|
GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
|
|
GH.pushInt (adventureInt);
|
|
}
|
|
else
|
|
{
|
|
adventureInt->infoBar.showSelection();
|
|
while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
|
|
GH.popInts(1);
|
|
}
|
|
|
|
if(CSH->howManyPlayerInterfaces() == 1)
|
|
{
|
|
GH.curInt = this;
|
|
adventureInt->startTurn();
|
|
}
|
|
if (player != playerID && this == LOCPLINT)
|
|
{
|
|
waitWhileDialog();
|
|
adventureInt->aiTurnStarted();
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::waitForAllDialogs(bool unlockPim)
|
|
{
|
|
while(!dialogs.empty())
|
|
{
|
|
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
|
|
SDL_Delay(5);
|
|
}
|
|
waitWhileDialog(unlockPim);
|
|
}
|
|
|
|
void CPlayerInterface::proposeLoadingGame()
|
|
{
|
|
showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
|
|
}
|
|
|
|
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<boost::mutex> un(eventsM);
|
|
while(!SDLEventsQueue.empty())
|
|
{
|
|
SDLEventsQueue.pop();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CPlayerInterface::setMovementStatus(bool value)
|
|
{
|
|
duringMovement = value;
|
|
if (value)
|
|
{
|
|
CCS->curh->hide();
|
|
}
|
|
else
|
|
{
|
|
CCS->curh->show();
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
|
{
|
|
int i = 1;
|
|
auto getObj = [&](int3 coord, bool ignoreHero)
|
|
{
|
|
return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
|
|
};
|
|
|
|
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
|
|
{
|
|
if (action != CGPathNode::TELEPORT_NORMAL &&
|
|
action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
|
|
action != CGPathNode::TELEPORT_BATTLE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
|
|
{
|
|
if (CGTeleport::isConnected(currentObject, nextObjectTop))
|
|
return nextObjectTop;
|
|
if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
|
|
CGTeleport::isConnected(currentObject, nextObject))
|
|
{
|
|
return nextObject;
|
|
}
|
|
|
|
return nullptr;
|
|
};
|
|
|
|
boost::unique_lock<boost::mutex> 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);
|
|
};
|
|
|
|
{
|
|
for (auto & elem : path.nodes)
|
|
elem.coord = h->convertFromVisitablePos(elem.coord);
|
|
|
|
TerrainId currentTerrain = ETerrainId::NONE;
|
|
TerrainId newTerrain;
|
|
bool wasOnRoad = true;
|
|
int sh = -1;
|
|
|
|
auto canStop = [&](CGPathNode * node) -> bool
|
|
{
|
|
if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
|
|
return true;
|
|
|
|
if (node->accessible == CGPathNode::ACCESSIBLE)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
|
|
{
|
|
int3 prevCoord = path.nodes[i].coord;
|
|
int3 nextCoord = path.nodes[i-1].coord;
|
|
|
|
auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
|
|
auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
|
|
|
|
bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
|
|
|
|
auto prevObject = getObj(prevCoord, prevCoord == h->pos);
|
|
auto nextObjectTop = getObj(nextCoord, false);
|
|
auto nextObject = getObj(nextCoord, true);
|
|
auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
|
|
if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
|
|
{
|
|
CCS->soundh->stopSound(sh);
|
|
destinationTeleport = destTeleportObj->id;
|
|
destinationTeleportPos = nextCoord;
|
|
doMovement(h->pos, false);
|
|
if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
|
|
|| path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
|
|
{
|
|
destinationTeleport = ObjectInstanceID();
|
|
destinationTeleportPos = int3(-1);
|
|
}
|
|
if(i != path.nodes.size() - 1)
|
|
{
|
|
if (movingOnRoad)
|
|
sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
|
|
else
|
|
sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -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(h->convertToVisitablePos(prevCoord))->terType->getId();
|
|
if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
|
|
{
|
|
CCS->soundh->stopSound(sh);
|
|
if (movingOnRoad)
|
|
sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
|
|
else
|
|
sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
|
|
currentTerrain = newTerrain;
|
|
wasOnRoad = movingOnRoad;
|
|
}
|
|
}
|
|
|
|
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->trace("Requesting hero movement to %s", endpos.toString());
|
|
|
|
bool useTransit = false;
|
|
if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
|
|
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|
|
|| CGTeleport::isTeleport(nextObjectTop)))
|
|
{ // Hero should be able to go through object if it's allow transit
|
|
useTransit = true;
|
|
}
|
|
else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
|
|
useTransit = true;
|
|
|
|
doMovement(endpos, useTransit);
|
|
|
|
logGlobal->trace("Resuming %s", __FUNCTION__);
|
|
bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
|
|
if ((!useTransit && 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);
|
|
|
|
// ugly workaround to force instant update of adventure map
|
|
adventureInt->animValHitCount = 8;
|
|
}
|
|
|
|
setMovementStatus(false);
|
|
}
|
|
|
|
void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
//TODO: showWorldViewEx
|
|
|
|
std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
|
|
|
|
viewWorldMap();
|
|
}
|
|
|
|
void CPlayerInterface::updateAmbientSounds(bool resetAll)
|
|
{
|
|
if(castleInt || battleInt || !makingTurn || !currentSelection)
|
|
{
|
|
CCS->soundh->ambientStopAllChannels();
|
|
return;
|
|
}
|
|
else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
|
|
{
|
|
return;
|
|
}
|
|
if(resetAll)
|
|
CCS->soundh->ambientStopAllChannels();
|
|
|
|
std::map<std::string, int> currentSounds;
|
|
auto updateSounds = [&](std::string soundId, int distance) -> void
|
|
{
|
|
if(vstd::contains(currentSounds, soundId))
|
|
currentSounds[soundId] = std::max(currentSounds[soundId], distance);
|
|
else
|
|
currentSounds.insert(std::make_pair(soundId, distance));
|
|
};
|
|
|
|
int3 pos = currentSelection->getSightCenter();
|
|
std::unordered_set<int3, ShashInt3> tiles;
|
|
cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
|
|
for(int3 tile : tiles)
|
|
{
|
|
int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
|
|
// We want sound for every special terrain on tile and not just one on top
|
|
for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
|
|
{
|
|
if(ttObj.ambientSound)
|
|
updateSounds(ttObj.ambientSound.get(), dist);
|
|
}
|
|
if(CGI->mh->map->isCoastalTile(tile))
|
|
updateSounds("LOOPOCEA", dist);
|
|
}
|
|
CCS->soundh->ambientUpdateChannels(currentSounds);
|
|
}
|