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vcmi/client/CPlayerInterface.cpp
2017-07-04 01:32:40 +03:00

2898 lines
96 KiB
C++

#include "StdInc.h"
#include "windows/CAdvmapInterface.h"
#include "battle/CBattleInterface.h"
#include "battle/CBattleInterfaceClasses.h"
#include "../CCallback.h"
#include "windows/CCastleInterface.h"
#include "gui/CCursorHandler.h"
#include "windows/CKingdomInterface.h"
#include "CGameInfo.h"
#include "windows/CHeroWindow.h"
#include "windows/CCreatureWindow.h"
#include "windows/CQuestLog.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
#include "gui/SDL_Extensions.h"
#include "widgets/CComponent.h"
#include "windows/CTradeWindow.h"
#include "windows/CSpellWindow.h"
#include "../lib/CConfigHandler.h"
#include "battle/CCreatureAnimation.h"
#include "Graphics.h"
#include "windows/GUIClasses.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/BinaryDeserializer.h"
#include "../lib/serializer/BinarySerializer.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
#include "../lib/CStack.h"
#include "../lib/JsonNode.h"
#include "CMusicHandler.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/mapping/CMap.h"
#include "../lib/VCMIDirs.h"
#include "mapHandler.h"
#include "../lib/CStopWatch.h"
#include "../lib/StartInfo.h"
#include "../lib/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "windows/InfoWindows.h"
#include "../lib/UnlockGuard.h"
#include <SDL.h>
/*
* CPlayerInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
// The macro below is used to mark functions that are called by client when game state changes.
// They all assume that CPlayerInterface::pim mutex is locked.
#define EVENT_HANDLER_CALLED_BY_CLIENT
// The macro marks functions that are run on a new thread by client.
// They do not own any mutexes intiially.
#define THREAD_CREATED_BY_CLIENT
#define RETURN_IF_QUICK_COMBAT \
if (isAutoFightOn && !battleInt) \
return;
#define BATTLE_EVENT_POSSIBLE_RETURN\
if (LOCPLINT != this) \
return; \
RETURN_IF_QUICK_COMBAT
using namespace CSDL_Ext;
void processCommand(const std::string &message, CClient *&client);
extern std::queue<SDL_Event> events;
extern boost::mutex eventsM;
boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
CPlayerInterface * LOCPLINT;
CBattleInterface * CPlayerInterface::battleInt;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
int CPlayerInterface::howManyPeople = 0;
static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
{
return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
}
struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
{
const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h;
}
const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
return nullptr;
}
};
CPlayerInterface::CPlayerInterface(PlayerColor Player)
{
logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
howManyPeople++;
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = nullptr;
playerID=Player;
human=true;
currentSelection = nullptr;
castleInt = nullptr;
battleInt = nullptr;
makingTurn = false;
showingDialog = new CondSh<bool>(false);
cingconsole = new CInGameConsole;
GH.terminate_cond.set(false);
firstCall = 1; //if loading will be overwritten in serialize
autosaveCount = 0;
isAutoFightOn = false;
duringMovement = false;
ignoreEvents = false;
}
CPlayerInterface::~CPlayerInterface()
{
logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
//howManyPeople--;
delete showingDialog;
delete cingconsole;
if (LOCPLINT == this)
LOCPLINT = nullptr;
}
void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
{
cb = CB;
if (!towns.size() && !wanderingHeroes.size())
initializeHeroTownList();
// always recreate advmap interface to avoid possible memory-corruption bugs
if (adventureInt)
delete adventureInt;
adventureInt = new CAdvMapInt();
}
void CPlayerInterface::yourTurn()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
{
boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
LOCPLINT = this;
GH.curInt = this;
adventureInt->selection = nullptr;
std::string prefix = settings["session"]["saveprefix"].String();
if (firstCall)
{
if (howManyPeople == 1)
adventureInt->setPlayer(playerID);
autosaveCount = getLastIndex(prefix + "Autosave_");
if (firstCall > 0) //new game, not loaded
{
int index = getLastIndex(prefix + "Newgame_");
index %= SAVES_COUNT;
cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
}
firstCall = 0;
}
else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)
{
LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
autosaveCount %= 5;
}
if (adventureInt->player != playerID)
adventureInt->setPlayer(playerID);
if (howManyPeople > 1) //hot seat message
{
adventureInt->startHotSeatWait(playerID);
makingTurn = true;
std::string msg = CGI->generaltexth->allTexts[13];
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
std::vector<CComponent*> cmp;
cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
showInfoDialog(msg, cmp);
}
else
{
makingTurn = true;
adventureInt->startTurn();
}
}
acceptTurn();
}
STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for (auto & elem : hlp.objects)
if (elem.obj && elem.obj->id == hid)
{
elem.rect = r;
return;
}
}
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for (int h=0; h<hlp.objects.size(); ++h)
if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
{
hlp.objects.erase(hlp.objects.begin()+h);
return;
}
}
void CPlayerInterface::heroMoved(const TryMoveHero & details)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
if (LOCPLINT != this)
return;
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
return;
const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
int3 hp = details.start;
if (!hero)
{
//AI hero left the visible area (we can't obtain info)
//TODO very evil workaround -> retrieve pointer to hero so we could animate it
// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
for (auto & elem : tile.objects)
if (elem.obj && elem.obj->id == details.id)
hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
if (!hero) //still nothing...
return;
}
bool directlyAttackingCreature =
details.attackedFrom
&& adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
{
//We may need to change music - select new track, music handler will change it if needed
CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
if (details.result == TryMoveHero::TELEPORTATION)
{
if (adventureInt->terrain.currentPath)
{
assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
&& (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
{
//path was between entrance and exit of teleport -> OK, erase node as usual
removeLastNodeFromPath(hero);
}
else
{
//teleport was not along current path, it'll now be invalid (hero is somewhere else)
eraseCurrentPathOf(hero);
}
}
adventureInt->centerOn(hero, true); //actualizing screen pos
adventureInt->minimap.redraw();
adventureInt->heroList.update(hero);
return; //teleport - no fancy moving animation
//TODO: smooth disappear / appear effect
}
if (hero->pos != details.end //hero didn't change tile but visit succeeded
|| directlyAttackingCreature) // or creature was attacked from endangering tile.
{
eraseCurrentPathOf(hero, false);
}
else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
{
if (details.start != details.end) //so we don't touch path when revisiting with spacebar
removeLastNodeFromPath(hero);
}
}
if (details.result != TryMoveHero::SUCCESS) //hero failed to move
{
hero->isStanding = true;
stillMoveHero.setn(STOP_MOVE);
GH.totalRedraw();
adventureInt->heroList.update(hero);
return;
}
ui32 speed;
if(settings["session"]["spectate"].Bool())
{
if(!settings["session"]["spectate-hero-speed"].isNull())
speed = settings["session"]["spectate-hero-speed"].Integer();
}
else if (makingTurn) // our turn, our hero moves
speed = settings["adventure"]["heroSpeed"].Float();
else
speed = settings["adventure"]["enemySpeed"].Float();
if (speed == 0)
{
//FIXME: is this a proper solution?
CGI->mh->hideObject(hero);
CGI->mh->printObject(hero);
return; // no animation
}
adventureInt->centerOn(hero); //actualizing screen pos
adventureInt->minimap.redraw();
adventureInt->heroList.redraw();
initMovement(details, hero, hp);
//first initializing done
GH.mainFPSmng->framerateDelay(); // after first move
//main moving
for (int i=1; i<32; i+=2*speed)
{
movementPxStep(details, i, hp, hero);
#ifndef VCMI_ANDROID
// 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;
// most likely this is connected with the way that this manual animation+framerate handling is solved
adventureInt->updateScreen = true;
#endif
adventureInt->show(screen);
{
//evil returns here ...
//todo: get rid of it
logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
GH.mainFPSmng->framerateDelay(); //for animation purposes
logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
}
//CSDL_Ext::update(screen);
} //for (int i=1; i<32; i+=4)
//main moving done
//finishing move
finishMovement(details, hp, hero);
hero->isStanding = true;
//move finished
adventureInt->minimap.redraw();
adventureInt->heroList.update(hero);
//check if user cancelled movement
{
boost::unique_lock<boost::mutex> un(eventsM);
while(!events.empty())
{
SDL_Event ev = events.front();
events.pop();
switch(ev.type)
{
case SDL_MOUSEBUTTONDOWN:
stillMoveHero.setn(STOP_MOVE);
break;
case SDL_KEYDOWN:
if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
stillMoveHero.setn(STOP_MOVE);
break;
}
}
}
if (stillMoveHero.get() == WAITING_MOVE)
stillMoveHero.setn(DURING_MOVE);
// Hero attacked creature directly, set direction to face it.
if (directlyAttackingCreature) {
// Get direction to attacker.
int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
static const ui8 dirLookup[3][3] = {
{ 1, 2, 3 },
{ 8, 0, 4 },
{ 7, 6, 5 }
};
// FIXME: Avoid const_cast, make moveDir mutable in some other way?
const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
}
}
void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
const CArmedInstance *newSelection = nullptr;
if (makingTurn)
{
//find new object for selection: either hero
int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
if (next >= 0)
newSelection = wanderingHeroes[next];
//or town
if (!newSelection || newSelection == hero)
{
if (towns.empty())
newSelection = nullptr;
else
newSelection = towns.front();
}
}
wanderingHeroes -= hero;
if (vstd::contains(paths, hero))
paths.erase(hero);
adventureInt->heroList.update(hero);
if (makingTurn && newSelection)
adventureInt->select(newSelection, true);
else if (adventureInt->selection == hero)
adventureInt->selection = nullptr;
}
void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
wanderingHeroes.push_back(hero);
adventureInt->heroList.update(hero);
}
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
if (castleInt)
castleInt->close();
castleInt = new CCastleInterface(town);
GH.pushInt(castleInt);
}
int3 CPlayerInterface::repairScreenPos(int3 pos)
{
if (pos.x<-CGI->mh->frameW)
pos.x = -CGI->mh->frameW;
if (pos.y<-CGI->mh->frameH)
pos.y = -CGI->mh->frameH;
if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
return pos;
}
void CPlayerInterface::activateForSpectator()
{
adventureInt->state = CAdvMapInt::INGAME;
adventureInt->activate();
adventureInt->minimap.activate();
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (which == 4)
{
if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
ctw->setExpToLevel();
}
else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
updateInfo(hero);
}
void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
if (cuw) //university window is open
{
GH.totalRedraw();
}
}
void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(hero);
if (makingTurn && hero->tempOwner == playerID)
adventureInt->heroList.update(hero);
}
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (makingTurn && hero->tempOwner == playerID)
adventureInt->heroList.update(hero);
}
void CPlayerInterface::receivedResource()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
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);
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
GH.pushInt(lw);
}
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
}));
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(town);
if (town->garrisonHero) //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 (CCastleInterface *c = castleInt)
{
c->garr->selectSlot(nullptr);
c->garr->setArmy(town->getUpperArmy(), 0);
c->garr->setArmy(town->visitingHero, 1);
c->garr->recreateSlots();
c->heroes->update();
}
for (IShowActivatable *isa : GH.listInt)
{
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
if (ki)
{
ki->townChanged(town);
ki->updateGarrisons();
}
}
GH.totalRedraw();
}
void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (hero->tempOwner != playerID )
return;
waitWhileDialog();
openTownWindow(town);
}
void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
for (auto object : objs)
updateInfo(object);
for (auto & elem : GH.listInt)
{
CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
if (cgh)
cgh->updateGarrisons();
if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
{
if (vstd::contains(objs, cmw->hero))
cmw->garrisonChanged();
}
}
GH.totalRedraw();
}
void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
{
garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
}
void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
{
EVENT_HANDLER_CALLED_BY_CLIENT;
switch (buildingID)
{
case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
case BuildingID::RESOURCE_SILO:
updateInfo(town);
break;
}
if (castleInt)
{
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->init(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::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
for (auto & healedStack : healedStacks)
{
const CStack * healed = cb->battleGetStackByID(healedStack.first);
if (battleInt->creAnims[healed->ID]->isDead())
{
//stack has been resurrected
battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
}
}
if (lifeDrain)
{
const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
int textOff = 0;
if (attacker)
{
battleInt->displayEffect(52, attacker->position); //TODO: transparency
if (attacker->count > 1)
{
textOff += 1;
}
CCS->soundh->playSound(soundBase::DRAINLIF);
//print info about life drain
auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
battleInt->console->addText(boost::to_string(txt));
}
}
if (tentHeal)
{
std::string text = CGI->generaltexth->allTexts[414];
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
battleInt->console->addText(text);
}
}
void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newStack(stack);
}
void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
//update accessible hexes
battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
}
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->stackIsCatapulting(ca);
}
void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
for (auto & elem : bsr.stackIDs) //for each removed stack
{
battleInt->stackRemoved(elem);
}
}
void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRound(round);
}
void CPlayerInterface::actionStarted(const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
curAction = new BattleAction(action);
battleInt->startAction(curAction);
}
void CPlayerInterface::actionFinished(const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->endAction(curAction);
delete curAction;
curAction = nullptr;
}
BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
{
THREAD_CREATED_BY_CLIENT;
logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
auto stackId = stack->ID;
auto stackName = stack->nodeName();
if (autofightingAI)
{
if (isAutoFightOn)
{
auto ret = autofightingAI->activeStack(stack);
if (isAutoFightOn)
{
return ret;
}
}
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
}
CBattleInterface *b = battleInt;
if(CBattleInterface::givenCommand.get())
{
logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
vstd::clear_pointer(CBattleInterface::givenCommand.data);
}
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
b->stackActivated(stack);
//Regeneration & mana drain go there
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
while(!CBattleInterface::givenCommand.data)
{
CBattleInterface::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 = *(CBattleInterface::givenCommand.data);
vstd::clear_pointer(CBattleInterface::givenCommand.data);
if (ret.actionType == Battle::CANCEL)
{
if (stackId != ret.stackNumber)
logGlobal->error("Not current active stack action canceled");
logGlobal->traceStream() << "Canceled command for " << stackName;
}
else
logGlobal->traceStream() << "Giving command for " << stackName;
return ret;
}
void CPlayerInterface::battleEnd(const BattleResult *br)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (isAutoFightOn)
{
isAutoFightOn = false;
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
adventureInt->quickCombatUnlock();
if (!battleInt)
{
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
GH.pushInt(resWindow);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
return;
}
}
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleFinished(*br);
}
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->stackMoved(stack, dest, distance);
}
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//TODO why is this different (no return on LOPLINT != this) ?
RETURN_IF_QUICK_COMBAT;
battleInt->battleTriggerEffect(bte);
}
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
std::vector<StackAttackedInfo> arg;
for (auto & elem : bsa)
{
const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
if (elem.isEffect())
{
if (defender && !elem.isSecondary())
battleInt->displayEffect(elem.effect, defender->position);
}
if (elem.isSpell())
{
if (defender)
battleInt->displaySpellEffect(elem.spellID, defender->position);
}
//FIXME: why action is deleted during enchanter cast?
bool remoteAttack = false;
if (LOCPLINT->curAction)
remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
arg.push_back(to_put);
}
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(const BattleAttack *ba)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
assert(curAction);
if (ba->lucky()) //lucky hit
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[45];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
battleInt->displayEffect(18, stack->position);
CCS->soundh->playSound(soundBase::GOODLUCK);
}
if (ba->unlucky()) //unlucky hit
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[44];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
battleInt->displayEffect(48, stack->position);
CCS->soundh->playSound(soundBase::BADLUCK);
}
if (ba->deathBlow())
{
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
battleInt->console->addText(hlp);
for (auto & elem : ba->bsa)
{
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
battleInt->displayEffect(73, attacked->position);
}
CCS->soundh->playSound(soundBase::deathBlow);
}
battleInt->waitForAnims();
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
if (ba->shot())
{
for (auto & elem : ba->bsa)
{
if (!elem.isSecondary()) //display projectile only for primary target
{
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
battleInt->stackAttacking(attacker, attacked->position, attacked, true);
}
}
}
else
{
int shift = 0;
if (ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
{
int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
if ( distp < distm )
shift = 1;
else
shift = -1;
}
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
}
//battleInt->waitForAnims(); //FIXME: freeze
if (ba->spellLike())
{
//display hit animation
SpellID spellID = ba->spellID;
battleInt->displaySpellHit(spellID,curAction->destinationTile);
}
}
void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->obstaclePlaced(obstacle);
}
void CPlayerInterface::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<CComponent*> intComps;
for (auto & component : components)
intComps.push_back(new CComponent(*component));
showInfoDialog(text,intComps,soundID);
}
void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
{
std::vector<CComponent*> intComps;
intComps.push_back(component);
showInfoDialog(text, intComps, soundBase::sound_todo, true);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
{
LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
waitWhileDialog();
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
{
return;
}
CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
temp->setDelComps(delComps);
if (makingTurn && GH.listInt.size() && LOCPLINT == this)
{
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
showingDialog->set(true);
stopMovement(); // interrupt movement to show dialog
GH.pushInt(temp);
}
else
{
dialogs.push_back(temp);
}
}
void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
std::vector<Component*> comps;
for (auto & elem : components)
{
comps.push_back(&elem);
}
std::string str;
text.toString(str);
showInfoDialog(str,comps, 0);
waitWhileDialog();
}
void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
stopMovement();
LOCPLINT->showingDialog->setn(true);
CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
}
void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
std::vector<Component*> comps;
for (auto & elem : components)
{
comps.push_back(&elem);
}
std::string str;
text.toString(str);
stopMovement();
showingDialog->setn(true);
std::vector<CComponent*> intComps;
for (auto & component : comps)
intComps.push_back(new CComponent(*component));
CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
}
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, 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<CComponent*> intComps;
for (auto & component : components)
intComps.push_back(new CComponent(component)); //will be deleted by close in window
showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
}
else if (selection)
{
std::vector<CSelectableComponent*> intComps;
for (auto & component : components)
intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
if (cancel)
{
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
}
int charperline = 35;
if (pom.size() > 1)
charperline = 50;
auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
GH.pushInt(temp);
intComps[0]->clickLeft(true, false);
}
}
void CPlayerInterface::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::DATA_INTEGER);
reply.Integer() = selection;
cb->sendQueryReply(reply, askID);
};
auto cancelCallback = [=]()
{
JsonNode reply(JsonNode::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 = new CComponent(icon);
CIntObject * localIcon = localIconC->image;
localIconC->removeChild(localIcon, false);
delete localIconC;
CObjectListWindow * wnd = new 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.pushInt(new CHeroWindow(hero));
}
/*
void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if (adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
{
adventureInt->heroWindow->deactivate();
adventureInt->heroWindow->setHero(hero);
adventureInt->heroWindow->activate();
}
else if (CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
{
cew->deactivate();
for (int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
{
if (cew->heroInst[g]->id == hero->id)
{
cew->heroInst[g] = hero;
cew->artifs[g]->updateState = true;
cew->artifs[g]->setHero(hero);
cew->artifs[g]->updateState = false;
}
}
cew->prepareBackground();
cew->activate();
}
else if (CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
{
if (caw->arts)
{
caw->deactivate();
caw->arts->updateState = true;
caw->arts->setHero(hero);
caw->arts->updateState = false;
caw->activate();
}
}
updateInfo(hero);
}*/
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
{
CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
if (fs)
fs->creaturesChanged();
for (IShowActivatable *isa : GH.listInt)
{
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
if (ki && townObj)
ki->townChanged(townObj);
}
}
else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
{
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
if (crw && crw->dwelling == town)
crw->availableCreaturesChanged();
}
}
void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (bonus.type == Bonus::NONE)
return;
updateInfo(hero);
if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
{
//recalculate paths because hero has lost bonus influencing pathfinding
eraseCurrentPathOf(hero, false);
}
}
template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
{
if(version < 774 && !h.saving)
{
bool observerInDuelMode;
h & observerInDuelMode;
}
h & wanderingHeroes & towns & sleepingHeroes;
std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
if (h.saving)
{
for (auto &p : paths)
{
if (p.second.nodes.size())
pathsMap[p.first] = p.second.endPos();
else
logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
}
h & pathsMap;
}
else
{
h & pathsMap;
if (cb)
for (auto &p : pathsMap)
{
CGPath path;
cb->getPathsInfo(p.first)->getPath(path, p.second);
paths[p.first] = path;
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
% p.first->nodeName() % p.second % path.nodes.size();
}
}
h & spellbookSettings;
}
void CPlayerInterface::saveGame( 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 )
{
logGlobal->traceStream() << __FUNCTION__;
if (!LOCPLINT->makingTurn)
return;
if (!h)
return; //can't find hero
//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
if (showingDialog->get() || !dialogs.empty())
return;
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 = new CGarrisonWindow(up,down,removableUnits);
cgw->quit->addCallback(onEnd);
GH.pushInt(cgw);
}
/**
* Shows the dialog that appears when right-clicking an artifact that can be assembled
* into a combinational one on an artifact screen. Does not require the combination of
* artifacts to be legal.
* @param artifactID ID of a constituent artifact.
* @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
* is false.
* @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
*/
void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
{
const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
std::string text = artifact.Description();
text += "\n\n";
std::vector<CComponent*> scs;
if (assemble) {
const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
// You possess all of the components to...
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
// Picture of assembled artifact at bottom.
auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
//sc->description = assembledArtifact.Description();
//sc->subtitle = assembledArtifact.Name();
scs.push_back(sc);
} else {
// Do you wish to disassemble this artifact?
text += CGI->generaltexth->allTexts[733];
}
showYesNoDialog(text, onYes, onNo, true, scs);
}
void CPlayerInterface::requestRealized( PackageApplied *pa )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
&& 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.pushInt(new CExchangeWindow(hero1, hero2, query));
}
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//redraw minimap if owner changed
if (sop->what == ObjProperty::OWNER)
{
const CGObjectInstance * obj = cb->getObj(sop->id);
std::set<int3> pos = obj->getBlockedPos();
for (auto & po : pos)
{
if (cb->isVisible(po))
adventureInt->minimap.showTile(po);
}
if (obj->ID == Obj::TOWN)
{
if (obj->tempOwner == playerID)
towns.push_back(static_cast<const CGTownInstance *>(obj));
else
towns -= obj;
adventureInt->townList.update();
}
assert(cb->getTownsInfo().size() == towns.size());
}
}
void CPlayerInterface::initializeHeroTownList()
{
std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
/*
std::vector <const CGHeroInstance *> newWanderingHeroes;
//applying current heroes order to new heroes info
int j;
for (int i = 0; i < wanderingHeroes.size(); i++)
if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
if (!allHeroes[j]->inTownGarrison)
{
newWanderingHeroes += allHeroes[j];
allHeroes -= allHeroes[j];
}
//all the rest of new heroes go the end of the list
wanderingHeroes.clear();
wanderingHeroes = newWanderingHeroes;
newWanderingHeroes.clear();*/
for (auto & allHeroe : allHeroes)
if (!allHeroe->inTownGarrison)
wanderingHeroes.push_back(allHeroe);
std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
/*
std::vector<const CGTownInstance*> newTowns;
for (int i = 0; i < towns.size(); i++)
if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
{
newTowns += allTowns[j];
allTowns -= allTowns[j];
}
towns.clear();
towns = newTowns;
newTowns.clear();*/
for (auto & allTown : allTowns)
towns.push_back(allTown);
if (adventureInt)
adventureInt->updateNextHero(nullptr);
}
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
GH.pushInt(cr);
}
void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
{
if (GH.amIGuiThread())
{
logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
return;
}
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
boost::unique_lock<boost::mutex> un(showingDialog->mx);
while(showingDialog->data)
showingDialog->cond.wait(un);
}
void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto state = obj->shipyardStatus();
std::vector<si32> cost;
obj->getBoatCost(cost);
CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
GH.pushInt(csw);
}
void CPlayerInterface::newObject( const CGObjectInstance * obj )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//we might have built a boat in shipyard in opened town screen
if (obj->ID == Obj::BOAT
&& LOCPLINT->castleInt
&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
{
CCS->soundh->playSound(soundBase::newBuilding);
LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
}
}
void CPlayerInterface::centerView (int3 pos, int focusTime)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
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) {
std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
waitWhileDialog();
CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
} else if ((handlerName == "monster") || (handlerName == "hero")) {
waitWhileDialog();
CCS->soundh->playSound(soundBase::KillFade);
}
}
if (obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
heroKilled(h);
}
}
bool CPlayerInterface::ctrlPressed() const
{
return isCtrlKeyDown();
}
const CArmedInstance * CPlayerInterface::getSelection()
{
return currentSelection;
}
void CPlayerInterface::setSelection(const CArmedInstance * obj)
{
currentSelection = obj;
}
void CPlayerInterface::update()
{
// 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 ((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
{
showingDialog->set(true);
GH.pushInt(dialogs.front());
dialogs.pop_front();
}
//in some conditions we may receive calls before selection is initialized - we must ignore them
if(adventureInt && GH.topInt() == adventureInt
&& (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
{
return;
}
// Handles mouse and key input
GH.updateTime();
GH.handleEvents();
#ifdef VCMI_ANDROID
if (adventureInt && !adventureInt->isActive() && (adventureInt->swipeTargetPosition.x >= 0 || adventureInt->swipeTargetPosition.y >= 0))
#else // !VCMI_ANDROID
if (adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
#endif // !VCMI_ANDROID
GH.totalRedraw();
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(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 )
{
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//ho->moveDir = 1;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//ho->moveDir = 2;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//ho->moveDir = 3;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//ho->moveDir = 4;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//ho->moveDir = 5;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//ho->moveDir = 6;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//ho->moveDir = 7;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//ho->moveDir = 8;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
}
}
void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
{
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = i-32;
subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//setting advmap shift
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//setting advmap shift
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
}
}
void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
{
adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
delObjRect(hp.x, hp.y-2, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x-3, hp.y, hp.z, ho->id);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x+1, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y+1, hp.z, ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
}
//restoring good rects
subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
//restoring good order of objects
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
}
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (player == playerID)
{
if (victoryLossCheckResult.loss())
showInfoDialog(CGI->generaltexth->allTexts[95]);
if (LOCPLINT == this)
{
GH.curInt = this; //waiting for dialogs requires this to get events
waitForAllDialogs(); //wait till all dialogs are displayed and closed
}
--howManyPeople;
if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
{
if (adventureInt)
{
GH.terminate_cond.setn(true);
adventureInt->deactivate();
if (GH.topInt() == adventureInt)
GH.popInt(adventureInt);
delete adventureInt;
adventureInt = nullptr;
}
}
if (cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
{
// if you lose the campaign go back to the main menu
// campaign wins are handled in proposeNextMission
if (victoryLossCheckResult.loss()) requestReturningToMainMenu();
}
else
{
if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
{
requestReturningToMainMenu();
}
else if (victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
{
requestReturningToMainMenu();
}
}
if (GH.curInt == this) GH.curInt = nullptr;
}
else
{
if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
{
std::string str = victoryLossCheckResult.messageToSelf;
boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
}
}
}
void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
void CPlayerInterface::showPuzzleMap()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
//TODO: interface should not know the real position of Grail...
double ratio = 0;
int3 grailPos = cb->getGrailPos(&ratio);
GH.pushInt(new CPuzzleWindow(grailPos, ratio));
}
void CPlayerInterface::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()))
GH.popIntTotally(GH.topInt());
if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
eraseCurrentPathOf(caster, false);
const CSpell * spell = CGI->spellh->objects.at(spellID);
if(spellID == SpellID::VIEW_EARTH)
{
//TODO: implement on server side
int level = caster->getSpellSchoolLevel(spell);
adventureInt->worldViewOptions.showAllTerrain = (level>2);
}
auto castSoundPath = spell->getCastSound();
if(!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
}
void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
{
if (checkForExistanceOfPath)
{
assert(vstd::contains(paths, ho));
}
else if (!vstd::contains(paths, ho))
{
return;
}
assert(ho == adventureInt->selection);
paths.erase(ho);
adventureInt->terrain.currentPath = nullptr;
adventureInt->updateMoveHero(ho, false);
}
void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
{
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
if (adventureInt->terrain.currentPath->nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
eraseCurrentPathOf(ho);
}
CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
{
if (vstd::contains(paths,h)) //hero has assigned path
{
CGPath &path = paths[h];
if (!path.nodes.size())
{
logGlobal->warnStream() << "Warning: empty path found...";
paths.erase(h);
}
else
{
assert(h->getPosition(false) == path.startPos());
//update the hero path in case of something has changed on map
if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, 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()))
iw->close();
}
waitWhileDialog();
if (howManyPeople > 1)
adventureInt->startTurn();
adventureInt->heroList.update();
adventureInt->townList.update();
const CGHeroInstance * heroToSelect = nullptr;
// find first non-sleeping hero
for (auto hero : wanderingHeroes)
{
if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
{
heroToSelect = hero;
break;
}
}
//select first hero if available.
if (heroToSelect != nullptr)
{
adventureInt->select(heroToSelect, 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()))
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->getPlayer(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)
{
std::string hlp;
CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
auto isDiggingPossible = h->diggingStatus();
if (hlp.length())
isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
int msgToShow = -1;
switch(isDiggingPossible)
{
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.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
}
else
GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
}
void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto cuw = new CUniversityWindow(visitor, market);
GH.pushInt(cuw);
}
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto chfw = new CHillFortWindow(visitor, object);
GH.pushInt(chfw);
}
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
cmw->artifactsChanged(false);
}
void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto tv = new CTavernWindow(townOrTavern);
GH.pushInt(tv);
}
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto tgw = new CThievesGuildWindow(obj);
GH.pushInt(tgw);
}
void CPlayerInterface::showQuestLog()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
GH.pushInt (ql);
}
void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
{
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
{
MetaString txt;
obj->getProblemText(txt);
showInfoDialog(txt.toString());
}
else
showShipyardDialog(obj);
}
void CPlayerInterface::requestReturningToMainMenu()
{
sendCustomEvent(RETURN_TO_MAIN_MENU);
cb->unregisterAllInterfaces();
}
void CPlayerInterface::sendCustomEvent( int code )
{
CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
}
void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stacksErased(const StackLocation &location)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
std::vector<const CGObjectInstance *> objects;
objects.push_back(loc1.army);
if (loc2.army != loc1.army)
objects.push_back(loc2.army);
garrisonsChanged(objects);
}
void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
std::vector<const CGObjectInstance *> objects;
objects.push_back(src.army);
if (src.army != dst.army)
objects.push_back(dst.army);
garrisonsChanged(objects);
}
void CPlayerInterface::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 (IShowActivatable *isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if (artWin)
artWin->artifactRemoved(al);
}
}
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->infoBar.showSelection();
for (IShowActivatable *isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if (artWin)
artWin->artifactMoved(src, dst);
}
askToAssembleArtifact(dst);
}
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->infoBar.showSelection();
for (IShowActivatable *isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if (artWin)
artWin->artifactAssembled(al);
}
}
void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->infoBar.showSelection();
for (IShowActivatable *isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if (artWin)
artWin->artifactDisassembled(al);
}
}
void CPlayerInterface::playerStartsTurn(PlayerColor player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (!vstd::contains (GH.listInt, adventureInt))
{
GH.popInts (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())) //don't remove dialogs that expect query answer
GH.popInts(1);
}
if (howManyPeople == 1)
{
GH.curInt = this;
adventureInt->startTurn();
}
if (player != playerID && this == LOCPLINT)
{
waitWhileDialog();
adventureInt->aiTurnStarted();
}
}
void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
{
while(!dialogs.empty())
{
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
SDL_Delay(5);
}
waitWhileDialog(unlockPim);
}
void CPlayerInterface::proposeLoadingGame()
{
showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
}
CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
{
spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
}
bool CPlayerInterface::capturedAllEvents()
{
if (duringMovement)
{
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
return true;
}
if (ignoreEvents)
{
boost::unique_lock<boost::mutex> un(eventsM);
while(!events.empty())
{
events.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(CGHeroInstance::convertPosition(coord,false))->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);
};
{
path.convert(0);
ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
ETerrainType newTerrain;
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=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
{
int3 currentCoord = path.nodes[i].coord;
int3 nextCoord = path.nodes[i-1].coord;
auto currentObject = getObj(currentCoord, currentCoord == h->pos);
auto nextObjectTop = getObj(nextCoord, false);
auto nextObject = getObj(nextCoord, true);
auto destTeleportObj = getDestTeleportObj(currentObject, 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)
{
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
}
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
continue;
}
if (path.nodes[i-1].turns)
{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
stillMoveHero.data = STOP_MOVE;
break;
}
// Start a new sound for the hero movement or let the existing one carry on.
#if 0
// TODO
if (hero is flying && sh == -1)
sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
#endif
{
newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
if (newTerrain != currentTerrain)
{
CCS->soundh->stopSound(sh);
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
currentTerrain = newTerrain;
}
}
assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
logGlobal->traceStream() << "Requesting hero movement to " << endpos;
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->traceStream() << "Resuming " << __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);
}
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();
}