1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/CPlayerInterface.cpp
Michał W. Urbańczyk 96819379c5 Fixed #109, #352, #359.
Possibly also #344, #353.
Allowed switching heroes with l-click when another hero is selected. (works for not accessible heroes)
2010-02-13 04:47:31 +00:00

1714 lines
61 KiB
C++

#include "../stdafx.h"
#include "CAdvmapInterface.h"
#include "CBattleInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "CKingdomInterface.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
//#include "SDL_Extensions.h"
#include "SDL_Extensions.h"
//#include "SDL_framerate.h"
#include "SDL_framerate.h"
#include "CConfigHandler.h"
#include "CCreatureAnimation.h"
#include "Graphics.h"
#include "../hch/CArtHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CLodHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/Connection.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "../mapHandler.h"
#include "../timeHandler.h"
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/date_time/posix_time/posix_time.hpp>
#include <boost/thread.hpp>
#include <cmath>
#include <queue>
#include <sstream>
#include <boost/filesystem.hpp>
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/*
* CPlayerInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
using namespace boost::assign;
using namespace CSDL_Ext;
void processCommand(const std::string &message, CClient *&client);
extern std::queue<SDL_Event*> events;
extern boost::mutex eventsM;
CPlayerInterface * LOCPLINT;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero; //used during hero movement
struct OCM_HLP_CGIN
{
bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
{
return (*a.first)<(*b.first);
}
} ocmptwo_cgin ;
CPlayerInterface::CPlayerInterface(int Player, int serial)
{
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = NULL;
playerID=Player;
serialID=serial;
human=true;
castleInt = NULL;
adventureInt = NULL;
battleInt = NULL;
pim = new boost::recursive_mutex;
makingTurn = false;
showingDialog = new CondSh<bool>(false);
sysOpts = GDefaultOptions;
//initializing framerate keeper
mainFPSmng = new FPSmanager;
SDL_initFramerate(mainFPSmng);
SDL_setFramerate(mainFPSmng, 48);
//framerate keeper initialized
cingconsole = new CInGameConsole;
terminate_cond.set(false);
firstCall = 1; //if loading will be overwritten in serialize
autosaveCount = 0;
}
CPlayerInterface::~CPlayerInterface()
{
delete pim;
delete showingDialog;
delete mainFPSmng;
if(adventureInt->active & CIntObject::KEYBOARD)
adventureInt->deactivateKeys();
delete adventureInt;
delete cingconsole;
for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!= graphics->heroWins.end(); i++)
SDL_FreeSurface(i->second);
graphics->heroWins.clear();
for(std::map<int,SDL_Surface*>::iterator i=graphics->townWins.begin(); i!= graphics->townWins.end(); i++)
SDL_FreeSurface(i->second);
graphics->townWins.clear();
LOCPLINT = NULL;
}
void CPlayerInterface::init(ICallback * CB)
{
cb = dynamic_cast<CCallback*>(CB);
adventureInt = new CAdvMapInt(playerID);
std::vector<const CGTownInstance*> tt = cb->getTownsInfo(false);
for(int i=0;i<tt.size();i++)
{
SDL_Surface * pom = infoWin(tt[i]);
graphics->townWins.insert(std::pair<int,SDL_Surface*>(tt[i]->id,pom));
}
recreateWanderingHeroes();
}
void CPlayerInterface::yourTurn()
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
LOCPLINT = this;
makingTurn = true;
if(firstCall)
{
autosaveCount = getLastIndex("Autosave_");
GH.pushInt(adventureInt);
adventureInt->activateKeys();
if(firstCall > 0) //new game, not laoded
{
int index = getLastIndex("Newgame_Autosave_");
index %= SAVES_COUNT;
cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
}
firstCall = 0;
}
else
{
LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
autosaveCount %= 5;
}
for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!=graphics->heroWins.end();i++) //redraw hero infoboxes
SDL_FreeSurface(i->second);
graphics->heroWins.clear();
std::vector <const CGHeroInstance *> hh = cb->getHeroesInfo(false);
for(int i=0;i<hh.size();i++)
{
SDL_Surface * pom = infoWin(hh[i]);
graphics->heroWins.insert(std::pair<int,SDL_Surface*>(hh[i]->subID,pom));
}
/* TODO: This isn't quite right. First day in game should play
* NEWDAY. And we don't play NEWMONTH. */
int day = cb->getDate(1);
if (day != 1)
CGI->soundh->playSound(soundBase::newDay);
else
CGI->soundh->playSound(soundBase::newWeek);
adventureInt->infoBar.newDay(day);
//select first hero if available.
//TODO: check if hero is slept
if(wanderingHeroes.size())
adventureInt->select(wanderingHeroes[0]);
else
adventureInt->select(adventureInt->townList.items[0]);
adventureInt->showAll(screen);
GH.curInt = this;
}
inline void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
if(hlp.objects[h].first->id==hid)
{
hlp.objects[h].second = r;
return;
}
}
inline void delObjRect(const int & x, const int & y, const int & z, const int & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
if(hlp.objects[h].first->id==hid)
{
hlp.objects.erase(hlp.objects.begin()+h);
return;
}
}
void CPlayerInterface::heroMoved(const TryMoveHero & details)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero
int3 hp = details.start;
adventureInt->centerOn(ho->pos); //actualizing screen pos
adventureInt->minimap.draw(screen2);
adventureInt->heroList.draw(screen2);
if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
{
if(details.result == TryMoveHero::TELEPORTATION || details.start == details.end)
{
if(adventureInt->terrain.currentPath)
adventureInt->eraseCurrentPathOf(ho);
return; //teleport - no fancy moving animation
//TODO: smooth disappear / appear effect
}
if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED) //hero didn't change tile but visit succeeded
{
adventureInt->eraseCurrentPathOf(ho);
}
else if(adventureInt->terrain.currentPath && details.result == TryMoveHero::SUCCESS) //&& hero is moving
{
//remove one node from the path (the one we went)
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
if(!adventureInt->terrain.currentPath->nodes.size()) //if it was the last one, remove entire path
adventureInt->eraseCurrentPathOf(ho);
}
}
if (details.result != TryMoveHero::SUCCESS) //hero failed to move
{
ho->isStanding = true;
stillMoveHero.setn(STOP_MOVE);
GH.totalRedraw();
return;
}
initMovement(details, ho, hp);
//first initializing done
SDL_framerateDelay(mainFPSmng); // after first move
//main moving
for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
{
movementPxStep(details, i, hp, ho);
adventureInt->updateScreen = true;
adventureInt->show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(mainFPSmng); //for animation purposes
} //for(int i=1; i<32; i+=4)
//main moving done
//finishing move
finishMovement(details, hp, ho);
ho->isStanding = true;
//move finished
adventureInt->minimap.draw(screen2);
adventureInt->heroList.updateMove(ho);
//check if user cancelled movement
{
boost::unique_lock<boost::mutex> un(eventsM);
while(events.size())
{
SDL_Event *ev = events.front();
events.pop();
switch(ev->type)
{
case SDL_MOUSEBUTTONDOWN:
stillMoveHero.setn(STOP_MOVE);
break;
case SDL_KEYDOWN:
if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
stillMoveHero.setn(STOP_MOVE);
break;
}
delete ev;
}
}
if(stillMoveHero.get() == WAITING_MOVE)
stillMoveHero.setn(DURING_MOVE);
}
void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
graphics->heroWins.erase(hero->ID);
wanderingHeroes -= hero;
adventureInt->heroList.updateHList(hero);
}
void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(graphics->heroWins.find(hero->subID)==graphics->heroWins.end())
graphics->heroWins.insert(std::pair<int,SDL_Surface*>(hero->subID,infoWin(hero)));
wanderingHeroes.push_back(hero);
adventureInt->heroList.updateHList();
}
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
castleInt = new CCastleInterface(town);
GH.pushInt(castleInt);
}
SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
{
if (specific)
{
switch (specific->ID)
{
case HEROI_TYPE:
return graphics->drawHeroInfoWin(dynamic_cast<const CGHeroInstance*>(specific));
break;
case TOWNI_TYPE:
return graphics->drawTownInfoWin(dynamic_cast<const CGTownInstance*>(specific));
break;
default:
return NULL;
break;
}
}
else
{
switch (adventureInt->selection->ID)
{
case HEROI_TYPE:
{
const CGHeroInstance * curh = (const CGHeroInstance *)adventureInt->selection;
return graphics->drawHeroInfoWin(curh);
}
case TOWNI_TYPE:
{
return graphics->drawTownInfoWin((const CGTownInstance *)adventureInt->selection);
}
default:
tlog1 << "Strange... selection is neither hero nor town\n";
return NULL;
}
}
}
int3 CPlayerInterface::repairScreenPos(int3 pos)
{
if(pos.x<-CGI->mh->frameW)
pos.x = -CGI->mh->frameW;
if(pos.y<-CGI->mh->frameH)
pos.y = -CGI->mh->frameH;
if(pos.x>CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frameW)
pos.x = CGI->mh->map->width - this->adventureInt->terrain.tilesw + CGI->mh->frameW;
if(pos.y>CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frameH)
pos.y = CGI->mh->map->height - this->adventureInt->terrain.tilesh + CGI->mh->frameH;
return pos;
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
if(which >= PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
return;
boost::unique_lock<boost::recursive_mutex> un(*pim);
redrawHeroWin(hero);
}
void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
redrawHeroWin(hero);
}
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
//adventureInt->heroList.draw();
}
void CPlayerInterface::receivedResource(int type, int val)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
GH.totalRedraw();
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
{
waitWhileDialog();
CGI->soundh->playSound(soundBase::heroNewLevel);
boost::unique_lock<boost::recursive_mutex> un(*pim);
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
GH.pushInt(lw);
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
//redraw infowindow
SDL_FreeSurface(graphics->townWins[town->id]);
graphics->townWins[town->id] = infoWin(town);
if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
{
CGI->mh->hideObject(town->garrisonHero);
wanderingHeroes -= town->garrisonHero;
}
if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
{
CGI->mh->printObject(town->visitingHero);
wanderingHeroes.push_back(town->visitingHero);
}
//adventureInt->heroList.updateHList();
CCastleInterface *c = castleInt;
if(c)
{
c->garr->highlighted = NULL;
c->hslotup.hero = town->garrisonHero;
c->garr->odown = c->hslotdown.hero = town->visitingHero;
c->garr->set2 = town->visitingHero ? &town->visitingHero->army : NULL;
c->garr->recreateSlots();
}
GH.totalRedraw();
}
void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{
if(hero->tempOwner != town->tempOwner)
return;
boost::unique_lock<boost::recursive_mutex> un(*pim);
openTownWindow(town);
}
void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(obj->ID == HEROI_TYPE) //hero
{
const CGHeroInstance * hh;
if(hh = dynamic_cast<const CGHeroInstance*>(obj))
{
SDL_FreeSurface(graphics->heroWins[hh->subID]);
graphics->heroWins[hh->subID] = infoWin(hh);
}
}
else if (obj->ID == TOWNI_TYPE) //town
{
const CGTownInstance * tt;
if(tt = static_cast<const CGTownInstance*>(obj))
{
SDL_FreeSurface(graphics->townWins[tt->id]);
graphics->townWins[tt->id] = infoWin(tt);
}
if(tt->visitingHero)
{
SDL_FreeSurface(graphics->heroWins[tt->visitingHero->subID]);
graphics->heroWins[tt->visitingHero->subID] = infoWin(tt->visitingHero);
}
}
bool wasGarrison = false;
for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
{
if((*i)->type & IShowActivable::WITH_GARRISON)
{
CWindowWithGarrison *wwg = static_cast<CWindowWithGarrison*>(*i);
wwg->garr->recreateSlots();
wasGarrison = true;
}
else
{//a cheat for Kingdom Overview window (it has CWindowWithGarrison-childrens which are not present in ListInt)
CKingdomInterface *cki = dynamic_cast<CKingdomInterface*>(*i);//need to create "Garrison Holder" class thingy
if (cki)
cki->updateAllGarrisons();
}
}
GH.totalRedraw();
}
void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
switch (buildingID)
{
case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
{
SDL_FreeSurface(graphics->townWins[town->id]);
graphics->townWins[town->id] = infoWin(town);
break;
}
}
if(!castleInt)
return;
if(castleInt->town!=town)
return;
switch(what)
{
case 1:
CGI->soundh->playSound(soundBase::newBuilding);
castleInt->addBuilding(buildingID);
break;
case 2:
castleInt->removeBuilding(buildingID);
break;
}
}
void CPlayerInterface::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) //called by engine when battle starts; side=0 - left, side=1 - right
{
while(showingDialog->get())
SDL_Delay(20);
boost::unique_lock<boost::recursive_mutex> un(*pim);
/*battleInt = */new CBattleInterface(army1, army2, hero1, hero2, genRect(600, 800, (conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2));
CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
GH.pushInt(battleInt);
}
void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning
{
}
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks)
{
for(int b=0; b<healedStacks.size(); ++b)
{
const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
if(battleInt->creAnims[healed->ID]->getType() == 5)
{
//stack has been resurrected
battleInt->creAnims[healed->ID]->setType(2);
}
}
}
void CPlayerInterface::battleNewStackAppeared(int stackID)
{
//changing necessary things in battle interface
battleInt->newStack(stackID);
}
void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
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)
{
battleInt->stackIsCatapulting(ca);
}
void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
{
battleInt->stackRemoved(*it);
}
}
void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->newRound(round);
}
void CPlayerInterface::actionStarted(const BattleAction* action)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
curAction = new BattleAction(*action);
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleAction* action)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
delete curAction;
curAction = NULL;
battleInt->endAction(action);
}
BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
{
CBattleInterface *b = battleInt;
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
const CStack *stack = cb->battleGetStackByID(stackID);
if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
{
std::string hlp = CGI->generaltexth->allTexts[33];
boost::algorithm::replace_first(hlp,"%s",(stack->amount != 1) ? stack->creature->namePl : stack->creature->nameSing);
battleInt->displayEffect(20,stack->position);
battleInt->console->addText(hlp);
}
b->stackActivated(stackID);
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
while(!b->givenCommand->data)
b->givenCommand->cond.wait(lock);
//tidy up
BattleAction ret = *(b->givenCommand->data);
delete b->givenCommand->data;
b->givenCommand->data = NULL;
//return command
return ret;
}
void CPlayerInterface::battleEnd(BattleResult *br)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->battleFinished(*br);
}
void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->stackMoved(ID, dest, end, distance);
}
void CPlayerInterface::battleSpellCast(SpellCast *sc)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
{
tlog5 << "CPlayerInterface::battleStackAttacked - locking...";
boost::unique_lock<boost::recursive_mutex> un(*pim);
tlog5 << "done!\n";
std::vector<SStackAttackedInfo> arg;
for(std::set<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
{
if(i->isEffect() && i->effect != 12) //and not armageddon
{
const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);
if (stack != NULL)
battleInt->displayEffect(i->effect, stack->position);
}
SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
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(BattleAttack *ba)
{
tlog5 << "CPlayerInterface::battleAttack - locking...";
boost::unique_lock<boost::recursive_mutex> un(*pim);
tlog5 << "done!\n";
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->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str());
battleInt->console->addText(hlp);
battleInt->displayEffect(18,stack->position);
}
//TODO: bad luck?
if(ba->shot())
{
for(std::set<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
}
else
{//WARNING: does not support multiple attacked creatures
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
int shift = 0;
if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
{
if( BattleInfo::mutualPosition(curAction->destinationTile + 1, attacker->position) >= 0 )
shift = 1;
else
shift = -1;
}
battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );
}
}
void CPlayerInterface::showComp(SComponent comp)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
adventureInt->infoBar.showComp(&comp,4000);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
{
std::vector<SComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new SComponent(*components[i]));
showInfoDialog(text,intComps,soundID);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID)
{
waitWhileDialog();
boost::unique_lock<boost::recursive_mutex> un(*pim);
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
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * temp = new CInfoWindow(text,playerID,0,components,pom,false);
if(/*makingTurn && */GH.listInt.size())
{
CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
showingDialog->set(true);
GH.pushInt(temp);
}
else
{
dialogs.push_back(temp);
}
}
void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
LOCPLINT->showingDialog->setn(true);
CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
}
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
{
waitWhileDialog();
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
if(!selection && cancel) //simple yes/no dialog
{
std::vector<SComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new SComponent(components[i])); //will be deleted by close in window
showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);
}
else if(selection)
{
std::vector<CSelectableComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
if(cancel)
{
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
}
int charperline = 35;
if (pom.size() > 1)
charperline = 50;
CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
GH.pushInt(temp);
intComps[0]->clickLeft(true, false);
}
}
void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
adventureInt->minimap.showTile(*i);
if(pos.size())
GH.totalRedraw();
}
void CPlayerInterface::tileHidden(const std::set<int3> &pos)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
adventureInt->minimap.hideTile(*i);
}
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
adventureInt->heroWindow->setHero(hero);
adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
GH.pushInt(adventureInt->heroWindow);
}
void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(adventureInt->heroWindow->curHero) //hero window is opened
{
adventureInt->heroWindow->deactivate();
adventureInt->heroWindow->setHero(adventureInt->heroWindow->curHero);
adventureInt->heroWindow->activate();
return;
}
CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt());
if(cew) //exchange window is open
{
cew->deactivate();
for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
{
if(cew->heroInst[g] == hero)
{
cew->artifs[g]->updateState = true;
cew->artifs[g]->setHero(hero);
cew->artifs[g]->updateState = false;
}
}
cew->prepareBackground();
cew->activate();
}
}
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(castleInt && town->ID == TOWNI_TYPE)
{
CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
if(fs)
fs->draw(castleInt,false);
}
else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20)) //external dwelling
{
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
if(crw)
crw->initCres();
}
}
void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const HeroBonus &bonus, bool gain )
{
if(bonus.type == HeroBonus::NONE) return;
boost::unique_lock<boost::recursive_mutex> un(*pim);
redrawHeroWin(hero);
}
template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
{
h & playerID & serialID;
h & sysOpts;
}
void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
{
serializeTempl(h,version);
}
void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
{
serializeTempl(h,version);
sysOpts.apply();
firstCall = -1;
}
void CPlayerInterface::redrawHeroWin(const CGHeroInstance * hero)
{
if(!vstd::contains(graphics->heroWins,hero->subID))
{
tlog1 << "Cannot redraw infowindow for hero with subID=" << hero->subID << " - not present in our map\n";
return;
}
SDL_FreeSurface(graphics->heroWins[hero->subID]);
graphics->heroWins[hero->subID] = infoWin(hero);
if (adventureInt->selection == hero)
adventureInt->infoBar.draw(screen);
}
bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
{
if (!h)
return false; //can't find hero
bool result = false;
path.convert(0);
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
stillMoveHero.data = CONTINUE_MOVE;
enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
enum TerrainTile::EterrainType newTerrain;
int sh = -1;
for(int i=path.nodes.size()-1; i>0 && stillMoveHero.data == CONTINUE_MOVE; i--)
{
//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 = CGI->soundh->playSound(soundBase::horseFlying, -1);
#endif
{
newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
if (newTerrain != currentTerrain) {
CGI->soundh->stopSound(sh);
sh = CGI->soundh->playSound(CGI->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);
cb->moveHero(h,endpos);
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
stillMoveHero.cond.wait(un);
}
CGI->soundh->stopSound(sh);
//stillMoveHero = false;
cb->recalculatePaths();
return result;
}
bool CPlayerInterface::shiftPressed() const
{
return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
}
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
{
if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
return;
{
boost::unique_lock<boost::mutex> un(showingDialog->mx);
while(showingDialog->data)
showingDialog->cond.wait(un);
}
boost::unique_lock<boost::recursive_mutex> un(*pim);
while(dialogs.size())
{
pim->unlock();
SDL_Delay(20);
pim->lock();
}
CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
cgw->quit->callback += onEnd;
GH.pushInt(cgw);
}
void CPlayerInterface::requestRealized( PackageApplied *pa )
{
if(stillMoveHero.get() == DURING_MOVE)
stillMoveHero.setn(CONTINUE_MOVE);
}
void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
GH.pushInt(new CExchangeWindow(hero2, hero1));
}
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
{
//redraw minimap if owner changed
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(sop->what == 1)
{
const CGObjectInstance * obj = cb->getObjectInfo(sop->id);
std::set<int3> pos = obj->getBlockedPos();
for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
{
if(cb->isVisible(*it))
adventureInt->minimap.showTile(*it);
}
if(obj->ID == TOWNI_TYPE)
adventureInt->townList.genList();
}
}
void CPlayerInterface::recreateWanderingHeroes()
{
wanderingHeroes.clear();
std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
for(size_t i = 0; i < heroes.size(); i++)
if(!heroes[i]->inTownGarrison)
wanderingHeroes.push_back(heroes[i]);
}
const CGHeroInstance * CPlayerInterface::getWHero( int pos )
{
if(pos < 0 || pos >= wanderingHeroes.size())
return NULL;
return wanderingHeroes[pos];
}
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
{
waitWhileDialog();
boost::unique_lock<boost::recursive_mutex> un(*pim);
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2));
GH.pushInt(cr);
}
void CPlayerInterface::waitWhileDialog()
{
boost::unique_lock<boost::mutex> un(showingDialog->mx);
while(showingDialog->data)
showingDialog->cond.wait(un);
}
void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
int state = obj->state();
std::vector<si32> cost;
obj->getBoatCost(cost);
CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
GH.pushInt(csw);
}
void CPlayerInterface::newObject( const CGObjectInstance * obj )
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->mh->printObject(obj);
//we might have built a boat in shipyard in opened town screen
if(obj->ID == 8
&& LOCPLINT->castleInt
&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
{
CGI->soundh->playSound(soundBase::newBuilding);
LOCPLINT->castleInt->recreateBuildings();
}
}
void CPlayerInterface::centerView (int3 pos, int focusTime)
{
LOCPLINT->adventureInt->centerOn (pos);
if(focusTime)
{
bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
if(activeAdv)
adventureInt->deactivate();
SDL_Delay(focusTime);
if(activeAdv)
adventureInt->activate();
}
}
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
{
if(obj->ID == HEROI_TYPE && obj->tempOwner == playerID)
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
heroKilled(h);
}
}
bool CPlayerInterface::ctrlPressed() const
{
return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
}
void CPlayerInterface::update()
{
while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
if(terminate_cond.get())
return;
//if there are any waiting dialogs, show them
if(dialogs.size() && !showingDialog->get())
{
showingDialog->set(true);
GH.pushInt(dialogs.front());
dialogs.pop_front();
}
GH.updateTime();
GH.handleEvents();
if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
GH.totalRedraw();
else
GH.simpleRedraw();
CGI->curh->draw1();
CSDL_Ext::update(screen);
CGI->curh->draw2();
pim->unlock();
SDL_framerateDelay(mainFPSmng);
}
int CPlayerInterface::getLastIndex( std::string namePrefix)
{
using namespace boost::filesystem;
using namespace boost::algorithm;
std::map<std::time_t, int> dates; //save number => datestamp
directory_iterator enddir;
for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
{
if(is_regular(dir->status()))
{
std::string name = dir->path().leaf();
if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
{
char nr = name[namePrefix.size()];
if(std::isdigit(nr))
{
dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
}
}
}
}
if(dates.size())
return (--dates.end())->second; //return latest file number
return 0;
}
void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
{
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//ho->moveDir = 1;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//ho->moveDir = 2;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//ho->moveDir = 3;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//ho->moveDir = 4;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//ho->moveDir = 5;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//ho->moveDir = 6;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//ho->moveDir = 7;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
}
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//ho->moveDir = 8;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
}
}
void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
{
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = i-32;
subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
}
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//setting advmap shift
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
}
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//setting advmap shift
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
}
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
}
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
}
}
void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
{
adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
delObjRect(hp.x, hp.y-2, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x-3, hp.y, hp.z, ho->id);
}
else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x+1, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y+1, hp.z, ho->id);
}
else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
}
//restoring good rects
subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
//restoring good order of objects
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
}
void CPlayerInterface::gameOver(ui8 player, bool victory )
{
if(player == playerID)
{
if(!victory)
showInfoDialog(CGI->generaltexth->allTexts[95]);
// else
// showInfoDialog("Placeholder message: you won!");
waitWhileDialog();
//return to main menu
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = 2;
SDL_PushEvent(&event);
}
else
{
if(!victory) //enemy has lost
{
std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));
}
}
}
void CPlayerInterface::playerBonusChanged( const HeroBonus &bonus, bool gain )
{
}
void CPlayerInterface::showPuzzleMap()
{
waitWhileDialog();
//TODO: interface should not know the real position of Grail...
float ratio = 0;
int3 grailPos = cb->getGrailPos(ratio);
GH.pushInt(new CPuzzleWindow(grailPos, ratio));
}
void SystemOptions::setMusicVolume( int newVolume )
{
musicVolume = newVolume;
CGI->musich->setVolume(newVolume);
settingsChanged();
}
void SystemOptions::setSoundVolume( int newVolume )
{
soundVolume = newVolume;
CGI->soundh->setVolume(newVolume);
settingsChanged();
}
void SystemOptions::setHeroMoveSpeed( int newSpeed )
{
heroMoveSpeed = newSpeed;
settingsChanged();
}
void SystemOptions::setMapScrollingSpeed( int newSpeed )
{
mapScrollingSpeed = newSpeed;
settingsChanged();
}
void SystemOptions::settingsChanged()
{
CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");
if(settings.sfile)
settings << *this;
else
tlog1 << "Cannot save settings to config/sysopts.bin!\n";
}
void SystemOptions::apply()
{
if(CGI->musich->getVolume() != musicVolume)
CGI->musich->setVolume(musicVolume);
if(CGI->soundh->getVolume() != soundVolume)
CGI->soundh->setVolume(soundVolume);
settingsChanged();
}
SystemOptions::SystemOptions()
{
heroMoveSpeed = 2;
mapScrollingSpeed = 2;
musicVolume = 88;
soundVolume = 88;
printCellBorders = true;
printStackRange = true;
animSpeed = 2;
printMouseShadow = true;
showQueue = true;
}