mirror of
https://github.com/vcmi/vcmi.git
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cd98dd0b89
Static variable might be not yet initialized by the time it's used inside CGuiHandler constructor. This fix let us avoid crash that occur when built with Xcode 8.2.1
2908 lines
96 KiB
C++
2908 lines
96 KiB
C++
/*
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* CPlayerInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "windows/CAdvmapInterface.h"
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#include "battle/CBattleInterface.h"
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#include "battle/CBattleInterfaceClasses.h"
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#include "../CCallback.h"
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#include "windows/CCastleInterface.h"
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#include "gui/CCursorHandler.h"
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#include "windows/CKingdomInterface.h"
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#include "CGameInfo.h"
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#include "windows/CHeroWindow.h"
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#include "windows/CCreatureWindow.h"
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#include "windows/CQuestLog.h"
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#include "CMessage.h"
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#include "CPlayerInterface.h"
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#include "gui/SDL_Extensions.h"
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#include "widgets/CComponent.h"
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#include "windows/CTradeWindow.h"
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#include "windows/CSpellWindow.h"
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#include "../lib/CConfigHandler.h"
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#include "battle/CCreatureAnimation.h"
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#include "Graphics.h"
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#include "windows/GUIClasses.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
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#include "../lib/CStack.h"
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#include "../lib/JsonNode.h"
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#include "CMusicHandler.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacks.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/VCMIDirs.h"
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#include "mapHandler.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CGameState.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "windows/InfoWindows.h"
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#include "../lib/UnlockGuard.h"
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#include <SDL.h>
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that CPlayerInterface::pim mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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// The macro marks functions that are run on a new thread by client.
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// They do not own any mutexes intiially.
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#define THREAD_CREATED_BY_CLIENT
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#define RETURN_IF_QUICK_COMBAT \
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if (isAutoFightOn && !battleInt) \
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return;
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#define BATTLE_EVENT_POSSIBLE_RETURN\
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if (LOCPLINT != this) \
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return; \
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RETURN_IF_QUICK_COMBAT
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using namespace CSDL_Ext;
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void processCommand(const std::string &message, CClient *&client);
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CPlayerInterface * LOCPLINT;
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CBattleInterface * CPlayerInterface::battleInt;
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enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
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CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
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int CPlayerInterface::howManyPeople = 0;
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static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
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{
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return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
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}
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struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
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{
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const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
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{
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return h;
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}
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const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
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{
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return nullptr;
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}
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};
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CPlayerInterface::CPlayerInterface(PlayerColor Player)
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{
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logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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howManyPeople++;
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GH.defActionsDef = 0;
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LOCPLINT = this;
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curAction = nullptr;
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playerID=Player;
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human=true;
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currentSelection = nullptr;
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castleInt = nullptr;
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battleInt = nullptr;
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makingTurn = false;
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showingDialog = new CondSh<bool>(false);
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cingconsole = new CInGameConsole();
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GH.terminate_cond->set(false);
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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duringMovement = false;
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ignoreEvents = false;
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}
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CPlayerInterface::~CPlayerInterface()
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{
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logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
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//howManyPeople--;
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delete showingDialog;
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delete cingconsole;
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if (LOCPLINT == this)
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LOCPLINT = nullptr;
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}
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void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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if (!towns.size() && !wanderingHeroes.size())
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initializeHeroTownList();
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// always recreate advmap interface to avoid possible memory-corruption bugs
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if (adventureInt)
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delete adventureInt;
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adventureInt = new CAdvMapInt();
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}
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void CPlayerInterface::yourTurn()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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{
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boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
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LOCPLINT = this;
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GH.curInt = this;
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adventureInt->selection = nullptr;
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std::string prefix = settings["session"]["saveprefix"].String();
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if (firstCall)
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{
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if (howManyPeople == 1)
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adventureInt->setPlayer(playerID);
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autosaveCount = getLastIndex(prefix + "Autosave_");
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if (firstCall > 0) //new game, not loaded
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{
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int index = getLastIndex(prefix + "Newgame_");
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index %= SAVES_COUNT;
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cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
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}
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firstCall = 0;
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}
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else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)
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{
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LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
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autosaveCount %= 5;
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}
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if (adventureInt->player != playerID)
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adventureInt->setPlayer(playerID);
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if (howManyPeople > 1) //hot seat message
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{
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adventureInt->startHotSeatWait(playerID);
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makingTurn = true;
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std::string msg = CGI->generaltexth->allTexts[13];
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boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
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std::vector<CComponent*> cmp;
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cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
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showInfoDialog(msg, cmp);
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}
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else
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{
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makingTurn = true;
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adventureInt->startTurn();
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}
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}
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acceptTurn();
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}
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STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
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{
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TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
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for (auto & elem : hlp.objects)
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if (elem.obj && elem.obj->id == hid)
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{
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elem.rect = r;
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return;
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}
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}
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STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
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{
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TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
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for (int h=0; h<hlp.objects.size(); ++h)
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if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
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{
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hlp.objects.erase(hlp.objects.begin()+h);
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return;
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}
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}
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void CPlayerInterface::heroMoved(const TryMoveHero & details)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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if (LOCPLINT != this)
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return;
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
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return;
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const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
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int3 hp = details.start;
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if (!hero)
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{
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//AI hero left the visible area (we can't obtain info)
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//TODO very evil workaround -> retrieve pointer to hero so we could animate it
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// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
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const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
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for (auto & elem : tile.objects)
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if (elem.obj && elem.obj->id == details.id)
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hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
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if (!hero) //still nothing...
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return;
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}
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bool directlyAttackingCreature =
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details.attackedFrom
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&& adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
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&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
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if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
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{
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//We may need to change music - select new track, music handler will change it if needed
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CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
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if (details.result == TryMoveHero::TELEPORTATION)
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{
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if (adventureInt->terrain.currentPath)
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{
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assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
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std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
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if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
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&& (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
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{
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//path was between entrance and exit of teleport -> OK, erase node as usual
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removeLastNodeFromPath(hero);
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}
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else
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{
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//teleport was not along current path, it'll now be invalid (hero is somewhere else)
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eraseCurrentPathOf(hero);
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}
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}
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adventureInt->centerOn(hero, true); //actualizing screen pos
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adventureInt->minimap.redraw();
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adventureInt->heroList.update(hero);
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return; //teleport - no fancy moving animation
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//TODO: smooth disappear / appear effect
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}
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if (hero->pos != details.end //hero didn't change tile but visit succeeded
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|| directlyAttackingCreature) // or creature was attacked from endangering tile.
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{
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eraseCurrentPathOf(hero, false);
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}
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else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
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{
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if (details.start != details.end) //so we don't touch path when revisiting with spacebar
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removeLastNodeFromPath(hero);
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}
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}
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if (details.result != TryMoveHero::SUCCESS) //hero failed to move
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{
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hero->isStanding = true;
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stillMoveHero.setn(STOP_MOVE);
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GH.totalRedraw();
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adventureInt->heroList.update(hero);
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return;
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}
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ui32 speed = 0;
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if(settings["session"]["spectate"].Bool())
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{
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if(!settings["session"]["spectate-hero-speed"].isNull())
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speed = settings["session"]["spectate-hero-speed"].Integer();
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}
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else if (makingTurn) // our turn, our hero moves
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speed = settings["adventure"]["heroSpeed"].Float();
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else
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speed = settings["adventure"]["enemySpeed"].Float();
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if (speed == 0)
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{
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//FIXME: is this a proper solution?
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CGI->mh->hideObject(hero);
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CGI->mh->printObject(hero);
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return; // no animation
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}
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adventureInt->centerOn(hero); //actualizing screen pos
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adventureInt->minimap.redraw();
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adventureInt->heroList.redraw();
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initMovement(details, hero, hp);
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//first initializing done
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GH.mainFPSmng->framerateDelay(); // after first move
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//main moving
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for (int i=1; i<32; i+=2*speed)
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{
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movementPxStep(details, i, hp, hero);
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#ifndef VCMI_ANDROID
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// currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
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// most likely this is connected with the way that this manual animation+framerate handling is solved
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adventureInt->updateScreen = true;
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#endif
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adventureInt->show(screen);
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{
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//evil returns here ...
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//todo: get rid of it
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logGlobal->trace("before [un]locks in %s", __FUNCTION__);
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auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
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GH.mainFPSmng->framerateDelay(); //for animation purposes
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logGlobal->trace("after [un]locks in %s", __FUNCTION__);
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}
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//CSDL_Ext::update(screen);
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} //for (int i=1; i<32; i+=4)
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//main moving done
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//finishing move
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finishMovement(details, hp, hero);
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hero->isStanding = true;
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//move finished
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adventureInt->minimap.redraw();
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adventureInt->heroList.update(hero);
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//check if user cancelled movement
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{
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boost::unique_lock<boost::mutex> un(eventsM);
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while(!events.empty())
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{
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SDL_Event ev = events.front();
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events.pop();
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switch(ev.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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stillMoveHero.setn(STOP_MOVE);
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break;
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case SDL_KEYDOWN:
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if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
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stillMoveHero.setn(STOP_MOVE);
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break;
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}
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}
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}
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if (stillMoveHero.get() == WAITING_MOVE)
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stillMoveHero.setn(DURING_MOVE);
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// Hero attacked creature directly, set direction to face it.
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if (directlyAttackingCreature) {
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// Get direction to attacker.
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int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
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static const ui8 dirLookup[3][3] = {
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{ 1, 2, 3 },
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{ 8, 0, 4 },
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{ 7, 6, 5 }
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};
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// FIXME: Avoid const_cast, make moveDir mutable in some other way?
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const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
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}
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
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const CArmedInstance *newSelection = nullptr;
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if (makingTurn)
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{
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//find new object for selection: either hero
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int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
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if (next >= 0)
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newSelection = wanderingHeroes[next];
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//or town
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if (!newSelection || newSelection == hero)
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{
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if (towns.empty())
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newSelection = nullptr;
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else
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newSelection = towns.front();
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}
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}
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wanderingHeroes -= hero;
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if (vstd::contains(paths, hero))
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paths.erase(hero);
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adventureInt->heroList.update(hero);
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if (makingTurn && newSelection)
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adventureInt->select(newSelection, true);
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else if (adventureInt->selection == hero)
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adventureInt->selection = nullptr;
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}
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void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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wanderingHeroes.push_back(hero);
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adventureInt->heroList.update(hero);
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}
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void CPlayerInterface::openTownWindow(const CGTownInstance * town)
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{
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if (castleInt)
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castleInt->close();
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castleInt = new CCastleInterface(town);
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GH.pushInt(castleInt);
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}
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int3 CPlayerInterface::repairScreenPos(int3 pos)
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{
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if (pos.x<-CGI->mh->frameW)
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pos.x = -CGI->mh->frameW;
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if (pos.y<-CGI->mh->frameH)
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pos.y = -CGI->mh->frameH;
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if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
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pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
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if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
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pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
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return pos;
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}
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void CPlayerInterface::activateForSpectator()
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{
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adventureInt->state = CAdvMapInt::INGAME;
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adventureInt->activate();
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adventureInt->minimap.activate();
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}
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void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (which == 4)
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{
|
|
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);
|
|
|
|
if(attacker && defender)
|
|
{
|
|
battleInt->displayEffect(52, attacker->position); //TODO: transparency
|
|
CCS->soundh->playSound(soundBase::DRAINLIF);
|
|
|
|
MetaString text;
|
|
attacker->addText(text, MetaString::GENERAL_TXT, 361);
|
|
attacker->addNameReplacement(text, false);
|
|
text.addReplacement(healedStacks[0].second);
|
|
defender->addNameReplacement(text, true);
|
|
battleInt->console->addText(text.toString());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Unable to display life drain info");
|
|
}
|
|
}
|
|
if(tentHeal)
|
|
{
|
|
const CStack * healer = cb->battleGetStackByID(lifeDrainFrom, false);
|
|
const CStack * target = cb->battleGetStackByID(healedStacks[0].first, false);
|
|
|
|
if(healer && target)
|
|
{
|
|
MetaString text;
|
|
text.addTxt(MetaString::GENERAL_TXT, 414);
|
|
healer->addNameReplacement(text, false);
|
|
target->addNameReplacement(text, false);
|
|
text.addReplacement(healedStacks[0].second);
|
|
battleInt->console->addText(text.toString());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Unable to display tent heal info");
|
|
}
|
|
}
|
|
}
|
|
|
|
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->trace("Awaiting command for %s", stack->nodeName());
|
|
auto stackId = stack->ID;
|
|
auto stackName = stack->nodeName();
|
|
if (autofightingAI)
|
|
{
|
|
if (isAutoFightOn)
|
|
{
|
|
auto ret = autofightingAI->activeStack(stack);
|
|
if (isAutoFightOn)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
cb->unregisterBattleInterface(autofightingAI);
|
|
autofightingAI.reset();
|
|
}
|
|
|
|
CBattleInterface *b = battleInt;
|
|
|
|
if(CBattleInterface::givenCommand.get())
|
|
{
|
|
logGlobal->error("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->trace("Canceled command for %s", stackName);
|
|
}
|
|
else
|
|
logGlobal->trace("Giving command for %s", stackName);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CPlayerInterface::battleEnd(const BattleResult *br)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (isAutoFightOn)
|
|
{
|
|
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);
|
|
|
|
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
|
|
|
|
if(!attacker)
|
|
{
|
|
logGlobal->error("Attacking stack not found");
|
|
return;
|
|
}
|
|
|
|
if(ba->lucky()) //lucky hit
|
|
{
|
|
battleInt->console->addText(attacker->formatGeneralMessage(-45));
|
|
battleInt->displayEffect(18, attacker->position);
|
|
CCS->soundh->playSound(soundBase::GOODLUCK);
|
|
}
|
|
if(ba->unlucky()) //unlucky hit
|
|
{
|
|
battleInt->console->addText(attacker->formatGeneralMessage(-44));
|
|
battleInt->displayEffect(48, attacker->position);
|
|
CCS->soundh->playSound(soundBase::BADLUCK);
|
|
}
|
|
if(ba->deathBlow())
|
|
{
|
|
battleInt->console->addText(attacker->formatGeneralMessage(365));
|
|
for(auto & elem : ba->bsa)
|
|
{
|
|
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
|
battleInt->displayEffect(73, attacked->position);
|
|
}
|
|
CCS->soundh->playSound(soundBase::deathBlow);
|
|
}
|
|
battleInt->waitForAnims();
|
|
|
|
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;
|
|
h & towns;
|
|
h & sleepingHeroes;
|
|
|
|
std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
|
|
if (h.saving)
|
|
{
|
|
for (auto &p : paths)
|
|
{
|
|
if (p.second.nodes.size())
|
|
pathsMap[p.first] = p.second.endPos();
|
|
else
|
|
logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
|
|
}
|
|
h & pathsMap;
|
|
}
|
|
else
|
|
{
|
|
h & pathsMap;
|
|
|
|
if (cb)
|
|
for (auto &p : pathsMap)
|
|
{
|
|
CGPath path;
|
|
cb->getPathsInfo(p.first)->getPath(path, p.second);
|
|
paths[p.first] = path;
|
|
logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
|
|
}
|
|
}
|
|
|
|
h & spellbookSettings;
|
|
}
|
|
|
|
void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
}
|
|
|
|
void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
firstCall = -1;
|
|
}
|
|
|
|
void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
if (!LOCPLINT->makingTurn)
|
|
return;
|
|
if (!h)
|
|
return; //can't find hero
|
|
|
|
//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
|
|
if (showingDialog->get() || !dialogs.empty())
|
|
return;
|
|
|
|
setMovementStatus(true);
|
|
|
|
if (adventureInt && adventureInt->isHeroSleeping(h))
|
|
{
|
|
adventureInt->sleepWake->clickLeft(true, false);
|
|
adventureInt->sleepWake->clickLeft(false, true);
|
|
//could've just called
|
|
//adventureInt->fsleepWake();
|
|
//but no authentic button click/sound ;-)
|
|
}
|
|
|
|
boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
|
|
}
|
|
|
|
bool CPlayerInterface::shiftPressed() const
|
|
{
|
|
return isShiftKeyDown();
|
|
}
|
|
|
|
bool CPlayerInterface::altPressed() const
|
|
{
|
|
return isAltKeyDown();
|
|
}
|
|
|
|
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto onEnd = [=](){ cb->selectionMade(0, queryID); };
|
|
|
|
if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
|
|
{
|
|
onEnd();
|
|
return;
|
|
}
|
|
|
|
waitForAllDialogs();
|
|
|
|
auto cgw = 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)
|
|
{
|
|
if (GH.amIGuiThread())
|
|
{
|
|
logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
|
|
return;
|
|
}
|
|
|
|
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
|
|
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
|
while(showingDialog->data)
|
|
showingDialog->cond.wait(un);
|
|
}
|
|
|
|
void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto state = obj->shipyardStatus();
|
|
std::vector<si32> cost;
|
|
obj->getBoatCost(cost);
|
|
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)
|
|
{
|
|
if (checkForExistanceOfPath)
|
|
{
|
|
assert(vstd::contains(paths, ho));
|
|
}
|
|
else if (!vstd::contains(paths, ho))
|
|
{
|
|
return;
|
|
}
|
|
assert(ho == adventureInt->selection);
|
|
|
|
paths.erase(ho);
|
|
adventureInt->terrain.currentPath = nullptr;
|
|
adventureInt->updateMoveHero(ho, false);
|
|
}
|
|
|
|
void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
|
|
{
|
|
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
|
|
if (adventureInt->terrain.currentPath->nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
|
|
eraseCurrentPathOf(ho);
|
|
}
|
|
|
|
CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
|
|
{
|
|
if (vstd::contains(paths,h)) //hero has assigned path
|
|
{
|
|
CGPath &path = paths[h];
|
|
if (!path.nodes.size())
|
|
{
|
|
logGlobal->warn("Warning: empty path found...");
|
|
paths.erase(h);
|
|
}
|
|
else
|
|
{
|
|
assert(h->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)
|
|
{
|
|
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)
|
|
{
|
|
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->trace("Requesting hero movement to %s", endpos.toString());
|
|
|
|
bool useTransit = false;
|
|
if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
|
|
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|
|
|| CGTeleport::isTeleport(nextObjectTop)))
|
|
{ // Hero should be able to go through object if it's allow transit
|
|
useTransit = true;
|
|
}
|
|
else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
|
|
useTransit = true;
|
|
|
|
doMovement(endpos, useTransit);
|
|
|
|
logGlobal->trace("Resuming %s", __FUNCTION__);
|
|
bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
|
|
if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
|
|
break;
|
|
}
|
|
|
|
CCS->soundh->stopSound(sh);
|
|
}
|
|
|
|
//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
|
|
if (!showingDialog->get())
|
|
GH.fakeMouseMove();
|
|
|
|
|
|
//todo: this should be in main thread
|
|
if (adventureInt)
|
|
{
|
|
// (i == 0) means hero went through all the path
|
|
adventureInt->updateMoveHero(h, (i != 0));
|
|
adventureInt->updateNextHero(h);
|
|
}
|
|
|
|
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();
|
|
}
|