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vcmi/client/CPlayerInterface.cpp
Michał W. Urbańczyk f8a27a9fdb * Moved CConfigHandler from client to lib, CMake/Makefile need updating. I believe other projects besides client also need access to settings. (surprisingly there was a "server" category used only by client... and now VCAI.)
* It is possible to set the battle ai that'll be used by neutrals by typing in VCMI console:
setBattleAI <AIName>
VCAI also respects that setting and uses given AI as its battle back-end.
2012-09-29 10:59:43 +00:00

2439 lines
81 KiB
C++

#include "StdInc.h"
#include "CAdvmapInterface.h"
#include "BattleInterface/CBattleInterface.h"
#include "BattleInterface/CBattleInterfaceClasses.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "UIFramework/CCursorHandler.h"
#include "CKingdomInterface.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CCreatureWindow.h"
#include "CQuestLog.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
//#include "UIFramework/SDL_Extensions.h"
#include "UIFramework/SDL_Extensions.h"
#include "../lib/CConfigHandler.h"
#include "BattleInterface/CCreatureAnimation.h"
#include "Graphics.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/Connection.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/BattleState.h"
#include "../lib/JsonNode.h"
#include "CMusicHandler.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "mapHandler.h"
#include "../lib/CStopWatch.h"
#include "../lib/StartInfo.h"
#include "../lib/CGameState.h"
#include "../lib/GameConstants.h"
#include "UIFramework/CGuiHandler.h"
#include "../lib/UnlockGuard.h"
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CPlayerInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
// The macro below is used to mark functions that are called by client when game state changes.
// They all assume that CPlayerInterface::pim mutex is locked.
#define EVENT_HANDLER_CALLED_BY_CLIENT
// The macro marks functions that are run on a new thread by client.
// They do not own any mutexes intiially.
#define THREAD_CREATED_BY_CLIENT
using namespace boost::assign;
using namespace CSDL_Ext;
void processCommand(const std::string &message, CClient *&client);
extern std::queue<SDL_Event> events;
extern boost::mutex eventsM;
boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
CPlayerInterface * LOCPLINT;
CBattleInterface * CPlayerInterface::battleInt;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero; //used during hero movement
int CPlayerInterface::howManyPeople = 0;
struct OCM_HLP_CGIN
{
bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
{
return (*a.first)<(*b.first);
}
} ocmptwo_cgin ;
CPlayerInterface::CPlayerInterface(int Player)
{
observerInDuelMode = false;
howManyPeople++;
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = NULL;
playerID=Player;
human=true;
castleInt = NULL;
battleInt = NULL;
//pim = new boost::recursive_mutex;
makingTurn = false;
showingDialog = new CondSh<bool>(false);
cingconsole = new CInGameConsole;
terminate_cond.set(false);
firstCall = 1; //if loading will be overwritten in serialize
autosaveCount = 0;
}
CPlayerInterface::~CPlayerInterface()
{
howManyPeople--;
//delete pim;
//vstd::clear_pointer(pim);
delete showingDialog;
if(adventureInt)
{
if(adventureInt->active & CIntObject::KEYBOARD)
adventureInt->deactivateKeys();
delete adventureInt;
adventureInt = NULL;
}
delete cingconsole;
LOCPLINT = NULL;
}
void CPlayerInterface::init(CCallback * CB)
{
cb = dynamic_cast<CCallback*>(CB);
if(observerInDuelMode)
return;
if(!towns.size() && !wanderingHeroes.size())
initializeHeroTownList();
if(!adventureInt)
adventureInt = new CAdvMapInt();
}
void CPlayerInterface::yourTurn()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
{
boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
LOCPLINT = this;
GH.curInt = this;
adventureInt->selection = NULL;
if(firstCall)
{
if(howManyPeople == 1)
adventureInt->setPlayer(playerID);
autosaveCount = getLastIndex("Autosave_");
if(firstCall > 0) //new game, not loaded
{
int index = getLastIndex("Newgame_Autosave_");
index %= SAVES_COUNT;
cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
}
firstCall = 0;
}
else
{
LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
autosaveCount %= 5;
}
if(adventureInt->player != playerID)
adventureInt->setPlayer(playerID);
if(howManyPeople > 1) //hot seat message
{
adventureInt->startHotSeatWait(playerID);
makingTurn = true;
std::string msg = CGI->generaltexth->allTexts[13];
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
std::vector<CComponent*> cmp;
cmp.push_back(new CComponent(CComponent::flag, playerID, 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 int & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
if(hlp.objects[h].first->id==hid)
{
hlp.objects[h].second = r;
return;
}
}
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
if(hlp.objects[h].first->id==hid)
{
hlp.objects.erase(hlp.objects.begin()+h);
return;
}
}
void CPlayerInterface::heroMoved(const TryMoveHero & details)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
if(LOCPLINT != this)
return;
const CGHeroInstance * ho = cb->getHero(details.id); //object representing this hero
int3 hp = details.start;
if(!ho)
{
//AI hero left the visible area (we can't obtain info)
//TODO very evil workaround -> retreive 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(int i = 0; i < tile.objects.size(); i++)
if(tile.objects[i].first->id == details.id)
ho = dynamic_cast<const CGHeroInstance *>(tile.objects[i].first);
if(!ho) //still nothing...
return;
}
adventureInt->centerOn(ho); //actualizing screen pos
adventureInt->minimap.redraw();
adventureInt->heroList.redraw();
bool directlyAttackingCreature =
CGI->mh->map->isInTheMap(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 && ho->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(ho->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(ho);
}
else
{
//teleport was not along current path, it'll now be invalid (hero is somewhere else)
eraseCurrentPathOf(ho);
}
}
adventureInt->heroList.update(ho);
return; //teleport - no fancy moving animation
//TODO: smooth disappear / appear effect
}
if (ho->pos != details.end //hero didn't change tile but visit succeeded
|| directlyAttackingCreature) // or creature was attacked from endangering tile.
{
eraseCurrentPathOf(ho);
}
else if(adventureInt->terrain.currentPath && ho->pos == details.end) //&& hero is moving
{
if(details.start != details.end) //so we don't touch path when revisiting with spacebar
removeLastNodeFromPath(ho);
}
}
if (details.result != TryMoveHero::SUCCESS) //hero failed to move
{
ho->isStanding = true;
stillMoveHero.setn(STOP_MOVE);
GH.totalRedraw();
adventureInt->heroList.update(ho);
return;
}
initMovement(details, ho, hp);
//first initializing done
GH.mainFPSmng->framerateDelay(); // after first move
ui32 speed = settings["adventure"]["heroSpeed"].Float();
//main moving
for(int i=1; i<32; i+=2*speed)
{
movementPxStep(details, i, hp, ho);
adventureInt->updateScreen = true;
adventureInt->show(screen);
CSDL_Ext::update(screen);
GH.mainFPSmng->framerateDelay(); //for animation purposes
} //for(int i=1; i<32; i+=4)
//main moving done
//finishing move
finishMovement(details, hp, ho);
ho->isStanding = true;
//move finished
adventureInt->minimap.redraw();
adventureInt->heroList.update(ho);
//check if user cancelled movement
{
boost::unique_lock<boost::mutex> un(eventsM);
while(events.size())
{
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 *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
}
}
void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
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)
adventureInt->select(newSelection, true);
else
adventureInt->selection = nullptr;
}
void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
wanderingHeroes.push_back(hero);
adventureInt->heroList.update(hero);
}
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
if (castleInt)
castleInt->close();
castleInt = new CCastleInterface(town);
GH.pushInt(castleInt);
}
int3 CPlayerInterface::repairScreenPos(int3 pos)
{
if(pos.x<-CGI->mh->frameW)
pos.x = -CGI->mh->frameW;
if(pos.y<-CGI->mh->frameH)
pos.y = -CGI->mh->frameH;
if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
return pos;
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(which == 4)
{
if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
ctw->setExpToLevel();
}
else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
updateInfo(hero);
}
void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
if(cuw) //university window is open
{
GH.totalRedraw();
}
}
void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(hero);
if(makingTurn && hero->tempOwner == playerID)
adventureInt->heroList.update(hero);
}
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(makingTurn && hero->tempOwner == playerID)
adventureInt->heroList.update(hero);
}
void CPlayerInterface::receivedResource(int type, int val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
mw->resourceChanged(type, val);
GH.totalRedraw();
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, int 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, int queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
CCreatureWindow * cw = new CCreatureWindow(skills, commander,
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
GH.pushInt(cw);
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(town);
if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
{
CGI->mh->hideObject(town->garrisonHero);
wanderingHeroes -= town->garrisonHero;
}
if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
{
CGI->mh->printObject(town->visitingHero);
wanderingHeroes.push_back(town->visitingHero);
}
adventureInt->heroList.update();
adventureInt->updateNextHero(NULL);
if(CCastleInterface *c = castleInt)
{
c->garr->highlighted = NULL;
c->garr->setArmy(town->getUpperArmy(), 0);
c->garr->setArmy(town->visitingHero, 1);
c->garr->recreateSlots();
c->heroes->update();
}
BOOST_FOREACH(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::garrisonChanged( const CGObjectInstance * obj)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
updateInfo(obj);
for(std::list<IShowActivatable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
{
CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(*i);
if (cgh)
cgh->updateGarrisons();
if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
{
if(obj == cmw->hero)
cmw->garrisonChanged();
}
}
GH.totalRedraw();
}
void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
{
EVENT_HANDLER_CALLED_BY_CLIENT;
switch (buildingID)
{
case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
updateInfo(town);
break;
}
if(!castleInt)
return;
if(castleInt->town!=town)
return;
switch(what)
{
case 1:
CCS->soundh->playSound(soundBase::newBuilding);
castleInt->addBuilding(buildingID);
break;
case 2:
castleInt->removeBuilding(buildingID);
break;
}
adventureInt->townList.update(town);
castleInt->townlist->update(town);
}
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
waitForAllDialogs();
GH.pushInt(battleInt);
}
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
for(int b=0; b<healedStacks.size(); ++b)
{
const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
if(battleInt->creAnims[healed->ID]->getType() == CCreatureAnim::DEATH)
{
//stack has been resurrected
battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
}
}
if (lifeDrain)
{
const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
int textOff = 0;
if (attacker)
{
battleInt->displayEffect(52, attacker->position); //TODO: transparency
if (attacker->count > 1)
{
textOff += 1;
}
CCS->soundh->playSound(soundBase::DRAINLIF);
}
//print info about life drain
char textBuf[1000];
sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
healedStacks[0].second, defender->getCreature()->namePl.c_str());
battleInt->console->addText(textBuf);
}
if (tentHeal)
{
std::string text = CGI->generaltexth->allTexts[414];
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
battleInt->console->addText(text);
}
}
void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->newStack(stack);
}
void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
// for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
// {
// for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
// {
// if(itBat->first == *it) //remove this obstacle
// {
// battleInt->idToObstacle.erase(itBat);
// break;
// }
// }
// }
//update accessible hexes
battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
}
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->stackIsCatapulting(ca);
}
void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
{
battleInt->stackRemoved(*it);
//battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
}
}
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;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->newRound(round);
}
void CPlayerInterface::actionStarted(const BattleAction* action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
curAction = new BattleAction(*action);
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleAction* action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
delete curAction;
curAction = NULL;
battleInt->endAction(action);
}
BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
{
THREAD_CREATED_BY_CLIENT;
tlog5 << "Awaiting command for " << stack->nodeName() << std::endl;
CBattleInterface *b = battleInt;
assert(!b->givenCommand->get()); //command buffer must be clean (we don't want to use old command)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
b->stackActivated(stack);
//Regeneration & mana drain go there
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
while(!b->givenCommand->data)
{
b->givenCommand->cond.wait(lock);
if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
throw boost::thread_interrupted(); //will shut the thread peacefully
}
//tidy up
BattleAction ret = *(b->givenCommand->data);
delete b->givenCommand->data;
b->givenCommand->data = NULL;
//return command
tlog5 << "Giving command for " << stack->nodeName() << std::endl;
return ret;
}
void CPlayerInterface::battleEnd(const BattleResult *br)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->battleFinished(*br);
}
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->stackMoved(stack, dest, distance);
}
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
battleInt->battleTriggerEffect(bte);
}
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
std::vector<StackAttackedInfo> arg;
for(std::vector<BattleStackAttacked>::const_iterator i = bsa.begin(); i != bsa.end(); i++)
{
const CStack *defender = cb->battleGetStackByID(i->stackAttacked, false);
const CStack *attacker = cb->battleGetStackByID(i->attackerID, false);
if(i->isEffect() && i->effect != 12) //and not armageddon
{
if (defender && !i->isSecondary())
battleInt->displayEffect(i->effect, defender->position);
}
bool shooting = (LOCPLINT->curAction ? LOCPLINT->curAction->actionType == BattleAction::SHOOT : false); //FIXME: why action is deleted during enchanter cast?
StackAttackedInfo to_put = {defender, i->damageAmount, i->killedAmount, attacker, shooting, i->killed(), i->willRebirth(), i->cloneKilled()};
arg.push_back(to_put);
}
if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
{
battleInt->displayEffect(bsa.begin()->effect, -1);
}
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(const BattleAttack *ba)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
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);
}
//TODO: bad luck?
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 (std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
{
const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
battleInt->displayEffect(73, attacked->position);
}
}
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
if(ba->shot())
{
for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
{
if (!i->isSecondary()) //display projectile only for primary target
{
const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
battleInt->stackAttacking(attacker, attacked->position, attacked, true);
}
}
}
else
{
int shift = 0;
if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
{
int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
if( distp < distm )
shift = 1;
else
shift = -1;
}
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
}
}
void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->obstaclePlaced(obstacle);
}
void CPlayerInterface::yourTacticPhase(int distance)
{
THREAD_CREATED_BY_CLIENT;
while(battleInt && battleInt->tacticsMode)
boost::this_thread::sleep(boost::posix_time::millisec(1));
}
void CPlayerInterface::showComp(const Component &comp, std::string message)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog(); //Fix for mantis #98
CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
adventureInt->infoBar.showComponent(comp, message);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
{
return;
}
std::vector<CComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new CComponent(*components[i]));
showInfoDialog(text,intComps,soundID);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
{
waitWhileDialog();
stopMovement();
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);
GH.pushInt(temp);
}
else
{
dialogs.push_back(temp);
}
}
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::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
stopMovement();
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
if(!selection && cancel) //simple yes/no dialog
{
std::vector<CComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new CComponent(components[i])); //will be deleted by close in window
showYesNoDialog(text, boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true, intComps);
}
else if(selection)
{
std::vector<CSelectableComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new CSelectableComponent(components[i])); //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;
CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
GH.pushInt(temp);
intComps[0]->clickLeft(true, false);
}
}
void CPlayerInterface::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
adventureInt->minimap.showTile(*i);
if(pos.size())
GH.totalRedraw();
}
void CPlayerInterface::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
adventureInt->minimap.hideTile(*i);
if(pos.size())
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();
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
if (ki && townObj)
ki->townChanged(townObj);
}
}
else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
{
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
if(crw && crw->dwelling == town)
crw->availableCreaturesChanged();
}
}
void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(bonus.type == Bonus::NONE)
return;
updateInfo(hero);
if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
{
//recalculate paths because hero has lost bonus influencing pathfinding
eraseCurrentPathOf(hero, false);
}
}
template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
{
h & playerID;
h & spellbookSettings;
//sleeping heroes
ui8 sleepingSize;
if (h.saving)
sleepingSize = sleepingHeroes.size();
h & sleepingSize;
for (int i = 0; i < sleepingSize; i++)
{
si32 hid;
if (h.saving)
hid = sleepingHeroes[i]->id;
h & hid;
if (!h.saving)
{
const CGHeroInstance *hero = cb->getHero(hid);
sleepingHeroes += hero;
}
}
//hero list order
ui8 heroListSize;
if (h.saving)
heroListSize = wanderingHeroes.size();
else
wanderingHeroes.clear();
h & heroListSize;
for (int i = 0; i < heroListSize; i++)
{
si32 hid;
if (h.saving)
hid = wanderingHeroes[i]->id;
h & hid;
if (!h.saving)
{
const CGHeroInstance *hero = cb->getHero(hid);
wanderingHeroes += hero;
}
}
}
void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
serializeTempl(h,version);
}
void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
serializeTempl(h,version);
firstCall = -1;
}
bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
{
tlog5 << __FUNCTION__ << std::endl;
if(!LOCPLINT->makingTurn)
return false;
if (!h)
return false; //can't find hero
//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
if(showingDialog->get() || dialogs.size())
return false;
if (adventureInt && adventureInt->isHeroSleeping(h))
{
adventureInt->sleepWake.clickLeft(true, false);
adventureInt->sleepWake.clickLeft(false, true);
//could've just called
//adventureInt->fsleepWake();
//but no authentic button click/sound ;-)
}
int i = 1;
bool result = false; //TODO why not set to true anywhere?
{
//evil...
tlog5 << "before [un]locks in " << __FUNCTION__ << std::endl;
auto unlockEvents = vstd::makeUnlockGuard(eventsM);
auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
auto unlockPim = vstd::makeUnlockGuard(*pim);
tlog5 << "after [un]locks in " << __FUNCTION__ << std::endl;
//TODO the above combination works... but it should all be atomic (unlock all three or none)
{
path.convert(0);
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
stillMoveHero.data = CONTINUE_MOVE;
enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
enum TerrainTile::EterrainType newTerrain;
int sh = -1;
const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
{
//changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
continue;
//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
if(path.nodes[i-1].turns)
{
stillMoveHero.data = STOP_MOVE;
break;
}
// Start a new sound for the hero movement or let the existing one carry on.
#if 0
// TODO
if (hero is flying && sh == -1)
sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
#endif
{
newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
if (newTerrain != currentTerrain)
{
CCS->soundh->stopSound(sh);
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
currentTerrain = newTerrain;
}
}
stillMoveHero.data = WAITING_MOVE;
int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
tlog5 << "Requesting hero movement to " << endpos << std::endl;
cb->moveHero(h,endpos);
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
stillMoveHero.cond.wait(un);
tlog5 << "Resuming " << __FUNCTION__ << std::endl;
if (guarded) // Abort movement if a guard was fought.
break;
}
CCS->soundh->stopSound(sh);
}
//RAII unlocks
}
if (adventureInt)
{
// (i == 0) means hero went through all the path
adventureInt->updateMoveHero(h, (i != 0));
adventureInt->updateNextHero(h);
}
return result;
}
bool CPlayerInterface::shiftPressed() const
{
return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
}
bool CPlayerInterface::altPressed() const
{
return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
}
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int 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();
CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
cgw->quit->callback += onEnd;
GH.pushInt(cgw);
}
/**
* Shows the dialog that appears when right-clicking an artifact that can be assembled
* into a combinational one on an artifact screen. Does not require the combination of
* artifacts to be legal.
* @param artifactID ID of a constituent artifact.
* @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
* is false.
* @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
*/
void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
{
const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
std::string text = artifact.Description();
text += "\n\n";
std::vector<CComponent*> scs;
if (assemble) {
const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
// You possess all of the components to...
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
// Picture of assembled artifact at bottom.
CComponent* sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
//sc->description = assembledArtifact.Description();
//sc->subtitle = assembledArtifact.Name();
scs.push_back(sc);
} else {
// Do you wish to disassemble this artifact?
text += CGI->generaltexth->allTexts[733];
}
showYesNoDialog(text, onYes, onNo, true, scs);
}
void CPlayerInterface::requestRealized( PackageApplied *pa )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
stillMoveHero.setn(CONTINUE_MOVE);
}
void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.pushInt(new CExchangeWindow(hero1, hero2));
}
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(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
{
if(cb->isVisible(*it))
adventureInt->minimap.showTile(*it);
}
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 (int i = 0; i < allHeroes.size(); i++)
if (!allHeroes[i]->inTownGarrison)
wanderingHeroes += allHeroes[i];
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(int i = 0; i < allTowns.size(); i++)
towns.push_back(allTowns[i]);
if (adventureInt)
adventureInt->updateNextHero(NULL);
}
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
GH.pushInt(cr);
}
void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
{
if(GH.amIGuiThread())
{
tlog3 << "Cannot wait for dialogs in gui thread (deadlock risk)!\n";
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->state();
std::vector<si32> cost;
obj->getBoatCost(cost);
CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, 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(EBuilding::SHIP);
}
}
void CPlayerInterface::centerView (int3 pos, int focusTime)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
adventureInt->centerOn (pos);
if(focusTime)
{
bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
if(activeAdv)
adventureInt->deactivate();
SDL_Delay(focusTime);
if(activeAdv)
adventureInt->activate();
}
}
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
heroKilled(h);
}
}
bool CPlayerInterface::ctrlPressed() const
{
return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
}
void CPlayerInterface::update()
{
while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
if(terminate_cond.get())
return;
boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
//make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
//if there are any waiting dialogs, show them
if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
{
showingDialog->set(true);
GH.pushInt(dialogs.front());
dialogs.pop_front();
}
//in some conditions we may receive calls before selection is initialized - we must ignore them
if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
{
return;
}
// Handles mouse and key input
GH.updateTime();
GH.handleEvents();
if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
GH.totalRedraw();
else
GH.simpleRedraw();
if (settings["general"]["showfps"].Bool())
GH.drawFPSCounter();
// draw the mouse cursor and update the screen
CCS->curh->draw1();
CSDL_Ext::update(screen);
CCS->curh->draw2();
}
int CPlayerInterface::getLastIndex( std::string namePrefix)
{
using namespace boost::filesystem;
using namespace boost::algorithm;
std::map<std::time_t, int> dates; //save number => datestamp
directory_iterator enddir;
for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
{
if(is_regular(dir->status()))
{
std::string name = dir->path().leaf().string();
if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
{
char nr = name[namePrefix.size()];
if(std::isdigit(nr))
{
dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
}
}
}
}
if(dates.size())
return (--dates.end())->second; //return latest file number
return 0;
}
void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
{
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//ho->moveDir = 1;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//ho->moveDir = 2;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//ho->moveDir = 3;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//ho->moveDir = 4;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//ho->moveDir = 5;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//ho->moveDir = 6;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//ho->moveDir = 7;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//ho->moveDir = 8;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
}
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
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(), ocmptwo_cgin);
}
void CPlayerInterface::gameOver(ui8 player, bool victory )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
return;
if(player == playerID)
{
if(!victory)
showInfoDialog(CGI->generaltexth->allTexts[95]);
// else
// showInfoDialog("Placeholder message: you won!");
makingTurn = true;
waitForAllDialogs(); //wait till all dialogs are displayed and closed
makingTurn = false;
howManyPeople--;
if(!howManyPeople //all human players eliminated
&& cb->getStartInfo()->mode != StartInfo::CAMPAIGN) //campaigns are handled in proposeNextMission
{
requestReturningToMainMenu();
}
cb->unregisterMyInterface(); //we already won/lost, nothing else matters
}
else
{
if(!victory && cb->getPlayerStatus(playerID) == PlayerState::INGAME) //enemy has lost
{
std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player, 0)));
}
}
}
void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
void CPlayerInterface::showPuzzleMap()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
//TODO: interface should not know the real position of Grail...
double ratio = 0;
int3 grailPos = cb->getGrailPos(ratio);
GH.pushInt(new CPuzzleWindow(grailPos, ratio));
}
void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
{
eraseCurrentPathOf(caster, false);
}
const CSpell * spell = CGI->spellh->spells[spellID];
if (vstd::contains(CCS->soundh->spellSounds, spell))
CCS->soundh->playSound(CCS->soundh->spellSounds[spell]);
}
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 = NULL;
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())
{
tlog3 << "Warning: empty path found...\n";
paths.erase(h);
}
else
{
assert(h->getPosition(false) == path.startPos());
//update the hero path in case of something has changed on map
if(LOCPLINT->cb->getPath2(path.endPos(), path))
return &path;
else
paths.erase(h);
}
}
return NULL;
}
void CPlayerInterface::acceptTurn()
{
if(settings["session"]["autoSkip"].Bool())
{
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
iw->close();
}
waitWhileDialog();
if(howManyPeople > 1)
adventureInt->startTurn();
//select first hero if available.
//TODO: check if hero is slept
adventureInt->heroList.update();
adventureInt->townList.update();
if(wanderingHeroes.size())
adventureInt->select(wanderingHeroes.front());
else
adventureInt->select(towns.front());
//show new day animation and sound on infobar
adventureInt->infoBar.showDate();
adventureInt->updateNextHero(NULL);
adventureInt->showAll(screen);
if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
{
if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
iw->close();
adventureInt->endTurn.callback();
}
}
void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
{
std::string hlp;
CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
int msgToShow = -1;
CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
if(hlp.length())
isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
switch(isDiggingPossible)
{
case CGHeroInstance::CAN_DIG:
break;
case CGHeroInstance::LACK_OF_MOVEMENT:
msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
break;
case CGHeroInstance::TILE_OCCUPIED:
msgToShow = 97; //Try searching on clear ground.
break;
case CGHeroInstance::WRONG_TERRAIN:
msgToShow = 60; ////Try looking on land!
break;
default:
assert(0);
}
if(msgToShow < 0)
cb->dig(h);
else
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
}
void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
{
adventureInt->infoBar.showSelection();
}
void CPlayerInterface::battleNewRoundFirst( int round )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
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;
CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
GH.pushInt(cuw);
}
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
GH.pushInt(chfw);
}
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
{
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;
CTavernWindow *tv = new CTavernWindow(townOrTavern);
GH.pushInt(tv);
}
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CThievesGuildWindow *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->state() != IBoatGenerator::GOOD)
{
MetaString txt;
obj->getProblemText(txt);
showInfoDialog(txt.toString());
}
else
showShipyardDialog(obj);
}
void CPlayerInterface::requestReturningToMainMenu()
{
sendCustomEvent(RETURN_TO_MAIN_MENU);
}
void CPlayerInterface::requestStoppingClient()
{
sendCustomEvent(STOP_CLIENT);
}
void CPlayerInterface::sendCustomEvent( int code )
{
CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
}
void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stacksErased(const StackLocation &location)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(location.army);
}
void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
garrisonChanged(loc1.army);
if(loc2.army != loc1.army)
garrisonChanged(loc2.army);
}
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;
garrisonChanged(src.army);
if(dst.army != src.army)
garrisonChanged(dst.army);
}
#undef UPDATE_IF
void CPlayerInterface::artifactPut(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(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;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactMoved(src, dst);
}
}
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BOOST_FOREACH(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;
BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
if(artWin)
artWin->artifactDisassembled(al);
}
}
void CPlayerInterface::playerStartsTurn(ui8 player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(!GH.listInt.size())
{
GH.pushInt(adventureInt);
}
if(howManyPeople == 1)
{
GH.curInt = this;
adventureInt->startTurn();
}
if(player != playerID && this == LOCPLINT)
{
waitWhileDialog();
adventureInt->aiTurnStarted();
}
}
void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
{
while(dialogs.size())
{
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;
}