mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
e692f3f520
- implemented switch in settings screen - implemented "0 speed", animation-free. *may* also work for player-owned heroes - removed no longer used creature window switch
2678 lines
89 KiB
C++
2678 lines
89 KiB
C++
#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 "../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/Connection.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/BattleState.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/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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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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/*
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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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// 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 boost::assign;
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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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CondSh<bool> CPlayerInterface::terminate_cond;
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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; //used during hero movement
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int CPlayerInterface::howManyPeople = 0;
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static bool objectBlitOrderSorter(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b)
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{
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return CMapHandler::compareObjectBlitOrder(a.first, b.first);
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}
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CPlayerInterface::CPlayerInterface(PlayerColor Player)
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{
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logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
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observerInDuelMode = false;
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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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castleInt = nullptr;
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battleInt = nullptr;
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//pim = new boost::recursive_mutex;
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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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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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locked = false;
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}
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CPlayerInterface::~CPlayerInterface()
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{
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logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
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//howManyPeople--;
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//delete pim;
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//vstd::clear_pointer(pim);
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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(shared_ptr<CCallback> CB)
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{
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cb = CB;
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if(observerInDuelMode)
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return;
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if(!towns.size() && !wanderingHeroes.size())
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initializeHeroTownList();
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if(!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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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("Autosave_");
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if(firstCall > 0) //new game, not loaded
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{
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int index = getLastIndex("Newgame_Autosave_");
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index %= SAVES_COUNT;
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cb->save("Saves/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
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{
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LOCPLINT->cb->save("Saves/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.first->id == hid)
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{
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elem.second = 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].first->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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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.first->id == details.id)
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hero = dynamic_cast<const CGHeroInstance *>(elem.first);
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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->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;
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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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adventureInt->updateScreen = true;
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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->traceStream() << "before [un]locks in " << __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->traceStream() << "after [un]locks in " << __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::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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{
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if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
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ctw->setExpToLevel();
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}
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else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
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updateInfo(hero);
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}
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void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
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if(cuw) //university window is open
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{
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GH.totalRedraw();
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}
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}
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void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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updateInfo(hero);
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if(makingTurn && hero->tempOwner == playerID)
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adventureInt->heroList.update(hero);
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}
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void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(makingTurn && hero->tempOwner == playerID)
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adventureInt->heroList.update(hero);
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}
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void CPlayerInterface::receivedResource(int type, int val)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
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mw->resourceChanged(type, val);
|
|
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
CCS->soundh->playSound(soundBase::heroNewLevel);
|
|
|
|
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
|
|
[=](ui32 selection){ cb->selectionMade(selection, queryID); });
|
|
GH.pushInt(lw);
|
|
}
|
|
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
CCS->soundh->playSound(soundBase::heroNewLevel);
|
|
|
|
GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
|
|
{
|
|
cb->selectionMade(selection, queryID);
|
|
}));
|
|
}
|
|
|
|
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
updateInfo(town);
|
|
|
|
if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
|
|
{
|
|
CGI->mh->hideObject(town->garrisonHero);
|
|
if (town->garrisonHero->tempOwner == playerID) // our hero
|
|
wanderingHeroes -= town->garrisonHero;
|
|
}
|
|
|
|
if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
|
|
{
|
|
CGI->mh->printObject(town->visitingHero);
|
|
if (town->visitingHero->tempOwner == playerID) // our hero
|
|
wanderingHeroes.push_back(town->visitingHero);
|
|
}
|
|
adventureInt->heroList.update();
|
|
adventureInt->updateNextHero(nullptr);
|
|
|
|
if(CCastleInterface *c = castleInt)
|
|
{
|
|
c->garr->selectSlot(nullptr);
|
|
c->garr->setArmy(town->getUpperArmy(), 0);
|
|
c->garr->setArmy(town->visitingHero, 1);
|
|
c->garr->recreateSlots();
|
|
c->heroes->update();
|
|
}
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
|
|
if (ki)
|
|
{
|
|
ki->townChanged(town);
|
|
ki->updateGarrisons();
|
|
}
|
|
}
|
|
GH.totalRedraw();
|
|
}
|
|
void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(hero->tempOwner != playerID )
|
|
return;
|
|
|
|
waitWhileDialog();
|
|
openTownWindow(town);
|
|
}
|
|
void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
for(auto object : objs)
|
|
updateInfo(object);
|
|
|
|
for(auto & elem : GH.listInt)
|
|
{
|
|
CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
|
|
if (cgh)
|
|
cgh->updateGarrisons();
|
|
|
|
if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
|
|
{
|
|
if(vstd::contains(objs, cmw->hero))
|
|
cmw->garrisonChanged();
|
|
}
|
|
}
|
|
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
|
|
{
|
|
garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
|
|
}
|
|
|
|
void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
switch (buildingID)
|
|
{
|
|
case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
|
|
case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
|
|
case BuildingID::RESOURCE_SILO:
|
|
updateInfo(town);
|
|
break;
|
|
}
|
|
|
|
if(!castleInt)
|
|
return;
|
|
if(castleInt->town!=town)
|
|
return;
|
|
switch(what)
|
|
{
|
|
case 1:
|
|
CCS->soundh->playSound(soundBase::newBuilding);
|
|
castleInt->addBuilding(buildingID);
|
|
break;
|
|
case 2:
|
|
castleInt->removeBuilding(buildingID);
|
|
break;
|
|
}
|
|
adventureInt->townList.update(town);
|
|
castleInt->townlist->update(town);
|
|
}
|
|
|
|
void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
|
|
{
|
|
//Don't wait for dialogs when we are non-active hot-seat player
|
|
if(LOCPLINT == this)
|
|
waitForAllDialogs();
|
|
}
|
|
|
|
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(settings["adventure"]["quickCombat"].Bool())
|
|
{
|
|
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
|
|
autofightingAI->init(cb);
|
|
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
|
|
isAutoFightOn = true;
|
|
cb->registerBattleInterface(autofightingAI);
|
|
}
|
|
|
|
//Don't wait for dialogs when we are non-active hot-seat player
|
|
if(LOCPLINT == this)
|
|
waitForAllDialogs();
|
|
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
}
|
|
|
|
|
|
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
for(auto & healedStack : healedStacks)
|
|
{
|
|
const CStack * healed = cb->battleGetStackByID(healedStack.first);
|
|
if(battleInt->creAnims[healed->ID]->isDead())
|
|
{
|
|
//stack has been resurrected
|
|
battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
|
|
}
|
|
}
|
|
|
|
if (lifeDrain)
|
|
{
|
|
const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
|
|
const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
|
|
int textOff = 0;
|
|
|
|
if (attacker)
|
|
{
|
|
battleInt->displayEffect(52, attacker->position); //TODO: transparency
|
|
if (attacker->count > 1)
|
|
{
|
|
textOff += 1;
|
|
}
|
|
CCS->soundh->playSound(soundBase::DRAINLIF);
|
|
|
|
//print info about life drain
|
|
char textBuf[1000];
|
|
sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
|
|
healedStacks[0].second, defender->getCreature()->namePl.c_str());
|
|
battleInt->console->addText(textBuf);
|
|
}
|
|
}
|
|
if (tentHeal)
|
|
{
|
|
std::string text = CGI->generaltexth->allTexts[414];
|
|
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
|
|
boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
|
|
battleInt->console->addText(text);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->newStack(stack);
|
|
}
|
|
|
|
void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
// for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
|
|
// {
|
|
// for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
|
|
// {
|
|
// if(itBat->first == *it) //remove this obstacle
|
|
// {
|
|
// battleInt->idToObstacle.erase(itBat);
|
|
// break;
|
|
// }
|
|
// }
|
|
// }
|
|
//update accessible hexes
|
|
battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
|
|
}
|
|
|
|
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->stackIsCatapulting(ca);
|
|
}
|
|
|
|
void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
for(auto & elem : bsr.stackIDs) //for each removed stack
|
|
{
|
|
battleInt->stackRemoved(elem);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->newRound(round);
|
|
}
|
|
|
|
void CPlayerInterface::actionStarted(const BattleAction &action)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
curAction = new BattleAction(action);
|
|
battleInt->startAction(curAction);
|
|
}
|
|
|
|
void CPlayerInterface::actionFinished(const BattleAction &action)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->endAction(curAction);
|
|
delete curAction;
|
|
curAction = nullptr;
|
|
}
|
|
|
|
BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
|
|
{
|
|
THREAD_CREATED_BY_CLIENT;
|
|
logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
|
|
|
|
if(autofightingAI)
|
|
{
|
|
if(isAutoFightOn)
|
|
{
|
|
auto ret = autofightingAI->activeStack(stack);
|
|
if(isAutoFightOn)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
cb->unregisterBattleInterface(autofightingAI);
|
|
autofightingAI.reset();
|
|
}
|
|
|
|
CBattleInterface *b = battleInt;
|
|
|
|
if (b->givenCommand->get())
|
|
{
|
|
logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
|
|
vstd::clear_pointer(b->givenCommand->data);
|
|
}
|
|
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
b->stackActivated(stack);
|
|
//Regeneration & mana drain go there
|
|
}
|
|
//wait till BattleInterface sets its command
|
|
boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
|
|
while(!b->givenCommand->data)
|
|
{
|
|
b->givenCommand->cond.wait(lock);
|
|
if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
|
|
throw boost::thread_interrupted(); //will shut the thread peacefully
|
|
}
|
|
|
|
//tidy up
|
|
BattleAction ret = *(b->givenCommand->data);
|
|
delete b->givenCommand->data;
|
|
b->givenCommand->data = nullptr;
|
|
|
|
//return command
|
|
logGlobal->traceStream() << "Giving command for " << stack->nodeName();
|
|
return ret;
|
|
}
|
|
|
|
void CPlayerInterface::battleEnd(const BattleResult *br)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(isAutoFightOn)
|
|
{
|
|
isAutoFightOn = false;
|
|
cb->unregisterBattleInterface(autofightingAI);
|
|
autofightingAI.reset();
|
|
|
|
if(!battleInt)
|
|
{
|
|
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
|
|
auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
|
|
GH.pushInt(resWindow);
|
|
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
|
|
// Otherwise NewTurn causes freeze.
|
|
waitWhileDialog();
|
|
return;
|
|
}
|
|
}
|
|
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->battleFinished(*br);
|
|
}
|
|
|
|
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->stackMoved(stack, dest, distance);
|
|
}
|
|
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->spellCast(sc);
|
|
}
|
|
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->battleStacksEffectsSet(sse);
|
|
}
|
|
void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
//TODO why is this different (no return on LOPLINT != this) ?
|
|
|
|
RETURN_IF_QUICK_COMBAT;
|
|
battleInt->battleTriggerEffect(bte);
|
|
}
|
|
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
std::vector<StackAttackedInfo> arg;
|
|
for(auto & elem : bsa)
|
|
{
|
|
const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
|
|
const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
|
|
if(elem.isEffect() && elem.effect != 12) //and not armageddon
|
|
{
|
|
if (defender && !elem.isSecondary())
|
|
battleInt->displayEffect(elem.effect, defender->position);
|
|
}
|
|
//FIXME: why action is deleted during enchanter cast?
|
|
bool remoteAttack = false;
|
|
|
|
if (LOCPLINT->curAction)
|
|
remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
|
|
|
|
StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
|
|
arg.push_back(to_put);
|
|
}
|
|
|
|
if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
|
|
{
|
|
battleInt->displayEffect(bsa.begin()->effect, -1);
|
|
}
|
|
|
|
battleInt->stacksAreAttacked(arg);
|
|
}
|
|
void CPlayerInterface::battleAttack(const BattleAttack *ba)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
assert(curAction);
|
|
if(ba->lucky()) //lucky hit
|
|
{
|
|
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
|
|
std::string hlp = CGI->generaltexth->allTexts[45];
|
|
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
|
|
battleInt->console->addText(hlp);
|
|
battleInt->displayEffect(18, stack->position);
|
|
CCS->soundh->playSound(soundBase::GOODLUCK);
|
|
}
|
|
if(ba->unlucky()) //unlucky hit
|
|
{
|
|
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
|
|
std::string hlp = CGI->generaltexth->allTexts[44];
|
|
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
|
|
battleInt->console->addText(hlp);
|
|
battleInt->displayEffect(48, stack->position);
|
|
CCS->soundh->playSound(soundBase::BADLUCK);
|
|
}
|
|
if (ba->deathBlow())
|
|
{
|
|
const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
|
|
std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
|
|
boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
|
|
battleInt->console->addText(hlp);
|
|
for (auto & elem : ba->bsa)
|
|
{
|
|
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
|
battleInt->displayEffect(73, attacked->position);
|
|
}
|
|
CCS->soundh->playSound(soundBase::deathBlow);
|
|
|
|
}
|
|
|
|
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
|
|
|
|
if(ba->shot())
|
|
{
|
|
for(auto & elem : ba->bsa)
|
|
{
|
|
if (!elem.isSecondary()) //display projectile only for primary target
|
|
{
|
|
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
|
battleInt->stackAttacking(attacker, attacked->position, attacked, true);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int shift = 0;
|
|
if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
|
|
{
|
|
int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
|
|
int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
|
|
|
|
if( distp < distm )
|
|
shift = 1;
|
|
else
|
|
shift = -1;
|
|
}
|
|
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
|
|
battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
|
|
}
|
|
}
|
|
void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->obstaclePlaced(obstacle);
|
|
}
|
|
|
|
void CPlayerInterface::yourTacticPhase(int distance)
|
|
{
|
|
THREAD_CREATED_BY_CLIENT;
|
|
while(battleInt && battleInt->tacticsMode)
|
|
boost::this_thread::sleep(boost::posix_time::millisec(1));
|
|
}
|
|
|
|
void CPlayerInterface::showComp(const Component &comp, std::string message)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog(); //Fix for mantis #98
|
|
|
|
CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
|
|
adventureInt->infoBar.showComponent(comp, message);
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
|
|
{
|
|
return;
|
|
}
|
|
std::vector<CComponent*> intComps;
|
|
for(auto & component : components)
|
|
intComps.push_back(new CComponent(*component));
|
|
showInfoDialog(text,intComps,soundID);
|
|
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
|
|
{
|
|
std::vector<CComponent*> intComps;
|
|
intComps.push_back(component);
|
|
|
|
showInfoDialog(text, intComps, soundBase::sound_todo, true);
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
|
|
waitWhileDialog();
|
|
|
|
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
|
|
{
|
|
return;
|
|
}
|
|
CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
|
|
temp->setDelComps(delComps);
|
|
if(makingTurn && GH.listInt.size() && LOCPLINT == this)
|
|
{
|
|
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
|
showingDialog->set(true);
|
|
stopMovement(); // interrupt movement to show dialog
|
|
GH.pushInt(temp);
|
|
}
|
|
else
|
|
{
|
|
dialogs.push_back(temp);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
std::vector<Component*> comps;
|
|
for(auto & elem : components)
|
|
{
|
|
comps.push_back(&elem);
|
|
}
|
|
std::string str;
|
|
text.toString(str);
|
|
|
|
showInfoDialog(str,comps, 0);
|
|
waitWhileDialog();
|
|
}
|
|
|
|
void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
|
|
stopMovement();
|
|
LOCPLINT->showingDialog->setn(true);
|
|
CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
|
|
}
|
|
|
|
void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const 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, int soundID, bool selection, bool cancel )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
|
|
stopMovement();
|
|
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
|
|
|
if(!selection && cancel) //simple yes/no dialog
|
|
{
|
|
std::vector<CComponent*> intComps;
|
|
for(auto & component : components)
|
|
intComps.push_back(new CComponent(component)); //will be deleted by close in window
|
|
|
|
showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
|
|
}
|
|
else if(selection)
|
|
{
|
|
std::vector<CSelectableComponent*> intComps;
|
|
for(auto & component : components)
|
|
intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
|
|
|
|
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
|
|
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
|
|
if(cancel)
|
|
{
|
|
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
|
|
}
|
|
|
|
int charperline = 35;
|
|
if (pom.size() > 1)
|
|
charperline = 50;
|
|
auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
|
|
GH.pushInt(temp);
|
|
intComps[0]->clickLeft(true, false);
|
|
}
|
|
|
|
}
|
|
|
|
void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
|
|
for(auto & po : pos)
|
|
adventureInt->minimap.showTile(po);
|
|
if(!pos.empty())
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
for(auto & po : pos)
|
|
adventureInt->minimap.hideTile(po);
|
|
if(!pos.empty())
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
GH.pushInt(new CHeroWindow(hero));
|
|
}
|
|
/*
|
|
void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
|
if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
|
|
{
|
|
adventureInt->heroWindow->deactivate();
|
|
adventureInt->heroWindow->setHero(hero);
|
|
adventureInt->heroWindow->activate();
|
|
}
|
|
else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
|
|
{
|
|
cew->deactivate();
|
|
for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
|
|
{
|
|
if(cew->heroInst[g]->id == hero->id)
|
|
{
|
|
cew->heroInst[g] = hero;
|
|
cew->artifs[g]->updateState = true;
|
|
cew->artifs[g]->setHero(hero);
|
|
cew->artifs[g]->updateState = false;
|
|
}
|
|
}
|
|
cew->prepareBackground();
|
|
cew->activate();
|
|
}
|
|
else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
|
|
{
|
|
if(caw->arts)
|
|
{
|
|
caw->deactivate();
|
|
caw->arts->updateState = true;
|
|
caw->arts->setHero(hero);
|
|
caw->arts->updateState = false;
|
|
caw->activate();
|
|
}
|
|
}
|
|
|
|
updateInfo(hero);
|
|
}*/
|
|
|
|
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
|
|
{
|
|
CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
|
|
if(fs)
|
|
fs->creaturesChanged();
|
|
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
|
|
if (ki && townObj)
|
|
ki->townChanged(townObj);
|
|
}
|
|
}
|
|
else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
|
|
|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
|
|
{
|
|
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
|
|
if(crw && crw->dwelling == town)
|
|
crw->availableCreaturesChanged();
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(bonus.type == Bonus::NONE)
|
|
return;
|
|
|
|
updateInfo(hero);
|
|
if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
|
|
{
|
|
//recalculate paths because hero has lost bonus influencing pathfinding
|
|
eraseCurrentPathOf(hero, false);
|
|
}
|
|
}
|
|
|
|
template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
|
|
{
|
|
|
|
h & observerInDuelMode;
|
|
|
|
h & wanderingHeroes & towns & sleepingHeroes;
|
|
|
|
std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
|
|
if(h.saving)
|
|
{
|
|
for(auto &p : paths)
|
|
{
|
|
if(p.second.nodes.size())
|
|
pathsMap[p.first] = p.second.endPos();
|
|
else
|
|
logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
|
|
}
|
|
h & pathsMap;
|
|
}
|
|
else
|
|
{
|
|
h & pathsMap;
|
|
|
|
CPathsInfo pathsInfo(cb->getMapSize());
|
|
for(auto &p : pathsMap)
|
|
{
|
|
cb->calculatePaths(p.first, pathsInfo);
|
|
CGPath path;
|
|
pathsInfo.getPath(p.second, path);
|
|
paths[p.first] = path;
|
|
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
|
|
% p.first->nodeName() % p.second % path.nodes.size();
|
|
}
|
|
}
|
|
|
|
h & spellbookSettings;
|
|
}
|
|
|
|
void CPlayerInterface::saveGame( COSer<CSaveFile> &h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
}
|
|
|
|
void CPlayerInterface::loadGame( CISer<CLoadFile> &h, const int version )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
serializeTempl(h,version);
|
|
firstCall = -1;
|
|
}
|
|
|
|
void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
|
|
{
|
|
logGlobal->traceStream() << __FUNCTION__;
|
|
if(!LOCPLINT->makingTurn)
|
|
return;
|
|
if (!h)
|
|
return; //can't find hero
|
|
|
|
//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
|
|
if(showingDialog->get() || !dialogs.empty())
|
|
return;
|
|
|
|
duringMovement = 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<void()> onYes, CFunctionList<void()> onNo)
|
|
{
|
|
const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
|
|
std::string text = artifact.Description();
|
|
text += "\n\n";
|
|
std::vector<CComponent*> scs;
|
|
|
|
if (assemble) {
|
|
const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
|
|
|
|
// You possess all of the components to...
|
|
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
|
|
|
|
// Picture of assembled artifact at bottom.
|
|
auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
|
|
//sc->description = assembledArtifact.Description();
|
|
//sc->subtitle = assembledArtifact.Name();
|
|
scs.push_back(sc);
|
|
} else {
|
|
// Do you wish to disassemble this artifact?
|
|
text += CGI->generaltexth->allTexts[733];
|
|
}
|
|
|
|
showYesNoDialog(text, onYes, onNo, true, scs);
|
|
}
|
|
|
|
void CPlayerInterface::requestRealized( PackageApplied *pa )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
|
|
stillMoveHero.setn(CONTINUE_MOVE);
|
|
}
|
|
|
|
void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
GH.pushInt(new CExchangeWindow(hero1, hero2, query));
|
|
}
|
|
|
|
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
//redraw minimap if owner changed
|
|
if(sop->what == ObjProperty::OWNER)
|
|
{
|
|
const CGObjectInstance * obj = cb->getObj(sop->id);
|
|
std::set<int3> pos = obj->getBlockedPos();
|
|
for(auto & po : pos)
|
|
{
|
|
if(cb->isVisible(po))
|
|
adventureInt->minimap.showTile(po);
|
|
}
|
|
|
|
if(obj->ID == Obj::TOWN)
|
|
{
|
|
if(obj->tempOwner == playerID)
|
|
towns.push_back(static_cast<const CGTownInstance *>(obj));
|
|
else
|
|
towns -= obj;
|
|
adventureInt->townList.update();
|
|
}
|
|
|
|
assert(cb->getTownsInfo().size() == towns.size());
|
|
}
|
|
|
|
}
|
|
|
|
void CPlayerInterface::initializeHeroTownList()
|
|
{
|
|
std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
|
|
/*
|
|
std::vector <const CGHeroInstance *> newWanderingHeroes;
|
|
|
|
//applying current heroes order to new heroes info
|
|
int j;
|
|
for (int i = 0; i < wanderingHeroes.size(); i++)
|
|
if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
|
|
if (!allHeroes[j]->inTownGarrison)
|
|
{
|
|
newWanderingHeroes += allHeroes[j];
|
|
allHeroes -= allHeroes[j];
|
|
}
|
|
//all the rest of new heroes go the end of the list
|
|
wanderingHeroes.clear();
|
|
wanderingHeroes = newWanderingHeroes;
|
|
newWanderingHeroes.clear();*/
|
|
|
|
for (auto & allHeroe : allHeroes)
|
|
if (!allHeroe->inTownGarrison)
|
|
wanderingHeroes += allHeroe;
|
|
|
|
std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
|
|
/*
|
|
std::vector<const CGTownInstance*> newTowns;
|
|
for (int i = 0; i < towns.size(); i++)
|
|
if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
|
|
{
|
|
newTowns += allTowns[j];
|
|
allTowns -= allTowns[j];
|
|
}
|
|
|
|
towns.clear();
|
|
towns = newTowns;
|
|
newTowns.clear();*/
|
|
for(auto & allTown : allTowns)
|
|
towns.push_back(allTown);
|
|
|
|
if (adventureInt)
|
|
adventureInt->updateNextHero(nullptr);
|
|
}
|
|
|
|
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
|
|
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
|
|
GH.pushInt(cr);
|
|
}
|
|
|
|
void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
|
|
{
|
|
if(GH.amIGuiThread())
|
|
{
|
|
logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
|
|
return;
|
|
}
|
|
|
|
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
|
|
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
|
while(showingDialog->data)
|
|
showingDialog->cond.wait(un);
|
|
}
|
|
|
|
void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto state = obj->shipyardStatus();
|
|
std::vector<si32> cost;
|
|
obj->getBoatCost(cost);
|
|
CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
|
|
GH.pushInt(csw);
|
|
}
|
|
|
|
void CPlayerInterface::newObject( const CGObjectInstance * obj )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
//we might have built a boat in shipyard in opened town screen
|
|
if(obj->ID == Obj::BOAT
|
|
&& LOCPLINT->castleInt
|
|
&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
|
|
{
|
|
CCS->soundh->playSound(soundBase::newBuilding);
|
|
LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::centerView (int3 pos, int focusTime)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
adventureInt->centerOn (pos);
|
|
if(focusTime)
|
|
{
|
|
GH.totalRedraw();
|
|
#ifdef VCMI_SDL1
|
|
CSDL_Ext::update(screen);
|
|
SDL_Delay(focusTime);
|
|
#else
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*pim);
|
|
IgnoreEvents ignore(*this);
|
|
SDL_Delay(focusTime);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
|
|
{
|
|
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
|
|
heroKilled(h);
|
|
}
|
|
}
|
|
|
|
bool CPlayerInterface::ctrlPressed() const
|
|
{
|
|
return isCtrlKeyDown();
|
|
}
|
|
|
|
void CPlayerInterface::update()
|
|
{
|
|
if (!locked)
|
|
{
|
|
logGlobal->errorStream() << "Non synchronized update of PlayerInterface";
|
|
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 && !adventureInt->selection && GH.topInt() == adventureInt)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Handles mouse and key input
|
|
GH.updateTime();
|
|
GH.handleEvents();
|
|
|
|
if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
|
|
GH.totalRedraw();
|
|
else
|
|
GH.simpleRedraw();
|
|
|
|
if (settings["general"]["showfps"].Bool())
|
|
GH.drawFPSCounter();
|
|
}
|
|
|
|
void CPlayerInterface::runLocked(std::function<void(IUpdateable * )> functor)
|
|
{
|
|
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
|
|
// When ending the game, the pim mutex might be hold by other thread,
|
|
// that will notify us about the ending game by setting terminate_cond flag.
|
|
|
|
bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
|
|
while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
|
|
|
|
if(!acquiredTheLockOnPim)
|
|
{
|
|
// We broke the while loop above and not because of mutex, so we must be terminating.
|
|
assert(terminate_cond.get());
|
|
return;
|
|
}
|
|
|
|
// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
|
|
boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
|
|
|
|
// While mutexes were locked away we may be have stopped being the active interface
|
|
if(LOCPLINT != this)
|
|
return;
|
|
|
|
// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
|
|
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
|
|
|
|
locked = true;
|
|
functor(this);
|
|
locked = false;
|
|
}
|
|
|
|
int CPlayerInterface::getLastIndex( std::string namePrefix)
|
|
{
|
|
using namespace boost::filesystem;
|
|
using namespace boost::algorithm;
|
|
|
|
path gamesDir = VCMIDirs::get().userSavePath();
|
|
std::map<std::time_t, int> dates; //save number => datestamp
|
|
|
|
directory_iterator enddir;
|
|
if(!exists(gamesDir))
|
|
create_directory(gamesDir);
|
|
|
|
for (directory_iterator dir(gamesDir); dir!=enddir; dir++)
|
|
{
|
|
if(is_regular(dir->status()))
|
|
{
|
|
std::string name = dir->path().leaf().string();
|
|
if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
|
|
{
|
|
char nr = name[namePrefix.size()];
|
|
if(std::isdigit(nr))
|
|
{
|
|
dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!dates.empty())
|
|
return (--dates.end())->second; //return latest file number
|
|
return 0;
|
|
}
|
|
|
|
void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
|
|
{
|
|
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
|
|
{
|
|
//ho->moveDir = 1;
|
|
ho->isStanding = false;
|
|
CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
|
|
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
|
|
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
|
|
|
|
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
|
|
|
|
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
|
|
{
|
|
//ho->moveDir = 2;
|
|
ho->isStanding = false;
|
|
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
|
|
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
|
|
{
|
|
//ho->moveDir = 3;
|
|
ho->isStanding = false;
|
|
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
|
|
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
|
|
CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
|
|
{
|
|
//ho->moveDir = 4;
|
|
ho->isStanding = false;
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
|
|
{
|
|
//ho->moveDir = 5;
|
|
ho->isStanding = false;
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
|
|
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
|
|
|
|
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
|
|
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
|
|
CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
|
|
{
|
|
//ho->moveDir = 6;
|
|
ho->isStanding = false;
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
|
|
|
|
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
|
|
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
|
|
{
|
|
//ho->moveDir = 7;
|
|
ho->isStanding = false;
|
|
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
|
|
|
|
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
|
|
|
|
CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
|
|
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
|
|
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
|
|
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
|
|
{
|
|
//ho->moveDir = 8;
|
|
ho->isStanding = false;
|
|
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
|
|
|
|
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
|
|
{
|
|
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = i-32;
|
|
adventureInt->terrain.moveY = i-32;
|
|
|
|
subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
|
|
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
|
|
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
|
|
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
|
|
|
|
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
|
|
|
|
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveY = i-32;
|
|
|
|
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
|
|
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
|
|
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = -i+32;
|
|
adventureInt->terrain.moveY = i-32;
|
|
|
|
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
|
|
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
|
|
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
|
|
subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
|
|
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
|
|
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = -i+32;
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
|
|
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
|
|
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
|
|
{
|
|
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = -i+32;
|
|
adventureInt->terrain.moveY = -i+32;
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
|
|
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
|
|
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
|
|
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
|
|
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
|
|
subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveY = -i+32;
|
|
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
|
|
|
|
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
|
|
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
|
|
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = i-32;
|
|
adventureInt->terrain.moveY = -i+32;
|
|
|
|
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
|
|
|
|
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
|
|
|
|
subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
|
|
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
|
|
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
|
|
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
|
|
{
|
|
//setting advmap shift
|
|
adventureInt->terrain.moveX = i-32;
|
|
|
|
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
|
|
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
|
|
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
|
|
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
|
|
|
|
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
|
|
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
|
|
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
|
|
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
|
|
{
|
|
adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
|
|
|
|
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
|
|
{
|
|
delObjRect(hp.x, hp.y-2, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-3, hp.y, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
|
|
{
|
|
delObjRect(hp.x, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
|
|
{
|
|
delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x+1, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
|
|
{
|
|
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
|
|
{
|
|
delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
|
|
{
|
|
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
|
|
{
|
|
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y+1, hp.z, ho->id);
|
|
}
|
|
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
|
|
{
|
|
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
|
|
delObjRect(hp.x, hp.y, hp.z, ho->id);
|
|
}
|
|
|
|
//restoring good rects
|
|
subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
|
|
subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
|
|
subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
|
|
|
|
subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
|
|
subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
|
|
subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
|
|
|
|
//restoring good order of objects
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
|
|
}
|
|
|
|
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
|
|
if(player == playerID)
|
|
{
|
|
if(victoryLossCheckResult.loss())
|
|
showInfoDialog(CGI->generaltexth->allTexts[95]);
|
|
|
|
if(LOCPLINT == this)
|
|
{
|
|
GH.curInt = this; //waiting for dialogs requires this to get events
|
|
waitForAllDialogs(); //wait till all dialogs are displayed and closed
|
|
}
|
|
|
|
--howManyPeople;
|
|
|
|
if(howManyPeople == 0) //all human players eliminated
|
|
{
|
|
if(adventureInt)
|
|
{
|
|
terminate_cond.setn(true);
|
|
adventureInt->deactivate();
|
|
if(GH.topInt() == adventureInt)
|
|
GH.popInt(adventureInt);
|
|
delete adventureInt;
|
|
adventureInt = nullptr;
|
|
}
|
|
}
|
|
|
|
if(cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
|
|
{
|
|
// if you lose the campaign go back to the main menu
|
|
// campaign wins are handled in proposeNextMission
|
|
if(victoryLossCheckResult.loss()) requestReturningToMainMenu();
|
|
}
|
|
else
|
|
{
|
|
if(howManyPeople == 0) //all human players eliminated
|
|
{
|
|
requestReturningToMainMenu();
|
|
}
|
|
else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
|
|
{
|
|
requestReturningToMainMenu();
|
|
}
|
|
}
|
|
|
|
if(GH.curInt == this) GH.curInt = nullptr;
|
|
}
|
|
else
|
|
{
|
|
if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
|
|
{
|
|
std::string str = victoryLossCheckResult.messageToSelf;
|
|
boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
|
|
showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
}
|
|
|
|
void CPlayerInterface::showPuzzleMap()
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
waitWhileDialog();
|
|
|
|
//TODO: interface should not know the real position of Grail...
|
|
double ratio = 0;
|
|
int3 grailPos = cb->getGrailPos(ratio);
|
|
|
|
GH.pushInt(new CPuzzleWindow(grailPos, ratio));
|
|
}
|
|
|
|
void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
|
|
{
|
|
eraseCurrentPathOf(caster, false);
|
|
}
|
|
const CSpell * spell = CGI->spellh->objects[spellID];
|
|
|
|
auto castSoundPath = spell->getCastSound();
|
|
if (!castSoundPath.empty())
|
|
CCS->soundh->playSound(castSoundPath);
|
|
}
|
|
|
|
void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
|
|
{
|
|
if(checkForExistanceOfPath)
|
|
{
|
|
assert(vstd::contains(paths, ho));
|
|
}
|
|
else if (!vstd::contains(paths, ho))
|
|
{
|
|
return;
|
|
}
|
|
assert(ho == adventureInt->selection);
|
|
|
|
paths.erase(ho);
|
|
adventureInt->terrain.currentPath = nullptr;
|
|
adventureInt->updateMoveHero(ho, false);
|
|
}
|
|
|
|
void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
|
|
{
|
|
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
|
|
if(adventureInt->terrain.currentPath->nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
|
|
eraseCurrentPathOf(ho);
|
|
}
|
|
|
|
CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
|
|
{
|
|
if(vstd::contains(paths,h)) //hero has assigned path
|
|
{
|
|
CGPath &path = paths[h];
|
|
if(!path.nodes.size())
|
|
{
|
|
logGlobal->warnStream() << "Warning: empty path found...";
|
|
paths.erase(h);
|
|
}
|
|
else
|
|
{
|
|
assert(h->getPosition(false) == path.startPos());
|
|
//update the hero path in case of something has changed on map
|
|
if(LOCPLINT->cb->getPath2(path.endPos(), path))
|
|
return &path;
|
|
else
|
|
paths.erase(h);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void CPlayerInterface::acceptTurn()
|
|
{
|
|
if(settings["session"]["autoSkip"].Bool())
|
|
{
|
|
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
|
|
iw->close();
|
|
}
|
|
waitWhileDialog();
|
|
|
|
if(howManyPeople > 1)
|
|
adventureInt->startTurn();
|
|
|
|
adventureInt->heroList.update();
|
|
adventureInt->townList.update();
|
|
|
|
const CGHeroInstance * heroToSelect = nullptr;
|
|
|
|
// find first non-sleeping hero
|
|
for (auto hero : wanderingHeroes)
|
|
{
|
|
if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
|
|
{
|
|
heroToSelect = hero;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//select first hero if available.
|
|
if(heroToSelect != nullptr)
|
|
{
|
|
adventureInt->select(heroToSelect);
|
|
}
|
|
else
|
|
adventureInt->select(towns.front());
|
|
|
|
//show new day animation and sound on infobar
|
|
adventureInt->infoBar.showDate();
|
|
|
|
adventureInt->updateNextHero(nullptr);
|
|
adventureInt->showAll(screen);
|
|
|
|
if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
|
|
{
|
|
if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
|
|
iw->close();
|
|
|
|
adventureInt->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;
|
|
|
|
auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle;
|
|
if (daysWithoutCastle < 6)
|
|
{
|
|
text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
|
|
text.addReplacement(MetaString::COLOR, playerColor.getNum());
|
|
text.addReplacement(7 - daysWithoutCastle);
|
|
}
|
|
else if(daysWithoutCastle == 6)
|
|
{
|
|
text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
|
|
text.addReplacement(MetaString::COLOR, playerColor.getNum());
|
|
}
|
|
|
|
showInfoDialogAndWait(components, text);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
|
|
{
|
|
std::string hlp;
|
|
CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
|
|
|
|
int msgToShow = -1;
|
|
CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
|
|
if(hlp.length())
|
|
isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
|
|
|
|
switch(isDiggingPossible)
|
|
{
|
|
case CGHeroInstance::CAN_DIG:
|
|
break;
|
|
case CGHeroInstance::LACK_OF_MOVEMENT:
|
|
msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
|
|
break;
|
|
case CGHeroInstance::TILE_OCCUPIED:
|
|
msgToShow = 97; //Try searching on clear ground.
|
|
break;
|
|
case CGHeroInstance::WRONG_TERRAIN:
|
|
msgToShow = 60; ////Try looking on land!
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}
|
|
|
|
if(msgToShow < 0)
|
|
cb->dig(h);
|
|
else
|
|
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
|
|
}
|
|
|
|
void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
|
|
{
|
|
adventureInt->infoBar.showSelection();
|
|
}
|
|
|
|
void CPlayerInterface::battleNewRoundFirst( int round )
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
BATTLE_EVENT_POSSIBLE_RETURN;
|
|
|
|
battleInt->newRoundFirst(round);
|
|
}
|
|
|
|
void CPlayerInterface::stopMovement()
|
|
{
|
|
if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
|
|
stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
|
|
}
|
|
|
|
void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
|
|
{
|
|
//EEMarketMode mode = market->availableModes().front();
|
|
if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
|
|
GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
|
|
else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
|
|
GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
|
|
}
|
|
else
|
|
GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
|
|
}
|
|
|
|
void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto cuw = new CUniversityWindow(visitor, market);
|
|
GH.pushInt(cuw);
|
|
}
|
|
|
|
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto chfw = new CHillFortWindow(visitor, object);
|
|
GH.pushInt(chfw);
|
|
}
|
|
|
|
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
|
|
cmw->artifactsChanged(false);
|
|
}
|
|
|
|
void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto tv = new CTavernWindow(townOrTavern);
|
|
GH.pushInt(tv);
|
|
}
|
|
|
|
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
auto tgw = new CThievesGuildWindow(obj);
|
|
GH.pushInt(tgw);
|
|
}
|
|
|
|
void CPlayerInterface::showQuestLog()
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
|
|
GH.pushInt (ql);
|
|
}
|
|
|
|
void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
|
|
{
|
|
if(obj->shipyardStatus() != IBoatGenerator::GOOD)
|
|
{
|
|
MetaString txt;
|
|
obj->getProblemText(txt);
|
|
showInfoDialog(txt.toString());
|
|
}
|
|
else
|
|
showShipyardDialog(obj);
|
|
}
|
|
|
|
void CPlayerInterface::requestReturningToMainMenu()
|
|
{
|
|
sendCustomEvent(RETURN_TO_MAIN_MENU);
|
|
cb->unregisterAllInterfaces();
|
|
}
|
|
|
|
void CPlayerInterface::requestStoppingClient()
|
|
{
|
|
sendCustomEvent(STOP_CLIENT);
|
|
}
|
|
|
|
void CPlayerInterface::sendCustomEvent( int code )
|
|
{
|
|
CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
|
|
}
|
|
|
|
void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
garrisonChanged(location.army);
|
|
}
|
|
|
|
void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
garrisonChanged(location.army);
|
|
}
|
|
|
|
void CPlayerInterface::stacksErased(const StackLocation &location)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
garrisonChanged(location.army);
|
|
}
|
|
|
|
void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
|
|
std::vector<const CGObjectInstance *> objects;
|
|
objects.push_back(loc1.army);
|
|
if(loc2.army != loc1.army)
|
|
objects.push_back(loc2.army);
|
|
|
|
garrisonsChanged(objects);
|
|
}
|
|
|
|
void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
garrisonChanged(location.army);
|
|
}
|
|
|
|
void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
|
|
std::vector<const CGObjectInstance *> objects;
|
|
objects.push_back(src.army);
|
|
if(src.army != dst.army)
|
|
objects.push_back(dst.army);
|
|
|
|
garrisonsChanged(objects);
|
|
}
|
|
|
|
void CPlayerInterface::artifactPut(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
}
|
|
|
|
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
|
|
if(artWin)
|
|
artWin->artifactRemoved(al);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
|
|
if(artWin)
|
|
artWin->artifactMoved(src, dst);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
|
|
if(artWin)
|
|
artWin->artifactAssembled(al);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
for(IShowActivatable *isa : GH.listInt)
|
|
{
|
|
auto artWin = dynamic_cast<CArtifactHolder*>(isa);
|
|
if(artWin)
|
|
artWin->artifactDisassembled(al);
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::playerStartsTurn(PlayerColor player)
|
|
{
|
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
|
adventureInt->infoBar.showSelection();
|
|
if (!vstd::contains (GH.listInt, adventureInt))
|
|
{
|
|
GH.popInts (GH.listInt.size()); //after map load - remove everything else
|
|
GH.pushInt (adventureInt);
|
|
}
|
|
else
|
|
{
|
|
while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
|
|
GH.popInts(1);
|
|
}
|
|
|
|
if(howManyPeople == 1)
|
|
{
|
|
GH.curInt = this;
|
|
adventureInt->startTurn();
|
|
}
|
|
if(player != playerID && this == LOCPLINT)
|
|
{
|
|
waitWhileDialog();
|
|
adventureInt->aiTurnStarted();
|
|
}
|
|
}
|
|
|
|
void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
|
|
{
|
|
while(!dialogs.empty())
|
|
{
|
|
auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
|
|
SDL_Delay(5);
|
|
}
|
|
waitWhileDialog(unlockPim);
|
|
}
|
|
|
|
void CPlayerInterface::proposeLoadingGame()
|
|
{
|
|
showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
|
|
}
|
|
|
|
CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
|
|
{
|
|
spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
|
|
spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
|
|
}
|
|
|
|
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::doMoveHero(const CGHeroInstance* h, CGPath path)
|
|
{
|
|
int i = 1;
|
|
|
|
{
|
|
path.convert(0);
|
|
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
|
|
stillMoveHero.data = CONTINUE_MOVE;
|
|
|
|
ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
|
|
ETerrainType newTerrain;
|
|
int sh = -1;
|
|
|
|
const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
|
|
|
|
for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
|
|
{
|
|
//changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
|
|
if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
|
|
continue;
|
|
|
|
//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
|
|
if(path.nodes[i-1].turns)
|
|
{
|
|
stillMoveHero.data = STOP_MOVE;
|
|
break;
|
|
}
|
|
|
|
// Start a new sound for the hero movement or let the existing one carry on.
|
|
#if 0
|
|
// TODO
|
|
if (hero is flying && sh == -1)
|
|
sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
|
|
#endif
|
|
{
|
|
newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
|
|
|
|
if (newTerrain != currentTerrain)
|
|
{
|
|
CCS->soundh->stopSound(sh);
|
|
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
|
|
currentTerrain = newTerrain;
|
|
}
|
|
}
|
|
|
|
stillMoveHero.data = WAITING_MOVE;
|
|
|
|
int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
|
|
bool guarded = CGI->mh->map->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
|
|
|
|
logGlobal->traceStream() << "Requesting hero movement to " << endpos;
|
|
cb->moveHero(h,endpos);
|
|
|
|
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
|
|
stillMoveHero.cond.wait(un);
|
|
|
|
logGlobal->traceStream() << "Resuming " << __FUNCTION__;
|
|
if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
|
|
break;
|
|
}
|
|
|
|
CCS->soundh->stopSound(sh);
|
|
}
|
|
|
|
//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
|
|
if(!showingDialog->get())
|
|
GH.fakeMouseMove();
|
|
|
|
|
|
//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);
|
|
}
|
|
|
|
duringMovement = false;
|
|
}
|