CPlayerInterface.cpp 61 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/CAdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "PlayerLocalState.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "windows/CPuzzleWindow.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  106. localState(std::make_unique<PlayerLocalState>(*this))
  107. {
  108. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  109. destinationTeleport = ObjectInstanceID();
  110. destinationTeleportPos = int3(-1);
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. curAction = nullptr;
  114. playerID=Player;
  115. human=true;
  116. battleInt = nullptr;
  117. castleInt = nullptr;
  118. makingTurn = false;
  119. showingDialog = new CondSh<bool>(false);
  120. cingconsole = new CInGameConsole();
  121. GH.terminate_cond->set(false);
  122. firstCall = 1; //if loading will be overwritten in serialize
  123. autosaveCount = 0;
  124. isAutoFightOn = false;
  125. duringMovement = false;
  126. ignoreEvents = false;
  127. numOfMovedArts = 0;
  128. }
  129. CPlayerInterface::~CPlayerInterface()
  130. {
  131. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  132. delete showingDialog;
  133. delete cingconsole;
  134. if (LOCPLINT == this)
  135. LOCPLINT = nullptr;
  136. }
  137. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  138. {
  139. cb = CB;
  140. env = ENV;
  141. CCS->musich->loadTerrainMusicThemes();
  142. initializeHeroTownList();
  143. // always recreate advmap interface to avoid possible memory-corruption bugs
  144. adventureInt.reset(new CAdventureMapInterface());
  145. }
  146. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  147. {
  148. EVENT_HANDLER_CALLED_BY_CLIENT;
  149. if (!vstd::contains (GH.listInt, adventureInt))
  150. {
  151. // after map load - remove all active windows and replace them with adventure map
  152. GH.popInts ((int)GH.listInt.size());
  153. GH.pushInt (adventureInt);
  154. }
  155. // remove all dialogs that do not expect query answer
  156. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get()))
  157. GH.popInts(1);
  158. if (player != playerID && LOCPLINT == this)
  159. {
  160. waitWhileDialog();
  161. adventureInt->onEnemyTurnStarted(player);
  162. }
  163. }
  164. void CPlayerInterface::performAutosave()
  165. {
  166. std::string prefix = settings["session"]["saveprefix"].String();
  167. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  168. if(firstCall)
  169. {
  170. autosaveCount = getLastIndex(prefix + "Autosave_");
  171. if(firstCall > 0) //new game, not loaded
  172. {
  173. int index = getLastIndex(prefix + "Newgame_");
  174. index %= SAVES_COUNT;
  175. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  176. }
  177. firstCall = 0;
  178. }
  179. else if(frequency > 0 && cb->getDate() % frequency == 0)
  180. {
  181. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  182. autosaveCount %= 5;
  183. }
  184. }
  185. void CPlayerInterface::yourTurn()
  186. {
  187. EVENT_HANDLER_CALLED_BY_CLIENT;
  188. {
  189. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  190. LOCPLINT = this;
  191. GH.curInt = this;
  192. NotificationHandler::notify("Your turn");
  193. performAutosave();
  194. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  195. {
  196. adventureInt->onHotseatWaitStarted(playerID);
  197. makingTurn = true;
  198. std::string msg = CGI->generaltexth->allTexts[13];
  199. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  200. std::vector<std::shared_ptr<CComponent>> cmp;
  201. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  202. showInfoDialog(msg, cmp);
  203. }
  204. else
  205. {
  206. makingTurn = true;
  207. adventureInt->onPlayerTurnStarted(playerID);
  208. }
  209. }
  210. acceptTurn();
  211. }
  212. void CPlayerInterface::acceptTurn()
  213. {
  214. if (settings["session"]["autoSkip"].Bool())
  215. {
  216. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  217. iw->close();
  218. }
  219. if(CSH->howManyPlayerInterfaces() > 1)
  220. {
  221. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  222. adventureInt->onPlayerTurnStarted(playerID);
  223. }
  224. // warn player if he has no town
  225. if (cb->howManyTowns() == 0)
  226. {
  227. auto playerColor = *cb->getPlayerID();
  228. std::vector<Component> components;
  229. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  230. MetaString text;
  231. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  232. if(optDaysWithoutCastle)
  233. {
  234. auto daysWithoutCastle = optDaysWithoutCastle.value();
  235. if (daysWithoutCastle < 6)
  236. {
  237. 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.
  238. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  239. text.addReplacement(7 - daysWithoutCastle);
  240. }
  241. else if (daysWithoutCastle == 6)
  242. {
  243. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  244. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  245. }
  246. showInfoDialogAndWait(components, text);
  247. }
  248. else
  249. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  250. }
  251. }
  252. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  253. {
  254. EVENT_HANDLER_CALLED_BY_CLIENT;
  255. waitWhileDialog();
  256. if(LOCPLINT != this)
  257. return;
  258. //FIXME: read once and store
  259. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  260. return;
  261. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  262. if (!hero)
  263. return;
  264. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  265. {
  266. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  267. CCS->soundh->playSound(hero->getRemovalSound().value());
  268. }
  269. std::unordered_set<int3> changedTiles {
  270. hero->convertToVisitablePos(details.start),
  271. hero->convertToVisitablePos(details.end)
  272. };
  273. adventureInt->onMapTilesChanged(changedTiles);
  274. adventureInt->onHeroMovementStarted(hero);
  275. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  276. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  277. {
  278. if(details.result == TryMoveHero::TELEPORTATION)
  279. {
  280. if(localState->hasPath(hero))
  281. {
  282. assert(localState->getPath(hero).nodes.size() >= 2);
  283. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  284. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  285. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  286. {
  287. //path was between entrance and exit of teleport -> OK, erase node as usual
  288. localState->removeLastNode(hero);
  289. }
  290. else
  291. {
  292. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  293. localState->erasePath(hero);
  294. }
  295. }
  296. }
  297. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  298. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  299. {
  300. localState->erasePath(hero);
  301. }
  302. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  303. {
  304. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  305. localState->removeLastNode(hero);
  306. }
  307. }
  308. if(details.stopMovement()) //hero failed to move
  309. {
  310. stillMoveHero.setn(STOP_MOVE);
  311. adventureInt->onHeroChanged(hero);
  312. return;
  313. }
  314. CGI->mh->waitForOngoingAnimations();
  315. //move finished
  316. adventureInt->onHeroChanged(hero);
  317. //check if user cancelled movement
  318. {
  319. boost::unique_lock<boost::mutex> un(eventsM);
  320. while(!SDLEventsQueue.empty())
  321. {
  322. SDL_Event ev = SDLEventsQueue.front();
  323. SDLEventsQueue.pop();
  324. switch(ev.type)
  325. {
  326. case SDL_MOUSEBUTTONDOWN:
  327. stillMoveHero.setn(STOP_MOVE);
  328. break;
  329. case SDL_KEYDOWN:
  330. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  331. stillMoveHero.setn(STOP_MOVE);
  332. break;
  333. }
  334. }
  335. }
  336. if (stillMoveHero.get() == WAITING_MOVE)
  337. stillMoveHero.setn(DURING_MOVE);
  338. // Hero attacked creature directly, set direction to face it.
  339. if (directlyAttackingCreature) {
  340. // Get direction to attacker.
  341. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  342. static const ui8 dirLookup[3][3] = {
  343. { 1, 2, 3 },
  344. { 8, 0, 4 },
  345. { 7, 6, 5 }
  346. };
  347. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  348. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  349. }
  350. }
  351. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  352. {
  353. EVENT_HANDLER_CALLED_BY_CLIENT;
  354. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  355. localState->removeWanderingHero(hero);
  356. adventureInt->onHeroChanged(hero);
  357. localState->erasePath(hero);
  358. }
  359. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  360. {
  361. EVENT_HANDLER_CALLED_BY_CLIENT;
  362. if(start && visitedObj)
  363. {
  364. if(visitedObj->getVisitSound())
  365. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  366. }
  367. }
  368. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. localState->addWanderingHero(hero);
  372. adventureInt->onHeroChanged(hero);
  373. }
  374. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  375. {
  376. if(castleInt)
  377. castleInt->close();
  378. castleInt = nullptr;
  379. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  380. GH.pushInt(newCastleInt);
  381. }
  382. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. if (which == 4)
  386. {
  387. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  388. ctw->setExpToLevel();
  389. }
  390. else
  391. adventureInt->onHeroChanged(hero);
  392. }
  393. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  394. {
  395. EVENT_HANDLER_CALLED_BY_CLIENT;
  396. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  397. if (cuw) //university window is open
  398. {
  399. GH.totalRedraw();
  400. }
  401. }
  402. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. adventureInt->onHeroChanged(hero);
  406. if (makingTurn && hero->tempOwner == playerID)
  407. adventureInt->onHeroChanged(hero);
  408. }
  409. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. if (makingTurn && hero->tempOwner == playerID)
  413. adventureInt->onHeroChanged(hero);
  414. }
  415. void CPlayerInterface::receivedResource()
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  419. mw->resourceChanged();
  420. GH.totalRedraw();
  421. }
  422. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. waitWhileDialog();
  426. CCS->soundh->playSound(soundBase::heroNewLevel);
  427. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  428. {
  429. cb->selectionMade(selection, queryID);
  430. });
  431. }
  432. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  433. {
  434. EVENT_HANDLER_CALLED_BY_CLIENT;
  435. waitWhileDialog();
  436. CCS->soundh->playSound(soundBase::heroNewLevel);
  437. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  438. {
  439. cb->selectionMade(selection, queryID);
  440. });
  441. }
  442. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. if(town->garrisonHero) //wandering hero moved to the garrison
  446. {
  447. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  448. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  449. localState->removeWanderingHero(town->garrisonHero);
  450. }
  451. if(town->visitingHero) //hero leaves garrison
  452. {
  453. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  454. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  455. localState->addWanderingHero(town->visitingHero);
  456. }
  457. adventureInt->onHeroChanged(nullptr);
  458. adventureInt->onTownChanged(town);
  459. if(castleInt)
  460. {
  461. castleInt->garr->selectSlot(nullptr);
  462. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  463. castleInt->garr->setArmy(town->visitingHero, 1);
  464. castleInt->garr->recreateSlots();
  465. castleInt->heroes->update();
  466. castleInt->redraw();
  467. }
  468. for (auto isa : GH.listInt)
  469. {
  470. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  471. if (ki)
  472. {
  473. ki->townChanged(town);
  474. ki->updateGarrisons();
  475. ki->redraw();
  476. }
  477. }
  478. }
  479. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  480. {
  481. EVENT_HANDLER_CALLED_BY_CLIENT;
  482. if (hero->tempOwner != playerID )
  483. return;
  484. waitWhileDialog();
  485. openTownWindow(town);
  486. }
  487. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  488. {
  489. std::vector<const CGObjectInstance *> instances;
  490. if(auto obj = cb->getObj(id1))
  491. instances.push_back(obj);
  492. if(id2 != ObjectInstanceID() && id2 != id1)
  493. {
  494. if(auto obj = cb->getObj(id2))
  495. instances.push_back(obj);
  496. }
  497. garrisonsChanged(instances);
  498. }
  499. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  500. {
  501. boost::unique_lock<boost::recursive_mutex> un(*pim);
  502. for (auto object : objs)
  503. {
  504. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  505. auto * town = dynamic_cast<const CGTownInstance*>(object);
  506. if (hero)
  507. adventureInt->onHeroChanged(hero);
  508. if (town)
  509. adventureInt->onTownChanged(town);
  510. }
  511. for (auto & elem : GH.listInt)
  512. {
  513. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  514. if (cgh)
  515. cgh->updateGarrisons();
  516. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  517. {
  518. if (vstd::contains(objs, cmw->hero))
  519. cmw->garrisonChanged();
  520. }
  521. }
  522. GH.totalRedraw();
  523. }
  524. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  525. {
  526. EVENT_HANDLER_CALLED_BY_CLIENT;
  527. if (castleInt)
  528. {
  529. castleInt->townlist->update(town);
  530. if (castleInt->town == town)
  531. {
  532. switch(what)
  533. {
  534. case 1:
  535. CCS->soundh->playSound(soundBase::newBuilding);
  536. castleInt->addBuilding(buildingID);
  537. break;
  538. case 2:
  539. castleInt->removeBuilding(buildingID);
  540. break;
  541. }
  542. }
  543. }
  544. adventureInt->onTownChanged(town);
  545. }
  546. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  547. {
  548. //Don't wait for dialogs when we are non-active hot-seat player
  549. if (LOCPLINT == this)
  550. waitForAllDialogs();
  551. }
  552. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  553. {
  554. EVENT_HANDLER_CALLED_BY_CLIENT;
  555. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  556. lastBattleArmies.first = army1;
  557. lastBattleArmies.second = army2;
  558. //quick combat with neutral creatures only
  559. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  560. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  561. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  562. && settings["adventure"]["quickCombat"].Bool())
  563. || settings["adventure"]["alwaysSkipCombat"].Bool())
  564. {
  565. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  566. autofightingAI->initBattleInterface(env, cb);
  567. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  568. isAutoFightOn = true;
  569. cb->registerBattleInterface(autofightingAI);
  570. // Player shouldn't be able to move on adventure map if quick combat is going
  571. allowBattleReplay = true;
  572. }
  573. //Don't wait for dialogs when we are non-active hot-seat player
  574. if (LOCPLINT == this)
  575. waitForAllDialogs();
  576. BATTLE_EVENT_POSSIBLE_RETURN;
  577. }
  578. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  579. {
  580. EVENT_HANDLER_CALLED_BY_CLIENT;
  581. BATTLE_EVENT_POSSIBLE_RETURN;
  582. for(auto & info : units)
  583. {
  584. switch(info.operation)
  585. {
  586. case UnitChanges::EOperation::RESET_STATE:
  587. {
  588. const CStack * stack = cb->battleGetStackByID(info.id );
  589. if(!stack)
  590. {
  591. logGlobal->error("Invalid unit ID %d", info.id);
  592. continue;
  593. }
  594. battleInt->stackReset(stack);
  595. }
  596. break;
  597. case UnitChanges::EOperation::REMOVE:
  598. battleInt->stackRemoved(info.id);
  599. break;
  600. case UnitChanges::EOperation::ADD:
  601. {
  602. const CStack * unit = cb->battleGetStackByID(info.id);
  603. if(!unit)
  604. {
  605. logGlobal->error("Invalid unit ID %d", info.id);
  606. continue;
  607. }
  608. battleInt->stackAdded(unit);
  609. }
  610. break;
  611. default:
  612. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  613. break;
  614. }
  615. }
  616. }
  617. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  618. {
  619. EVENT_HANDLER_CALLED_BY_CLIENT;
  620. BATTLE_EVENT_POSSIBLE_RETURN;
  621. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  622. std::vector<ObstacleChanges> removedObstacles;
  623. for(auto & change : obstacles)
  624. {
  625. if(change.operation == BattleChanges::EOperation::ADD)
  626. {
  627. auto instance = cb->battleGetObstacleByID(change.id);
  628. if(instance)
  629. newObstacles.push_back(instance);
  630. else
  631. logNetwork->error("Invalid obstacle instance %d", change.id);
  632. }
  633. if(change.operation == BattleChanges::EOperation::REMOVE)
  634. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  635. }
  636. if (!newObstacles.empty())
  637. battleInt->obstaclePlaced(newObstacles);
  638. if (!removedObstacles.empty())
  639. battleInt->obstacleRemoved(removedObstacles);
  640. battleInt->fieldController->redrawBackgroundWithHexes();
  641. }
  642. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  643. {
  644. EVENT_HANDLER_CALLED_BY_CLIENT;
  645. BATTLE_EVENT_POSSIBLE_RETURN;
  646. battleInt->stackIsCatapulting(ca);
  647. }
  648. 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
  649. {
  650. EVENT_HANDLER_CALLED_BY_CLIENT;
  651. BATTLE_EVENT_POSSIBLE_RETURN;
  652. battleInt->newRound(round);
  653. }
  654. void CPlayerInterface::actionStarted(const BattleAction &action)
  655. {
  656. EVENT_HANDLER_CALLED_BY_CLIENT;
  657. BATTLE_EVENT_POSSIBLE_RETURN;
  658. curAction = new BattleAction(action);
  659. battleInt->startAction(curAction);
  660. }
  661. void CPlayerInterface::actionFinished(const BattleAction &action)
  662. {
  663. EVENT_HANDLER_CALLED_BY_CLIENT;
  664. BATTLE_EVENT_POSSIBLE_RETURN;
  665. battleInt->endAction(curAction);
  666. delete curAction;
  667. curAction = nullptr;
  668. }
  669. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  670. {
  671. THREAD_CREATED_BY_CLIENT;
  672. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  673. auto stackId = stack->unitId();
  674. auto stackName = stack->nodeName();
  675. if (autofightingAI)
  676. {
  677. if (isAutoFightOn)
  678. {
  679. auto ret = autofightingAI->activeStack(stack);
  680. if(cb->battleIsFinished())
  681. {
  682. return BattleAction::makeDefend(stack); // battle finished with spellcast
  683. }
  684. if (isAutoFightOn)
  685. {
  686. return ret;
  687. }
  688. }
  689. cb->unregisterBattleInterface(autofightingAI);
  690. autofightingAI.reset();
  691. }
  692. assert(battleInt);
  693. if(!battleInt)
  694. {
  695. return BattleAction::makeDefend(stack); // probably battle is finished already
  696. }
  697. if(BattleInterface::givenCommand.get())
  698. {
  699. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  700. vstd::clear_pointer(BattleInterface::givenCommand.data);
  701. }
  702. {
  703. boost::unique_lock<boost::recursive_mutex> un(*pim);
  704. battleInt->stackActivated(stack);
  705. //Regeneration & mana drain go there
  706. }
  707. //wait till BattleInterface sets its command
  708. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  709. while(!BattleInterface::givenCommand.data)
  710. {
  711. BattleInterface::givenCommand.cond.wait(lock);
  712. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  713. throw boost::thread_interrupted(); //will shut the thread peacefully
  714. }
  715. //tidy up
  716. BattleAction ret = *(BattleInterface::givenCommand.data);
  717. vstd::clear_pointer(BattleInterface::givenCommand.data);
  718. if(ret.actionType == EActionType::CANCEL)
  719. {
  720. if(stackId != ret.stackNumber)
  721. logGlobal->error("Not current active stack action canceled");
  722. logGlobal->trace("Canceled command for %s", stackName);
  723. }
  724. else
  725. logGlobal->trace("Giving command for %s", stackName);
  726. return ret;
  727. }
  728. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  729. {
  730. EVENT_HANDLER_CALLED_BY_CLIENT;
  731. if(isAutoFightOn || autofightingAI)
  732. {
  733. isAutoFightOn = false;
  734. cb->unregisterBattleInterface(autofightingAI);
  735. autofightingAI.reset();
  736. if(!battleInt)
  737. {
  738. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  739. allowBattleReplay = false;
  740. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  741. wnd->resultCallback = [=](ui32 selection)
  742. {
  743. cb->selectionMade(selection, queryID);
  744. };
  745. GH.pushInt(wnd);
  746. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  747. // Otherwise NewTurn causes freeze.
  748. waitWhileDialog();
  749. return;
  750. }
  751. }
  752. BATTLE_EVENT_POSSIBLE_RETURN;
  753. battleInt->battleFinished(*br, queryID);
  754. }
  755. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. BATTLE_EVENT_POSSIBLE_RETURN;
  759. battleInt->displayBattleLog(lines);
  760. }
  761. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. BATTLE_EVENT_POSSIBLE_RETURN;
  765. battleInt->stackMoved(stack, dest, distance, teleport);
  766. }
  767. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. battleInt->spellCast(sc);
  772. }
  773. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. BATTLE_EVENT_POSSIBLE_RETURN;
  777. battleInt->battleStacksEffectsSet(sse);
  778. }
  779. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  780. {
  781. EVENT_HANDLER_CALLED_BY_CLIENT;
  782. BATTLE_EVENT_POSSIBLE_RETURN;
  783. RETURN_IF_QUICK_COMBAT;
  784. battleInt->effectsController->battleTriggerEffect(bte);
  785. }
  786. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  787. {
  788. EVENT_HANDLER_CALLED_BY_CLIENT;
  789. BATTLE_EVENT_POSSIBLE_RETURN;
  790. std::vector<StackAttackedInfo> arg;
  791. for(auto & elem : bsa)
  792. {
  793. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  794. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  795. assert(defender);
  796. StackAttackedInfo info;
  797. info.defender = defender;
  798. info.attacker = attacker;
  799. info.damageDealt = elem.damageAmount;
  800. info.amountKilled = elem.killedAmount;
  801. info.spellEffect = SpellID::NONE;
  802. info.indirectAttack = ranged;
  803. info.killed = elem.killed();
  804. info.rebirth = elem.willRebirth();
  805. info.cloneKilled = elem.cloneKilled();
  806. info.fireShield = elem.fireShield();
  807. if (elem.isSpell())
  808. info.spellEffect = elem.spellID;
  809. arg.push_back(info);
  810. }
  811. battleInt->stacksAreAttacked(arg);
  812. }
  813. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  814. {
  815. EVENT_HANDLER_CALLED_BY_CLIENT;
  816. BATTLE_EVENT_POSSIBLE_RETURN;
  817. assert(curAction);
  818. StackAttackInfo info;
  819. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  820. info.defender = nullptr;
  821. info.indirectAttack = ba->shot();
  822. info.lucky = ba->lucky();
  823. info.unlucky = ba->unlucky();
  824. info.deathBlow = ba->deathBlow();
  825. info.lifeDrain = ba->lifeDrain();
  826. info.tile = ba->tile;
  827. info.spellEffect = SpellID::NONE;
  828. if (ba->spellLike())
  829. info.spellEffect = ba->spellID;
  830. for(auto & elem : ba->bsa)
  831. {
  832. if(!elem.isSecondary())
  833. {
  834. assert(info.defender == nullptr);
  835. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  836. }
  837. else
  838. {
  839. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  840. }
  841. }
  842. assert(info.defender != nullptr);
  843. assert(info.attacker != nullptr);
  844. battleInt->stackAttacking(info);
  845. }
  846. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  847. {
  848. EVENT_HANDLER_CALLED_BY_CLIENT;
  849. BATTLE_EVENT_POSSIBLE_RETURN;
  850. battleInt->gateStateChanged(state);
  851. }
  852. void CPlayerInterface::yourTacticPhase(int distance)
  853. {
  854. THREAD_CREATED_BY_CLIENT;
  855. while(battleInt && battleInt->tacticsMode)
  856. boost::this_thread::sleep(boost::posix_time::millisec(1));
  857. }
  858. void CPlayerInterface::forceEndTacticPhase()
  859. {
  860. if (battleInt)
  861. battleInt->tacticsMode = false;
  862. }
  863. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  864. {
  865. EVENT_HANDLER_CALLED_BY_CLIENT;
  866. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  867. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  868. if(autoTryHover || type == EInfoWindowMode::INFO)
  869. {
  870. waitWhileDialog(); //Fix for mantis #98
  871. adventureInt->showInfoBoxMessage(components, text, timer);
  872. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  873. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  874. return;
  875. }
  876. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  877. {
  878. return;
  879. }
  880. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  881. do
  882. {
  883. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  884. std::vector<std::shared_ptr<CComponent>> intComps;
  885. for (auto & component : sender)
  886. intComps.push_back(std::make_shared<CComponent>(component));
  887. showInfoDialog(text,intComps,soundID);
  888. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  889. }
  890. while(!vect.empty());
  891. }
  892. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  893. {
  894. std::vector<std::shared_ptr<CComponent>> intComps;
  895. intComps.push_back(component);
  896. showInfoDialog(text, intComps, soundBase::sound_todo);
  897. }
  898. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  899. {
  900. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  901. waitWhileDialog();
  902. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  903. {
  904. return;
  905. }
  906. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  907. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  908. {
  909. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  910. showingDialog->set(true);
  911. stopMovement(); // interrupt movement to show dialog
  912. GH.pushInt(temp);
  913. }
  914. else
  915. {
  916. dialogs.push_back(temp);
  917. }
  918. }
  919. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  920. {
  921. EVENT_HANDLER_CALLED_BY_CLIENT;
  922. std::string str;
  923. text.toString(str);
  924. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  925. waitWhileDialog();
  926. }
  927. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  928. {
  929. boost::unique_lock<boost::recursive_mutex> un(*pim);
  930. stopMovement();
  931. LOCPLINT->showingDialog->setn(true);
  932. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  933. }
  934. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  935. {
  936. EVENT_HANDLER_CALLED_BY_CLIENT;
  937. waitWhileDialog();
  938. stopMovement();
  939. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  940. if (!selection && cancel) //simple yes/no dialog
  941. {
  942. std::vector<std::shared_ptr<CComponent>> intComps;
  943. for (auto & component : components)
  944. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  945. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  946. }
  947. else if (selection)
  948. {
  949. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  950. for (auto & component : components)
  951. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  952. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  953. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  954. if (cancel)
  955. {
  956. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  957. }
  958. int charperline = 35;
  959. if (pom.size() > 1)
  960. charperline = 50;
  961. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  962. intComps[0]->clickLeft(true, false);
  963. }
  964. }
  965. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  966. {
  967. EVENT_HANDLER_CALLED_BY_CLIENT;
  968. int choosenExit = -1;
  969. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  970. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  971. choosenExit = vstd::find_pos(exits, neededExit);
  972. cb->selectionMade(choosenExit, askID);
  973. }
  974. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  975. {
  976. EVENT_HANDLER_CALLED_BY_CLIENT;
  977. auto selectCallback = [=](int selection)
  978. {
  979. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  980. reply.Integer() = selection;
  981. cb->sendQueryReply(reply, askID);
  982. };
  983. auto cancelCallback = [=]()
  984. {
  985. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  986. cb->sendQueryReply(reply, askID);
  987. };
  988. const std::string localTitle = title.toString();
  989. const std::string localDescription = description.toString();
  990. std::vector<int> tempList;
  991. tempList.reserve(objects.size());
  992. for(auto item : objects)
  993. tempList.push_back(item.getNum());
  994. CComponent localIconC(icon);
  995. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  996. localIconC.removeChild(localIcon.get(), false);
  997. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  998. wnd->onExit = cancelCallback;
  999. GH.pushInt(wnd);
  1000. }
  1001. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  1002. {
  1003. EVENT_HANDLER_CALLED_BY_CLIENT;
  1004. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1005. adventureInt->onMapTilesChanged(pos);
  1006. }
  1007. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  1008. {
  1009. EVENT_HANDLER_CALLED_BY_CLIENT;
  1010. adventureInt->onMapTilesChanged(pos);
  1011. }
  1012. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1013. {
  1014. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1015. GH.pushIntT<CHeroWindow>(hero);
  1016. }
  1017. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1018. {
  1019. EVENT_HANDLER_CALLED_BY_CLIENT;
  1020. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1021. {
  1022. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1023. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1024. if (fortScreen)
  1025. fortScreen->creaturesChangedEventHandler();
  1026. else if(castleInterface)
  1027. castleInterface->creaturesChangedEventHandler();
  1028. for(auto isa : GH.listInt)
  1029. {
  1030. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1031. if (ki && townObj)
  1032. ki->townChanged(townObj);
  1033. }
  1034. }
  1035. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1036. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1037. {
  1038. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1039. if (crw && crw->dwelling == town)
  1040. crw->availableCreaturesChanged();
  1041. }
  1042. }
  1043. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1044. {
  1045. EVENT_HANDLER_CALLED_BY_CLIENT;
  1046. if (bonus.type == Bonus::NONE)
  1047. return;
  1048. adventureInt->onHeroChanged(hero);
  1049. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1050. {
  1051. //recalculate paths because hero has lost bonus influencing pathfinding
  1052. localState->erasePath(hero);
  1053. }
  1054. }
  1055. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1056. {
  1057. EVENT_HANDLER_CALLED_BY_CLIENT;
  1058. localState->serialize(h, version);
  1059. }
  1060. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1061. {
  1062. EVENT_HANDLER_CALLED_BY_CLIENT;
  1063. localState->serialize(h, version);
  1064. firstCall = -1;
  1065. }
  1066. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1067. {
  1068. LOG_TRACE(logGlobal);
  1069. if (!LOCPLINT->makingTurn)
  1070. return;
  1071. if (!h)
  1072. return; //can't find hero
  1073. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1074. if (showingDialog->get() || !dialogs.empty())
  1075. return;
  1076. setMovementStatus(true);
  1077. if (localState->isHeroSleeping(h))
  1078. localState->setHeroAwaken(h);
  1079. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1080. }
  1081. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1082. {
  1083. EVENT_HANDLER_CALLED_BY_CLIENT;
  1084. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1085. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1086. {
  1087. onEnd();
  1088. return;
  1089. }
  1090. waitForAllDialogs();
  1091. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1092. cgw->quit->addCallback(onEnd);
  1093. GH.pushInt(cgw);
  1094. }
  1095. /**
  1096. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1097. * into a combinational one on an artifact screen. Does not require the combination of
  1098. * artifacts to be legal.
  1099. */
  1100. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1101. {
  1102. std::string text = artifact->getDescriptionTranslated();
  1103. text += "\n\n";
  1104. std::vector<std::shared_ptr<CComponent>> scs;
  1105. if(assembledArtifact)
  1106. {
  1107. // You possess all of the components to...
  1108. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1109. // Picture of assembled artifact at bottom.
  1110. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1111. scs.push_back(sc);
  1112. }
  1113. else
  1114. {
  1115. // Do you wish to disassemble this artifact?
  1116. text += CGI->generaltexth->allTexts[733];
  1117. }
  1118. showYesNoDialog(text, onYes, nullptr, scs);
  1119. }
  1120. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1121. {
  1122. EVENT_HANDLER_CALLED_BY_CLIENT;
  1123. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1124. && destinationTeleport == ObjectInstanceID())
  1125. stillMoveHero.setn(CONTINUE_MOVE);
  1126. if (destinationTeleport != ObjectInstanceID()
  1127. && pa->packType == typeList.getTypeID<QueryReply>()
  1128. && stillMoveHero.get() == DURING_MOVE)
  1129. { // After teleportation via CGTeleport object is finished
  1130. destinationTeleport = ObjectInstanceID();
  1131. destinationTeleportPos = int3(-1);
  1132. stillMoveHero.setn(CONTINUE_MOVE);
  1133. }
  1134. }
  1135. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1136. {
  1137. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1138. }
  1139. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1140. {
  1141. EVENT_HANDLER_CALLED_BY_CLIENT;
  1142. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1143. }
  1144. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. //redraw minimap if owner changed
  1148. if (sop->what == ObjProperty::OWNER)
  1149. {
  1150. const CGObjectInstance * obj = cb->getObj(sop->id);
  1151. if(obj->ID == Obj::TOWN)
  1152. {
  1153. auto town = static_cast<const CGTownInstance *>(obj);
  1154. if(obj->tempOwner == playerID)
  1155. localState->addOwnedTown(town);
  1156. else
  1157. localState->removeOwnedTown(town);
  1158. adventureInt->onTownChanged(town);
  1159. }
  1160. std::set<int3> pos = obj->getBlockedPos();
  1161. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1162. adventureInt->onMapTilesChanged(upos);
  1163. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1164. }
  1165. }
  1166. void CPlayerInterface::initializeHeroTownList()
  1167. {
  1168. if(localState->getWanderingHeroes().empty())
  1169. {
  1170. for(auto & hero : cb->getHeroesInfo())
  1171. {
  1172. if(!hero->inTownGarrison)
  1173. localState->addWanderingHero(hero);
  1174. }
  1175. }
  1176. if(localState->getOwnedTowns().empty())
  1177. {
  1178. for(auto & town : cb->getTownsInfo())
  1179. localState->addOwnedTown(town);
  1180. }
  1181. if(adventureInt)
  1182. adventureInt->onHeroChanged(nullptr);
  1183. }
  1184. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1185. {
  1186. EVENT_HANDLER_CALLED_BY_CLIENT;
  1187. waitWhileDialog();
  1188. auto recruitCb = [=](CreatureID id, int count)
  1189. {
  1190. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1191. };
  1192. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1193. }
  1194. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1195. {
  1196. if (GH.amIGuiThread())
  1197. {
  1198. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1199. return;
  1200. }
  1201. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1202. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1203. while(showingDialog->data)
  1204. showingDialog->cond.wait(un);
  1205. }
  1206. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1207. {
  1208. EVENT_HANDLER_CALLED_BY_CLIENT;
  1209. auto state = obj->shipyardStatus();
  1210. TResources cost;
  1211. obj->getBoatCost(cost);
  1212. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1213. }
  1214. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1215. {
  1216. EVENT_HANDLER_CALLED_BY_CLIENT;
  1217. //we might have built a boat in shipyard in opened town screen
  1218. if (obj->ID == Obj::BOAT
  1219. && LOCPLINT->castleInt
  1220. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1221. {
  1222. CCS->soundh->playSound(soundBase::newBuilding);
  1223. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1224. }
  1225. }
  1226. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1227. {
  1228. EVENT_HANDLER_CALLED_BY_CLIENT;
  1229. waitWhileDialog();
  1230. CCS->curh->hide();
  1231. adventureInt->centerOnTile(pos);
  1232. if (focusTime)
  1233. {
  1234. GH.totalRedraw();
  1235. {
  1236. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1237. IgnoreEvents ignore(*this);
  1238. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1239. }
  1240. }
  1241. CCS->curh->show();
  1242. }
  1243. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1247. {
  1248. waitWhileDialog();
  1249. CCS->soundh->playSound(obj->getRemovalSound().value());
  1250. }
  1251. CGI->mh->waitForOngoingAnimations();
  1252. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1253. {
  1254. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1255. heroKilled(h);
  1256. }
  1257. GH.fakeMouseMove();
  1258. }
  1259. void CPlayerInterface::objectRemovedAfter()
  1260. {
  1261. EVENT_HANDLER_CALLED_BY_CLIENT;
  1262. adventureInt->onMapTilesChanged(boost::none);
  1263. }
  1264. void CPlayerInterface::playerBlocked(int reason, bool start)
  1265. {
  1266. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1267. {
  1268. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1269. {
  1270. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1271. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1272. LOCPLINT = this;
  1273. GH.curInt = this;
  1274. adventureInt->onCurrentPlayerChanged(playerID);
  1275. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1276. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1277. std::vector<std::shared_ptr<CComponent>> cmp;
  1278. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1279. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1280. showInfoDialog(msg, cmp);
  1281. makingTurn = false;
  1282. }
  1283. }
  1284. }
  1285. void CPlayerInterface::update()
  1286. {
  1287. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1288. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1289. // While mutexes were locked away we may be have stopped being the active interface
  1290. if (LOCPLINT != this)
  1291. return;
  1292. //if there are any waiting dialogs, show them
  1293. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1294. {
  1295. showingDialog->set(true);
  1296. GH.pushInt(dialogs.front());
  1297. dialogs.pop_front();
  1298. }
  1299. assert(adventureInt);
  1300. // Handles mouse and key input
  1301. GH.updateTime();
  1302. GH.handleEvents();
  1303. GH.simpleRedraw();
  1304. }
  1305. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1306. {
  1307. using namespace boost::filesystem;
  1308. using namespace boost::algorithm;
  1309. path gamesDir = VCMIDirs::get().userSavePath();
  1310. std::map<std::time_t, int> dates; //save number => datestamp
  1311. const directory_iterator enddir;
  1312. if (!exists(gamesDir))
  1313. create_directory(gamesDir);
  1314. else
  1315. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1316. {
  1317. if (is_regular_file(dir->status()))
  1318. {
  1319. std::string name = dir->path().filename().string();
  1320. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1321. {
  1322. char nr = name[namePrefix.size()];
  1323. if (std::isdigit(nr))
  1324. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1325. }
  1326. }
  1327. }
  1328. if (!dates.empty())
  1329. return (--dates.end())->second; //return latest file number
  1330. return 0;
  1331. }
  1332. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1333. {
  1334. EVENT_HANDLER_CALLED_BY_CLIENT;
  1335. if (player == playerID)
  1336. {
  1337. if (victoryLossCheckResult.loss())
  1338. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1339. assert(GH.curInt == LOCPLINT);
  1340. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1341. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1342. GH.curInt = this; //waiting for dialogs requires this to get events
  1343. if(!makingTurn)
  1344. {
  1345. makingTurn = true; //also needed for dialog to show with current implementation
  1346. waitForAllDialogs();
  1347. makingTurn = false;
  1348. }
  1349. else
  1350. waitForAllDialogs();
  1351. GH.curInt = previousInterface;
  1352. LOCPLINT = previousInterface;
  1353. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1354. {
  1355. if(adventureInt)
  1356. {
  1357. GH.terminate_cond->setn(true);
  1358. GH.popInts(GH.listInt.size());
  1359. adventureInt.reset();
  1360. }
  1361. }
  1362. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1363. {
  1364. // end game if current human player has won
  1365. CSH->sendClientDisconnecting();
  1366. requestReturningToMainMenu(true);
  1367. }
  1368. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1369. {
  1370. //all human players eliminated
  1371. CSH->sendClientDisconnecting();
  1372. requestReturningToMainMenu(false);
  1373. }
  1374. if (GH.curInt == this)
  1375. GH.curInt = nullptr;
  1376. }
  1377. else
  1378. {
  1379. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1380. {
  1381. std::string str = victoryLossCheckResult.messageToSelf;
  1382. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1383. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1384. }
  1385. }
  1386. }
  1387. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. }
  1391. void CPlayerInterface::showPuzzleMap()
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. waitWhileDialog();
  1395. //TODO: interface should not know the real position of Grail...
  1396. double ratio = 0;
  1397. int3 grailPos = cb->getGrailPos(&ratio);
  1398. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1399. }
  1400. void CPlayerInterface::viewWorldMap()
  1401. {
  1402. adventureInt->openWorldView();
  1403. }
  1404. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1405. {
  1406. EVENT_HANDLER_CALLED_BY_CLIENT;
  1407. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1408. GH.popInts(1);
  1409. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1410. localState->erasePath(caster);
  1411. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1412. auto castSoundPath = spell->getCastSound();
  1413. if(!castSoundPath.empty())
  1414. CCS->soundh->playSound(castSoundPath);
  1415. }
  1416. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1417. {
  1418. int msgToShow = -1;
  1419. const auto diggingStatus = h->diggingStatus();
  1420. switch(diggingStatus)
  1421. {
  1422. case EDiggingStatus::CAN_DIG:
  1423. break;
  1424. case EDiggingStatus::LACK_OF_MOVEMENT:
  1425. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1426. break;
  1427. case EDiggingStatus::TILE_OCCUPIED:
  1428. msgToShow = 97; //Try searching on clear ground.
  1429. break;
  1430. case EDiggingStatus::WRONG_TERRAIN:
  1431. msgToShow = 60; ////Try looking on land!
  1432. break;
  1433. case EDiggingStatus::BACKPACK_IS_FULL:
  1434. msgToShow = 247; //Searching for the Grail is fruitless...
  1435. break;
  1436. default:
  1437. assert(0);
  1438. }
  1439. if(msgToShow < 0)
  1440. cb->dig(h);
  1441. else
  1442. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1443. }
  1444. void CPlayerInterface::battleNewRoundFirst( int round )
  1445. {
  1446. EVENT_HANDLER_CALLED_BY_CLIENT;
  1447. BATTLE_EVENT_POSSIBLE_RETURN;
  1448. battleInt->newRoundFirst(round);
  1449. }
  1450. void CPlayerInterface::stopMovement()
  1451. {
  1452. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1453. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1454. }
  1455. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1456. {
  1457. EVENT_HANDLER_CALLED_BY_CLIENT;
  1458. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1459. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1460. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1461. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1462. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1463. GH.pushIntT<CTransformerWindow>(market, visitor);
  1464. else if(!market->availableModes().empty())
  1465. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1466. }
  1467. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1468. {
  1469. EVENT_HANDLER_CALLED_BY_CLIENT;
  1470. GH.pushIntT<CUniversityWindow>(visitor, market);
  1471. }
  1472. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1473. {
  1474. EVENT_HANDLER_CALLED_BY_CLIENT;
  1475. GH.pushIntT<CHillFortWindow>(visitor, object);
  1476. }
  1477. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1478. {
  1479. EVENT_HANDLER_CALLED_BY_CLIENT;
  1480. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1481. cmw->artifactsChanged(false);
  1482. }
  1483. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1484. {
  1485. EVENT_HANDLER_CALLED_BY_CLIENT;
  1486. GH.pushIntT<CTavernWindow>(townOrTavern);
  1487. }
  1488. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1489. {
  1490. EVENT_HANDLER_CALLED_BY_CLIENT;
  1491. GH.pushIntT<CThievesGuildWindow>(obj);
  1492. }
  1493. void CPlayerInterface::showQuestLog()
  1494. {
  1495. EVENT_HANDLER_CALLED_BY_CLIENT;
  1496. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1497. }
  1498. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1499. {
  1500. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1501. {
  1502. MetaString txt;
  1503. obj->getProblemText(txt);
  1504. showInfoDialog(txt.toString());
  1505. }
  1506. else
  1507. showShipyardDialog(obj);
  1508. }
  1509. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1510. {
  1511. if(won && cb->getStartInfo()->campState)
  1512. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1513. else
  1514. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1515. }
  1516. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1517. {
  1518. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1519. if(hero)
  1520. {
  1521. auto art = hero->getArt(al.slot);
  1522. if(art == nullptr)
  1523. {
  1524. logGlobal->error("artifact location %d points to nothing",
  1525. al.slot.num);
  1526. return;
  1527. }
  1528. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1529. }
  1530. }
  1531. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1532. {
  1533. EVENT_HANDLER_CALLED_BY_CLIENT;
  1534. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1535. adventureInt->onHeroChanged(hero);
  1536. }
  1537. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1538. {
  1539. EVENT_HANDLER_CALLED_BY_CLIENT;
  1540. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1541. adventureInt->onHeroChanged(hero);
  1542. for(auto isa : GH.listInt)
  1543. {
  1544. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1545. if (artWin)
  1546. artWin->artifactRemoved(al);
  1547. }
  1548. waitWhileDialog();
  1549. }
  1550. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1551. {
  1552. EVENT_HANDLER_CALLED_BY_CLIENT;
  1553. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1554. adventureInt->onHeroChanged(hero);
  1555. bool redraw = true;
  1556. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1557. if(numOfMovedArts != 0)
  1558. {
  1559. numOfMovedArts--;
  1560. if(numOfMovedArts != 0)
  1561. redraw = false;
  1562. }
  1563. for(auto isa : GH.listInt)
  1564. {
  1565. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1566. if (artWin)
  1567. artWin->artifactMoved(src, dst, redraw);
  1568. }
  1569. waitWhileDialog();
  1570. }
  1571. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1572. {
  1573. numOfMovedArts = numOfArts;
  1574. }
  1575. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1576. {
  1577. EVENT_HANDLER_CALLED_BY_CLIENT;
  1578. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1579. adventureInt->onHeroChanged(hero);
  1580. for(auto isa : GH.listInt)
  1581. {
  1582. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1583. if (artWin)
  1584. artWin->artifactAssembled(al);
  1585. }
  1586. }
  1587. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1588. {
  1589. EVENT_HANDLER_CALLED_BY_CLIENT;
  1590. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1591. adventureInt->onHeroChanged(hero);
  1592. for(auto isa : GH.listInt)
  1593. {
  1594. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1595. if (artWin)
  1596. artWin->artifactDisassembled(al);
  1597. }
  1598. }
  1599. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1600. {
  1601. while(!dialogs.empty())
  1602. {
  1603. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1604. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1605. }
  1606. waitWhileDialog(unlockPim);
  1607. }
  1608. void CPlayerInterface::proposeLoadingGame()
  1609. {
  1610. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1611. }
  1612. bool CPlayerInterface::capturedAllEvents()
  1613. {
  1614. if(duringMovement)
  1615. {
  1616. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1617. return true;
  1618. }
  1619. bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
  1620. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1621. {
  1622. boost::unique_lock<boost::mutex> un(eventsM);
  1623. while(!SDLEventsQueue.empty())
  1624. {
  1625. SDLEventsQueue.pop();
  1626. }
  1627. return true;
  1628. }
  1629. return false;
  1630. }
  1631. void CPlayerInterface::setMovementStatus(bool value)
  1632. {
  1633. duringMovement = value;
  1634. if (value)
  1635. {
  1636. CCS->curh->hide();
  1637. }
  1638. else
  1639. {
  1640. CCS->curh->show();
  1641. }
  1642. }
  1643. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1644. {
  1645. int i = 1;
  1646. auto getObj = [&](int3 coord, bool ignoreHero)
  1647. {
  1648. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1649. };
  1650. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1651. {
  1652. if (action != CGPathNode::TELEPORT_NORMAL &&
  1653. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1654. action != CGPathNode::TELEPORT_BATTLE)
  1655. {
  1656. return false;
  1657. }
  1658. return true;
  1659. };
  1660. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1661. {
  1662. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1663. return nextObjectTop;
  1664. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1665. CGTeleport::isConnected(currentObject, nextObject))
  1666. {
  1667. return nextObject;
  1668. }
  1669. return nullptr;
  1670. };
  1671. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1672. stillMoveHero.data = CONTINUE_MOVE;
  1673. auto doMovement = [&](int3 dst, bool transit)
  1674. {
  1675. stillMoveHero.data = WAITING_MOVE;
  1676. cb->moveHero(h, dst, transit);
  1677. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1678. stillMoveHero.cond.wait(un);
  1679. };
  1680. {
  1681. for (auto & elem : path.nodes)
  1682. elem.coord = h->convertFromVisitablePos(elem.coord);
  1683. TerrainId currentTerrain = ETerrainId::NONE;
  1684. TerrainId newTerrain;
  1685. bool wasOnRoad = true;
  1686. int sh = -1;
  1687. auto canStop = [&](CGPathNode * node) -> bool
  1688. {
  1689. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1690. return true;
  1691. if (node->accessible == CGPathNode::ACCESSIBLE)
  1692. return true;
  1693. return false;
  1694. };
  1695. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1696. {
  1697. int3 prevCoord = path.nodes[i].coord;
  1698. int3 nextCoord = path.nodes[i-1].coord;
  1699. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1700. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1701. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1702. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1703. auto nextObjectTop = getObj(nextCoord, false);
  1704. auto nextObject = getObj(nextCoord, true);
  1705. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1706. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1707. {
  1708. CCS->soundh->stopSound(sh);
  1709. destinationTeleport = destTeleportObj->id;
  1710. destinationTeleportPos = nextCoord;
  1711. doMovement(h->pos, false);
  1712. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1713. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1714. {
  1715. destinationTeleport = ObjectInstanceID();
  1716. destinationTeleportPos = int3(-1);
  1717. }
  1718. if(i != path.nodes.size() - 1)
  1719. {
  1720. if (movingOnRoad)
  1721. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1722. else
  1723. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1724. }
  1725. continue;
  1726. }
  1727. if (path.nodes[i-1].turns)
  1728. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1729. stillMoveHero.data = STOP_MOVE;
  1730. break;
  1731. }
  1732. // Start a new sound for the hero movement or let the existing one carry on.
  1733. #if 0
  1734. // TODO
  1735. if (hero is flying && sh == -1)
  1736. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1737. #endif
  1738. {
  1739. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1740. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1741. {
  1742. CCS->soundh->stopSound(sh);
  1743. if (movingOnRoad)
  1744. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1745. else
  1746. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1747. currentTerrain = newTerrain;
  1748. wasOnRoad = movingOnRoad;
  1749. }
  1750. }
  1751. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  1752. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1753. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1754. bool useTransit = false;
  1755. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1756. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1757. || CGTeleport::isTeleport(nextObjectTop)))
  1758. { // Hero should be able to go through object if it's allow transit
  1759. useTransit = true;
  1760. }
  1761. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1762. useTransit = true;
  1763. doMovement(endpos, useTransit);
  1764. logGlobal->trace("Resuming %s", __FUNCTION__);
  1765. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1766. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1767. break;
  1768. }
  1769. CCS->soundh->stopSound(sh);
  1770. }
  1771. //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
  1772. if (!showingDialog->get())
  1773. GH.fakeMouseMove();
  1774. CGI->mh->waitForOngoingAnimations();
  1775. setMovementStatus(false);
  1776. }
  1777. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1778. {
  1779. EVENT_HANDLER_CALLED_BY_CLIENT;
  1780. adventureInt->openWorldView(objectPositions, showTerrain );
  1781. }