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/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/pathfinder/CGPathNode.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/JsonNode.h"
  60. #include "CMusicHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/NetPacksBase.h"
  63. #include "../lib/NetPacks.h"//todo: remove
  64. #include "../lib/VCMIDirs.h"
  65. #include "../lib/CStopWatch.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/CPlayerState.h"
  68. #include "../lib/GameConstants.h"
  69. #include "gui/CGuiHandler.h"
  70. #include "gui/WindowHandler.h"
  71. #include "windows/InfoWindows.h"
  72. #include "../lib/UnlockGuard.h"
  73. #include "../lib/RoadHandler.h"
  74. #include "../lib/TerrainHandler.h"
  75. #include "CServerHandler.h"
  76. // FIXME: only needed for CGameState::mutex
  77. #include "../lib/gameState/CGameState.h"
  78. #include "eventsSDL/NotificationHandler.h"
  79. #include "adventureMap/CInGameConsole.h"
  80. // The macro below is used to mark functions that are called by client when game state changes.
  81. // They all assume that CPlayerInterface::pim mutex is locked.
  82. #define EVENT_HANDLER_CALLED_BY_CLIENT
  83. // The macro marks functions that are run on a new thread by client.
  84. // They do not own any mutexes intiially.
  85. #define THREAD_CREATED_BY_CLIENT
  86. #define RETURN_IF_QUICK_COMBAT \
  87. if (isAutoFightOn && !battleInt) \
  88. return;
  89. #define BATTLE_EVENT_POSSIBLE_RETURN\
  90. if (LOCPLINT != this) \
  91. return; \
  92. RETURN_IF_QUICK_COMBAT
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  97. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  98. struct HeroObjectRetriever
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  110. localState(std::make_unique<PlayerLocalState>(*this))
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  113. destinationTeleport = ObjectInstanceID();
  114. destinationTeleportPos = int3(-1);
  115. GH.defActionsDef = 0;
  116. LOCPLINT = this;
  117. curAction = nullptr;
  118. playerID=Player;
  119. human=true;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  136. delete showingDialog;
  137. delete cingconsole;
  138. if (LOCPLINT == this)
  139. LOCPLINT = nullptr;
  140. }
  141. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  142. {
  143. cb = CB;
  144. env = ENV;
  145. CCS->musich->loadTerrainMusicThemes();
  146. initializeHeroTownList();
  147. // always recreate advmap interface to avoid possible memory-corruption bugs
  148. adventureInt.reset(new AdventureMapInterface());
  149. }
  150. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  151. {
  152. EVENT_HANDLER_CALLED_BY_CLIENT;
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // remove all dialogs that do not expect query answer
  160. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  161. GH.windows().popWindows(1);
  162. if (player != playerID && LOCPLINT == this)
  163. {
  164. waitWhileDialog();
  165. adventureInt->onEnemyTurnStarted(player);
  166. }
  167. }
  168. void CPlayerInterface::performAutosave()
  169. {
  170. std::string prefix = settings["session"]["saveprefix"].String();
  171. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  172. if(firstCall)
  173. {
  174. autosaveCount = getLastIndex(prefix + "Autosave_");
  175. if(firstCall > 0) //new game, not loaded
  176. {
  177. int index = getLastIndex(prefix + "Newgame_");
  178. index %= SAVES_COUNT;
  179. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  180. }
  181. firstCall = 0;
  182. }
  183. else if(frequency > 0 && cb->getDate() % frequency == 0)
  184. {
  185. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  186. autosaveCount %= 5;
  187. }
  188. }
  189. void CPlayerInterface::yourTurn()
  190. {
  191. EVENT_HANDLER_CALLED_BY_CLIENT;
  192. {
  193. LOCPLINT = this;
  194. GH.curInt = this;
  195. NotificationHandler::notify("Your turn");
  196. performAutosave();
  197. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  198. {
  199. adventureInt->onHotseatWaitStarted(playerID);
  200. makingTurn = true;
  201. std::string msg = CGI->generaltexth->allTexts[13];
  202. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  203. std::vector<std::shared_ptr<CComponent>> cmp;
  204. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  205. showInfoDialog(msg, cmp);
  206. }
  207. else
  208. {
  209. makingTurn = true;
  210. adventureInt->onPlayerTurnStarted(playerID);
  211. }
  212. }
  213. acceptTurn();
  214. }
  215. void CPlayerInterface::acceptTurn()
  216. {
  217. if (settings["session"]["autoSkip"].Bool())
  218. {
  219. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  220. iw->close();
  221. }
  222. if(CSH->howManyPlayerInterfaces() > 1)
  223. {
  224. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  225. adventureInt->onPlayerTurnStarted(playerID);
  226. }
  227. // warn player if he has no town
  228. if (cb->howManyTowns() == 0)
  229. {
  230. auto playerColor = *cb->getPlayerID();
  231. std::vector<Component> components;
  232. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  233. MetaString text;
  234. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  235. if(optDaysWithoutCastle)
  236. {
  237. auto daysWithoutCastle = optDaysWithoutCastle.value();
  238. if (daysWithoutCastle < 6)
  239. {
  240. text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  241. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  242. text.replaceNumber(7 - daysWithoutCastle);
  243. }
  244. else if (daysWithoutCastle == 6)
  245. {
  246. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  247. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  248. }
  249. showInfoDialogAndWait(components, text);
  250. }
  251. else
  252. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  253. }
  254. }
  255. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  256. {
  257. EVENT_HANDLER_CALLED_BY_CLIENT;
  258. waitWhileDialog();
  259. if(LOCPLINT != this)
  260. return;
  261. //FIXME: read once and store
  262. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  263. return;
  264. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  265. if (!hero)
  266. return;
  267. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  268. {
  269. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  270. CCS->soundh->playSound(hero->getRemovalSound().value());
  271. }
  272. std::unordered_set<int3> changedTiles {
  273. hero->convertToVisitablePos(details.start),
  274. hero->convertToVisitablePos(details.end)
  275. };
  276. adventureInt->onMapTilesChanged(changedTiles);
  277. adventureInt->onHeroMovementStarted(hero);
  278. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  279. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  280. {
  281. if(details.result == TryMoveHero::TELEPORTATION)
  282. {
  283. if(localState->hasPath(hero))
  284. {
  285. assert(localState->getPath(hero).nodes.size() >= 2);
  286. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  287. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  288. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  289. {
  290. //path was between entrance and exit of teleport -> OK, erase node as usual
  291. localState->removeLastNode(hero);
  292. }
  293. else
  294. {
  295. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  296. localState->erasePath(hero);
  297. }
  298. }
  299. }
  300. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  301. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  302. {
  303. localState->erasePath(hero);
  304. }
  305. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  306. {
  307. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  308. localState->removeLastNode(hero);
  309. }
  310. }
  311. if(details.stopMovement()) //hero failed to move
  312. {
  313. stillMoveHero.setn(STOP_MOVE);
  314. adventureInt->onHeroChanged(hero);
  315. return;
  316. }
  317. CGI->mh->waitForOngoingAnimations();
  318. //move finished
  319. adventureInt->onHeroChanged(hero);
  320. //check if user cancelled movement
  321. {
  322. if (GH.input().ignoreEventsUntilInput())
  323. stillMoveHero.setn(STOP_MOVE);
  324. }
  325. if (stillMoveHero.get() == WAITING_MOVE)
  326. stillMoveHero.setn(DURING_MOVE);
  327. // Hero attacked creature directly, set direction to face it.
  328. if (directlyAttackingCreature) {
  329. // Get direction to attacker.
  330. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  331. static const ui8 dirLookup[3][3] = {
  332. { 1, 2, 3 },
  333. { 8, 0, 4 },
  334. { 7, 6, 5 }
  335. };
  336. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  337. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  338. }
  339. }
  340. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  341. {
  342. EVENT_HANDLER_CALLED_BY_CLIENT;
  343. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  344. localState->removeWanderingHero(hero);
  345. adventureInt->onHeroChanged(hero);
  346. localState->erasePath(hero);
  347. }
  348. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  349. {
  350. EVENT_HANDLER_CALLED_BY_CLIENT;
  351. if(start && visitedObj)
  352. {
  353. if(visitedObj->getVisitSound())
  354. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  355. }
  356. }
  357. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  358. {
  359. EVENT_HANDLER_CALLED_BY_CLIENT;
  360. localState->addWanderingHero(hero);
  361. adventureInt->onHeroChanged(hero);
  362. }
  363. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  364. {
  365. if(castleInt)
  366. castleInt->close();
  367. castleInt = nullptr;
  368. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  369. GH.windows().pushWindow(newCastleInt);
  370. }
  371. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. if (which == 4)
  375. {
  376. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  377. ctw->setExpToLevel();
  378. }
  379. else
  380. adventureInt->onHeroChanged(hero);
  381. }
  382. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  386. cuw->redraw();
  387. }
  388. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. adventureInt->onHeroChanged(hero);
  392. if (makingTurn && hero->tempOwner == playerID)
  393. adventureInt->onHeroChanged(hero);
  394. }
  395. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if (makingTurn && hero->tempOwner == playerID)
  399. adventureInt->onHeroChanged(hero);
  400. }
  401. void CPlayerInterface::receivedResource()
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  405. mw->resourceChanged();
  406. GH.windows().totalRedraw();
  407. }
  408. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  409. {
  410. EVENT_HANDLER_CALLED_BY_CLIENT;
  411. waitWhileDialog();
  412. CCS->soundh->playSound(soundBase::heroNewLevel);
  413. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  414. {
  415. cb->selectionMade(selection, queryID);
  416. });
  417. }
  418. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  419. {
  420. EVENT_HANDLER_CALLED_BY_CLIENT;
  421. waitWhileDialog();
  422. CCS->soundh->playSound(soundBase::heroNewLevel);
  423. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  424. {
  425. cb->selectionMade(selection, queryID);
  426. });
  427. }
  428. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  429. {
  430. EVENT_HANDLER_CALLED_BY_CLIENT;
  431. if(town->garrisonHero) //wandering hero moved to the garrison
  432. {
  433. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  434. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  435. localState->removeWanderingHero(town->garrisonHero);
  436. }
  437. if(town->visitingHero) //hero leaves garrison
  438. {
  439. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  440. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  441. localState->addWanderingHero(town->visitingHero);
  442. }
  443. adventureInt->onHeroChanged(nullptr);
  444. adventureInt->onTownChanged(town);
  445. if(castleInt)
  446. {
  447. castleInt->garr->selectSlot(nullptr);
  448. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  449. castleInt->garr->setArmy(town->visitingHero, 1);
  450. castleInt->garr->recreateSlots();
  451. castleInt->heroes->update();
  452. castleInt->redraw();
  453. }
  454. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  455. {
  456. ki->townChanged(town);
  457. ki->updateGarrisons();
  458. ki->redraw();
  459. }
  460. }
  461. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  462. {
  463. EVENT_HANDLER_CALLED_BY_CLIENT;
  464. if (hero->tempOwner != playerID )
  465. return;
  466. waitWhileDialog();
  467. openTownWindow(town);
  468. }
  469. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  470. {
  471. std::vector<const CGObjectInstance *> instances;
  472. if(auto obj = cb->getObj(id1))
  473. instances.push_back(obj);
  474. if(id2 != ObjectInstanceID() && id2 != id1)
  475. {
  476. if(auto obj = cb->getObj(id2))
  477. instances.push_back(obj);
  478. }
  479. garrisonsChanged(instances);
  480. }
  481. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  482. {
  483. boost::unique_lock<boost::recursive_mutex> un(*pim);
  484. for (auto object : objs)
  485. {
  486. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  487. auto * town = dynamic_cast<const CGTownInstance*>(object);
  488. if (hero)
  489. adventureInt->onHeroChanged(hero);
  490. if (town)
  491. adventureInt->onTownChanged(town);
  492. }
  493. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  494. cgh->updateGarrisons();
  495. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  496. {
  497. if (vstd::contains(objs, cmw->hero))
  498. cmw->garrisonChanged();
  499. }
  500. GH.windows().totalRedraw();
  501. }
  502. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  503. {
  504. EVENT_HANDLER_CALLED_BY_CLIENT;
  505. if (castleInt)
  506. {
  507. castleInt->townlist->update(town);
  508. if (castleInt->town == town)
  509. {
  510. switch(what)
  511. {
  512. case 1:
  513. CCS->soundh->playSound(soundBase::newBuilding);
  514. castleInt->addBuilding(buildingID);
  515. break;
  516. case 2:
  517. castleInt->removeBuilding(buildingID);
  518. break;
  519. }
  520. }
  521. }
  522. adventureInt->onTownChanged(town);
  523. }
  524. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  525. {
  526. //Don't wait for dialogs when we are non-active hot-seat player
  527. if (LOCPLINT == this)
  528. waitForAllDialogs();
  529. }
  530. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  531. {
  532. EVENT_HANDLER_CALLED_BY_CLIENT;
  533. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  534. lastBattleArmies.first = army1;
  535. lastBattleArmies.second = army2;
  536. //quick combat with neutral creatures only
  537. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  538. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  539. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  540. && settings["adventure"]["quickCombat"].Bool())
  541. || settings["adventure"]["alwaysSkipCombat"].Bool())
  542. {
  543. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  544. autofightingAI->initBattleInterface(env, cb);
  545. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  546. isAutoFightOn = true;
  547. cb->registerBattleInterface(autofightingAI);
  548. // Player shouldn't be able to move on adventure map if quick combat is going
  549. allowBattleReplay = true;
  550. }
  551. //Don't wait for dialogs when we are non-active hot-seat player
  552. if (LOCPLINT == this)
  553. waitForAllDialogs();
  554. BATTLE_EVENT_POSSIBLE_RETURN;
  555. }
  556. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  557. {
  558. EVENT_HANDLER_CALLED_BY_CLIENT;
  559. BATTLE_EVENT_POSSIBLE_RETURN;
  560. for(auto & info : units)
  561. {
  562. switch(info.operation)
  563. {
  564. case UnitChanges::EOperation::RESET_STATE:
  565. {
  566. const CStack * stack = cb->battleGetStackByID(info.id );
  567. if(!stack)
  568. {
  569. logGlobal->error("Invalid unit ID %d", info.id);
  570. continue;
  571. }
  572. battleInt->stackReset(stack);
  573. }
  574. break;
  575. case UnitChanges::EOperation::REMOVE:
  576. battleInt->stackRemoved(info.id);
  577. break;
  578. case UnitChanges::EOperation::ADD:
  579. {
  580. const CStack * unit = cb->battleGetStackByID(info.id);
  581. if(!unit)
  582. {
  583. logGlobal->error("Invalid unit ID %d", info.id);
  584. continue;
  585. }
  586. battleInt->stackAdded(unit);
  587. }
  588. break;
  589. default:
  590. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  591. break;
  592. }
  593. }
  594. }
  595. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  600. std::vector<ObstacleChanges> removedObstacles;
  601. for(auto & change : obstacles)
  602. {
  603. if(change.operation == BattleChanges::EOperation::ADD)
  604. {
  605. auto instance = cb->battleGetObstacleByID(change.id);
  606. if(instance)
  607. newObstacles.push_back(instance);
  608. else
  609. logNetwork->error("Invalid obstacle instance %d", change.id);
  610. }
  611. if(change.operation == BattleChanges::EOperation::REMOVE)
  612. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  613. }
  614. if (!newObstacles.empty())
  615. battleInt->obstaclePlaced(newObstacles);
  616. if (!removedObstacles.empty())
  617. battleInt->obstacleRemoved(removedObstacles);
  618. battleInt->fieldController->redrawBackgroundWithHexes();
  619. }
  620. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  621. {
  622. EVENT_HANDLER_CALLED_BY_CLIENT;
  623. BATTLE_EVENT_POSSIBLE_RETURN;
  624. battleInt->stackIsCatapulting(ca);
  625. }
  626. 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
  627. {
  628. EVENT_HANDLER_CALLED_BY_CLIENT;
  629. BATTLE_EVENT_POSSIBLE_RETURN;
  630. battleInt->newRound(round);
  631. }
  632. void CPlayerInterface::actionStarted(const BattleAction &action)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. curAction = new BattleAction(action);
  637. battleInt->startAction(curAction);
  638. }
  639. void CPlayerInterface::actionFinished(const BattleAction &action)
  640. {
  641. EVENT_HANDLER_CALLED_BY_CLIENT;
  642. BATTLE_EVENT_POSSIBLE_RETURN;
  643. battleInt->endAction(curAction);
  644. delete curAction;
  645. curAction = nullptr;
  646. }
  647. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  648. {
  649. THREAD_CREATED_BY_CLIENT;
  650. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  651. auto stackId = stack->unitId();
  652. auto stackName = stack->nodeName();
  653. if (autofightingAI)
  654. {
  655. if (isAutoFightOn)
  656. {
  657. auto ret = autofightingAI->activeStack(stack);
  658. if(cb->battleIsFinished())
  659. {
  660. return BattleAction::makeDefend(stack); // battle finished with spellcast
  661. }
  662. if (isAutoFightOn)
  663. {
  664. return ret;
  665. }
  666. }
  667. cb->unregisterBattleInterface(autofightingAI);
  668. autofightingAI.reset();
  669. }
  670. assert(battleInt);
  671. if(!battleInt)
  672. {
  673. return BattleAction::makeDefend(stack); // probably battle is finished already
  674. }
  675. if(BattleInterface::givenCommand.get())
  676. {
  677. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  678. vstd::clear_pointer(BattleInterface::givenCommand.data);
  679. }
  680. {
  681. boost::unique_lock<boost::recursive_mutex> un(*pim);
  682. battleInt->stackActivated(stack);
  683. //Regeneration & mana drain go there
  684. }
  685. //wait till BattleInterface sets its command
  686. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  687. while(!BattleInterface::givenCommand.data)
  688. {
  689. BattleInterface::givenCommand.cond.wait(lock);
  690. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  691. throw boost::thread_interrupted(); //will shut the thread peacefully
  692. }
  693. //tidy up
  694. BattleAction ret = *(BattleInterface::givenCommand.data);
  695. vstd::clear_pointer(BattleInterface::givenCommand.data);
  696. if(ret.actionType == EActionType::CANCEL)
  697. {
  698. if(stackId != ret.stackNumber)
  699. logGlobal->error("Not current active stack action canceled");
  700. logGlobal->trace("Canceled command for %s", stackName);
  701. }
  702. else
  703. logGlobal->trace("Giving command for %s", stackName);
  704. return ret;
  705. }
  706. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  707. {
  708. EVENT_HANDLER_CALLED_BY_CLIENT;
  709. if(isAutoFightOn || autofightingAI)
  710. {
  711. isAutoFightOn = false;
  712. cb->unregisterBattleInterface(autofightingAI);
  713. autofightingAI.reset();
  714. if(!battleInt)
  715. {
  716. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  717. allowBattleReplay = false;
  718. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  719. wnd->resultCallback = [=](ui32 selection)
  720. {
  721. cb->selectionMade(selection, queryID);
  722. };
  723. GH.windows().pushWindow(wnd);
  724. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  725. // Otherwise NewTurn causes freeze.
  726. waitWhileDialog();
  727. return;
  728. }
  729. }
  730. BATTLE_EVENT_POSSIBLE_RETURN;
  731. battleInt->battleFinished(*br, queryID);
  732. }
  733. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  734. {
  735. EVENT_HANDLER_CALLED_BY_CLIENT;
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. battleInt->displayBattleLog(lines);
  738. }
  739. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  740. {
  741. EVENT_HANDLER_CALLED_BY_CLIENT;
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->stackMoved(stack, dest, distance, teleport);
  744. }
  745. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->spellCast(sc);
  750. }
  751. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->battleStacksEffectsSet(sse);
  756. }
  757. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. RETURN_IF_QUICK_COMBAT;
  762. battleInt->effectsController->battleTriggerEffect(bte);
  763. }
  764. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  765. {
  766. EVENT_HANDLER_CALLED_BY_CLIENT;
  767. BATTLE_EVENT_POSSIBLE_RETURN;
  768. std::vector<StackAttackedInfo> arg;
  769. for(auto & elem : bsa)
  770. {
  771. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  772. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  773. assert(defender);
  774. StackAttackedInfo info;
  775. info.defender = defender;
  776. info.attacker = attacker;
  777. info.damageDealt = elem.damageAmount;
  778. info.amountKilled = elem.killedAmount;
  779. info.spellEffect = SpellID::NONE;
  780. info.indirectAttack = ranged;
  781. info.killed = elem.killed();
  782. info.rebirth = elem.willRebirth();
  783. info.cloneKilled = elem.cloneKilled();
  784. info.fireShield = elem.fireShield();
  785. if (elem.isSpell())
  786. info.spellEffect = elem.spellID;
  787. arg.push_back(info);
  788. }
  789. battleInt->stacksAreAttacked(arg);
  790. }
  791. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  792. {
  793. EVENT_HANDLER_CALLED_BY_CLIENT;
  794. BATTLE_EVENT_POSSIBLE_RETURN;
  795. assert(curAction);
  796. StackAttackInfo info;
  797. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  798. info.defender = nullptr;
  799. info.indirectAttack = ba->shot();
  800. info.lucky = ba->lucky();
  801. info.unlucky = ba->unlucky();
  802. info.deathBlow = ba->deathBlow();
  803. info.lifeDrain = ba->lifeDrain();
  804. info.tile = ba->tile;
  805. info.spellEffect = SpellID::NONE;
  806. if (ba->spellLike())
  807. info.spellEffect = ba->spellID;
  808. for(auto & elem : ba->bsa)
  809. {
  810. if(!elem.isSecondary())
  811. {
  812. assert(info.defender == nullptr);
  813. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  814. }
  815. else
  816. {
  817. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  818. }
  819. }
  820. assert(info.defender != nullptr);
  821. assert(info.attacker != nullptr);
  822. battleInt->stackAttacking(info);
  823. }
  824. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  825. {
  826. EVENT_HANDLER_CALLED_BY_CLIENT;
  827. BATTLE_EVENT_POSSIBLE_RETURN;
  828. battleInt->gateStateChanged(state);
  829. }
  830. void CPlayerInterface::yourTacticPhase(int distance)
  831. {
  832. THREAD_CREATED_BY_CLIENT;
  833. while(battleInt && battleInt->tacticsMode)
  834. boost::this_thread::sleep(boost::posix_time::millisec(1));
  835. }
  836. void CPlayerInterface::forceEndTacticPhase()
  837. {
  838. if (battleInt)
  839. battleInt->tacticsMode = false;
  840. }
  841. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  845. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  846. if(autoTryHover || type == EInfoWindowMode::INFO)
  847. {
  848. waitWhileDialog(); //Fix for mantis #98
  849. adventureInt->showInfoBoxMessage(components, text, timer);
  850. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  851. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  852. return;
  853. }
  854. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  855. {
  856. return;
  857. }
  858. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  859. do
  860. {
  861. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  862. std::vector<std::shared_ptr<CComponent>> intComps;
  863. for (auto & component : sender)
  864. intComps.push_back(std::make_shared<CComponent>(component));
  865. showInfoDialog(text,intComps,soundID);
  866. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  867. }
  868. while(!vect.empty());
  869. }
  870. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  871. {
  872. std::vector<std::shared_ptr<CComponent>> intComps;
  873. intComps.push_back(component);
  874. showInfoDialog(text, intComps, soundBase::sound_todo);
  875. }
  876. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  877. {
  878. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  879. waitWhileDialog();
  880. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  881. {
  882. return;
  883. }
  884. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  885. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  886. {
  887. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  888. showingDialog->set(true);
  889. stopMovement(); // interrupt movement to show dialog
  890. GH.windows().pushWindow(temp);
  891. }
  892. else
  893. {
  894. dialogs.push_back(temp);
  895. }
  896. }
  897. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  898. {
  899. EVENT_HANDLER_CALLED_BY_CLIENT;
  900. std::string str = text.toString();
  901. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  902. waitWhileDialog();
  903. }
  904. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  905. {
  906. boost::unique_lock<boost::recursive_mutex> un(*pim);
  907. stopMovement();
  908. LOCPLINT->showingDialog->setn(true);
  909. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  910. }
  911. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  912. {
  913. EVENT_HANDLER_CALLED_BY_CLIENT;
  914. waitWhileDialog();
  915. stopMovement();
  916. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  917. if (!selection && cancel) //simple yes/no dialog
  918. {
  919. std::vector<std::shared_ptr<CComponent>> intComps;
  920. for (auto & component : components)
  921. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  922. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  923. }
  924. else if (selection)
  925. {
  926. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  927. for (auto & component : components)
  928. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  929. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  930. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  931. if (cancel)
  932. {
  933. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  934. }
  935. int charperline = 35;
  936. if (pom.size() > 1)
  937. charperline = 50;
  938. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  939. intComps[0]->clickLeft(true, false);
  940. }
  941. }
  942. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. int choosenExit = -1;
  946. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  947. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  948. choosenExit = vstd::find_pos(exits, neededExit);
  949. cb->selectionMade(choosenExit, askID);
  950. }
  951. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. auto selectCallback = [=](int selection)
  955. {
  956. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  957. reply.Integer() = selection;
  958. cb->sendQueryReply(reply, askID);
  959. };
  960. auto cancelCallback = [=]()
  961. {
  962. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  963. cb->sendQueryReply(reply, askID);
  964. };
  965. const std::string localTitle = title.toString();
  966. const std::string localDescription = description.toString();
  967. std::vector<int> tempList;
  968. tempList.reserve(objects.size());
  969. for(auto item : objects)
  970. tempList.push_back(item.getNum());
  971. CComponent localIconC(icon);
  972. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  973. localIconC.removeChild(localIcon.get(), false);
  974. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  975. wnd->onExit = cancelCallback;
  976. GH.windows().pushWindow(wnd);
  977. }
  978. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  979. {
  980. EVENT_HANDLER_CALLED_BY_CLIENT;
  981. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  982. adventureInt->onMapTilesChanged(pos);
  983. }
  984. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. adventureInt->onMapTilesChanged(pos);
  988. }
  989. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  990. {
  991. boost::unique_lock<boost::recursive_mutex> un(*pim);
  992. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  993. }
  994. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  995. {
  996. EVENT_HANDLER_CALLED_BY_CLIENT;
  997. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  998. {
  999. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1000. fortScreen->creaturesChangedEventHandler();
  1001. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1002. castleInterface->creaturesChangedEventHandler();
  1003. if (townObj)
  1004. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1005. ki->townChanged(townObj);
  1006. }
  1007. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1008. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1009. {
  1010. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1011. if (crw->dwelling == town)
  1012. crw->availableCreaturesChanged();
  1013. }
  1014. }
  1015. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1016. {
  1017. EVENT_HANDLER_CALLED_BY_CLIENT;
  1018. if (bonus.type == BonusType::NONE)
  1019. return;
  1020. adventureInt->onHeroChanged(hero);
  1021. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1022. {
  1023. //recalculate paths because hero has lost bonus influencing pathfinding
  1024. localState->erasePath(hero);
  1025. }
  1026. }
  1027. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1028. {
  1029. EVENT_HANDLER_CALLED_BY_CLIENT;
  1030. localState->serialize(h, version);
  1031. }
  1032. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. localState->serialize(h, version);
  1036. firstCall = -1;
  1037. }
  1038. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1039. {
  1040. LOG_TRACE(logGlobal);
  1041. if (!LOCPLINT->makingTurn)
  1042. return;
  1043. if (!h)
  1044. return; //can't find hero
  1045. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1046. if (showingDialog->get() || !dialogs.empty())
  1047. return;
  1048. setMovementStatus(true);
  1049. if (localState->isHeroSleeping(h))
  1050. localState->setHeroAwaken(h);
  1051. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1052. }
  1053. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1054. {
  1055. EVENT_HANDLER_CALLED_BY_CLIENT;
  1056. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1057. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1058. {
  1059. onEnd();
  1060. return;
  1061. }
  1062. waitForAllDialogs();
  1063. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1064. cgw->quit->addCallback(onEnd);
  1065. GH.windows().pushWindow(cgw);
  1066. }
  1067. /**
  1068. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1069. * into a combinational one on an artifact screen. Does not require the combination of
  1070. * artifacts to be legal.
  1071. */
  1072. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1073. {
  1074. std::string text = artifact->getDescriptionTranslated();
  1075. text += "\n\n";
  1076. std::vector<std::shared_ptr<CComponent>> scs;
  1077. if(assembledArtifact)
  1078. {
  1079. // You possess all of the components to...
  1080. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1081. // Picture of assembled artifact at bottom.
  1082. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1083. scs.push_back(sc);
  1084. }
  1085. else
  1086. {
  1087. // Do you wish to disassemble this artifact?
  1088. text += CGI->generaltexth->allTexts[733];
  1089. }
  1090. showYesNoDialog(text, onYes, nullptr, scs);
  1091. }
  1092. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1093. {
  1094. EVENT_HANDLER_CALLED_BY_CLIENT;
  1095. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1096. && destinationTeleport == ObjectInstanceID())
  1097. stillMoveHero.setn(CONTINUE_MOVE);
  1098. if (destinationTeleport != ObjectInstanceID()
  1099. && pa->packType == typeList.getTypeID<QueryReply>()
  1100. && stillMoveHero.get() == DURING_MOVE)
  1101. { // After teleportation via CGTeleport object is finished
  1102. destinationTeleport = ObjectInstanceID();
  1103. destinationTeleportPos = int3(-1);
  1104. stillMoveHero.setn(CONTINUE_MOVE);
  1105. }
  1106. }
  1107. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1108. {
  1109. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1110. }
  1111. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1112. {
  1113. EVENT_HANDLER_CALLED_BY_CLIENT;
  1114. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1115. }
  1116. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1117. {
  1118. EVENT_HANDLER_CALLED_BY_CLIENT;
  1119. //redraw minimap if owner changed
  1120. if (sop->what == ObjProperty::OWNER)
  1121. {
  1122. const CGObjectInstance * obj = cb->getObj(sop->id);
  1123. if(obj->ID == Obj::TOWN)
  1124. {
  1125. auto town = static_cast<const CGTownInstance *>(obj);
  1126. if(obj->tempOwner == playerID)
  1127. localState->addOwnedTown(town);
  1128. else
  1129. localState->removeOwnedTown(town);
  1130. adventureInt->onTownChanged(town);
  1131. }
  1132. std::set<int3> pos = obj->getBlockedPos();
  1133. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1134. adventureInt->onMapTilesChanged(upos);
  1135. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1136. }
  1137. }
  1138. void CPlayerInterface::initializeHeroTownList()
  1139. {
  1140. if(localState->getWanderingHeroes().empty())
  1141. {
  1142. for(auto & hero : cb->getHeroesInfo())
  1143. {
  1144. if(!hero->inTownGarrison)
  1145. localState->addWanderingHero(hero);
  1146. }
  1147. }
  1148. if(localState->getOwnedTowns().empty())
  1149. {
  1150. for(auto & town : cb->getTownsInfo())
  1151. localState->addOwnedTown(town);
  1152. }
  1153. if(adventureInt)
  1154. adventureInt->onHeroChanged(nullptr);
  1155. }
  1156. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1157. {
  1158. EVENT_HANDLER_CALLED_BY_CLIENT;
  1159. waitWhileDialog();
  1160. auto recruitCb = [=](CreatureID id, int count)
  1161. {
  1162. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1163. };
  1164. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1165. }
  1166. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1167. {
  1168. if (GH.amIGuiThread())
  1169. {
  1170. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1171. return;
  1172. }
  1173. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1174. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1175. while(showingDialog->data)
  1176. showingDialog->cond.wait(un);
  1177. }
  1178. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1179. {
  1180. EVENT_HANDLER_CALLED_BY_CLIENT;
  1181. auto state = obj->shipyardStatus();
  1182. TResources cost;
  1183. obj->getBoatCost(cost);
  1184. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1185. }
  1186. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1187. {
  1188. EVENT_HANDLER_CALLED_BY_CLIENT;
  1189. //we might have built a boat in shipyard in opened town screen
  1190. if (obj->ID == Obj::BOAT
  1191. && LOCPLINT->castleInt
  1192. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1193. {
  1194. CCS->soundh->playSound(soundBase::newBuilding);
  1195. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1196. }
  1197. }
  1198. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1199. {
  1200. EVENT_HANDLER_CALLED_BY_CLIENT;
  1201. waitWhileDialog();
  1202. CCS->curh->hide();
  1203. adventureInt->centerOnTile(pos);
  1204. if (focusTime)
  1205. {
  1206. GH.windows().totalRedraw();
  1207. {
  1208. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1209. IgnoreEvents ignore(*this);
  1210. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1211. }
  1212. }
  1213. CCS->curh->show();
  1214. }
  1215. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1216. {
  1217. EVENT_HANDLER_CALLED_BY_CLIENT;
  1218. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1219. {
  1220. waitWhileDialog();
  1221. CCS->soundh->playSound(obj->getRemovalSound().value());
  1222. }
  1223. CGI->mh->waitForOngoingAnimations();
  1224. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1225. {
  1226. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1227. heroKilled(h);
  1228. }
  1229. GH.fakeMouseMove();
  1230. }
  1231. void CPlayerInterface::objectRemovedAfter()
  1232. {
  1233. EVENT_HANDLER_CALLED_BY_CLIENT;
  1234. adventureInt->onMapTilesChanged(boost::none);
  1235. }
  1236. void CPlayerInterface::playerBlocked(int reason, bool start)
  1237. {
  1238. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1239. {
  1240. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1241. {
  1242. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1243. LOCPLINT = this;
  1244. GH.curInt = this;
  1245. adventureInt->onCurrentPlayerChanged(playerID);
  1246. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1247. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1248. std::vector<std::shared_ptr<CComponent>> cmp;
  1249. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1250. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1251. showInfoDialog(msg, cmp);
  1252. makingTurn = false;
  1253. }
  1254. }
  1255. }
  1256. void CPlayerInterface::update()
  1257. {
  1258. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1259. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1260. // While mutexes were locked away we may be have stopped being the active interface
  1261. if (LOCPLINT != this)
  1262. return;
  1263. //if there are any waiting dialogs, show them
  1264. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1265. {
  1266. showingDialog->set(true);
  1267. GH.windows().pushWindow(dialogs.front());
  1268. dialogs.pop_front();
  1269. }
  1270. assert(adventureInt);
  1271. // Handles mouse and key input
  1272. GH.handleEvents();
  1273. GH.windows().simpleRedraw();
  1274. }
  1275. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1276. {
  1277. using namespace boost::filesystem;
  1278. using namespace boost::algorithm;
  1279. path gamesDir = VCMIDirs::get().userSavePath();
  1280. std::map<std::time_t, int> dates; //save number => datestamp
  1281. const directory_iterator enddir;
  1282. if (!exists(gamesDir))
  1283. create_directory(gamesDir);
  1284. else
  1285. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1286. {
  1287. if (is_regular_file(dir->status()))
  1288. {
  1289. std::string name = dir->path().filename().string();
  1290. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1291. {
  1292. char nr = name[namePrefix.size()];
  1293. if (std::isdigit(nr))
  1294. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1295. }
  1296. }
  1297. }
  1298. if (!dates.empty())
  1299. return (--dates.end())->second; //return latest file number
  1300. return 0;
  1301. }
  1302. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1303. {
  1304. EVENT_HANDLER_CALLED_BY_CLIENT;
  1305. if (player == playerID)
  1306. {
  1307. if (victoryLossCheckResult.loss())
  1308. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1309. assert(GH.curInt == LOCPLINT);
  1310. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1311. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1312. GH.curInt = this; //waiting for dialogs requires this to get events
  1313. if(!makingTurn)
  1314. {
  1315. makingTurn = true; //also needed for dialog to show with current implementation
  1316. waitForAllDialogs();
  1317. makingTurn = false;
  1318. }
  1319. else
  1320. waitForAllDialogs();
  1321. GH.curInt = previousInterface;
  1322. LOCPLINT = previousInterface;
  1323. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1324. {
  1325. if(adventureInt)
  1326. {
  1327. GH.terminate_cond->setn(true);
  1328. GH.windows().popWindows(GH.windows().count());
  1329. adventureInt.reset();
  1330. }
  1331. }
  1332. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1333. {
  1334. // end game if current human player has won
  1335. CSH->sendClientDisconnecting();
  1336. requestReturningToMainMenu(true);
  1337. }
  1338. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1339. {
  1340. //all human players eliminated
  1341. CSH->sendClientDisconnecting();
  1342. requestReturningToMainMenu(false);
  1343. }
  1344. if (GH.curInt == this)
  1345. GH.curInt = nullptr;
  1346. }
  1347. else
  1348. {
  1349. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1350. {
  1351. MetaString message = victoryLossCheckResult.messageToSelf;
  1352. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1353. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1354. }
  1355. }
  1356. }
  1357. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1358. {
  1359. EVENT_HANDLER_CALLED_BY_CLIENT;
  1360. }
  1361. void CPlayerInterface::showPuzzleMap()
  1362. {
  1363. EVENT_HANDLER_CALLED_BY_CLIENT;
  1364. waitWhileDialog();
  1365. //TODO: interface should not know the real position of Grail...
  1366. double ratio = 0;
  1367. int3 grailPos = cb->getGrailPos(&ratio);
  1368. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1369. }
  1370. void CPlayerInterface::viewWorldMap()
  1371. {
  1372. adventureInt->openWorldView();
  1373. }
  1374. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. if(GH.windows().topWindow<CSpellWindow>())
  1378. GH.windows().popWindows(1);
  1379. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1380. localState->erasePath(caster);
  1381. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1382. auto castSoundPath = spell->getCastSound();
  1383. if(!castSoundPath.empty())
  1384. CCS->soundh->playSound(castSoundPath);
  1385. }
  1386. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1387. {
  1388. int msgToShow = -1;
  1389. const auto diggingStatus = h->diggingStatus();
  1390. switch(diggingStatus)
  1391. {
  1392. case EDiggingStatus::CAN_DIG:
  1393. break;
  1394. case EDiggingStatus::LACK_OF_MOVEMENT:
  1395. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1396. break;
  1397. case EDiggingStatus::TILE_OCCUPIED:
  1398. msgToShow = 97; //Try searching on clear ground.
  1399. break;
  1400. case EDiggingStatus::WRONG_TERRAIN:
  1401. msgToShow = 60; ////Try looking on land!
  1402. break;
  1403. case EDiggingStatus::BACKPACK_IS_FULL:
  1404. msgToShow = 247; //Searching for the Grail is fruitless...
  1405. break;
  1406. default:
  1407. assert(0);
  1408. }
  1409. if(msgToShow < 0)
  1410. cb->dig(h);
  1411. else
  1412. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1413. }
  1414. void CPlayerInterface::battleNewRoundFirst( int round )
  1415. {
  1416. EVENT_HANDLER_CALLED_BY_CLIENT;
  1417. BATTLE_EVENT_POSSIBLE_RETURN;
  1418. battleInt->newRoundFirst(round);
  1419. }
  1420. void CPlayerInterface::stopMovement()
  1421. {
  1422. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1423. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1424. }
  1425. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1426. {
  1427. EVENT_HANDLER_CALLED_BY_CLIENT;
  1428. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1429. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1430. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1431. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1432. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1433. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1434. else if(!market->availableModes().empty())
  1435. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1436. }
  1437. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1438. {
  1439. EVENT_HANDLER_CALLED_BY_CLIENT;
  1440. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1441. }
  1442. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1446. }
  1447. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1448. {
  1449. EVENT_HANDLER_CALLED_BY_CLIENT;
  1450. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1451. cmw->artifactsChanged(false);
  1452. }
  1453. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1457. }
  1458. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1462. }
  1463. void CPlayerInterface::showQuestLog()
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1467. }
  1468. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1469. {
  1470. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1471. {
  1472. MetaString txt;
  1473. obj->getProblemText(txt);
  1474. showInfoDialog(txt.toString());
  1475. }
  1476. else
  1477. showShipyardDialog(obj);
  1478. }
  1479. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1480. {
  1481. if(won && cb->getStartInfo()->campState)
  1482. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1483. else
  1484. {
  1485. GH.dispatchMainThread(
  1486. []()
  1487. {
  1488. CSH->endGameplay();
  1489. GH.defActionsDef = 63;
  1490. CMM->menu->switchToTab("main");
  1491. }
  1492. );
  1493. }
  1494. }
  1495. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1496. {
  1497. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1498. if(hero)
  1499. {
  1500. auto art = hero->getArt(al.slot);
  1501. if(art == nullptr)
  1502. {
  1503. logGlobal->error("artifact location %d points to nothing",
  1504. al.slot.num);
  1505. return;
  1506. }
  1507. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1508. }
  1509. }
  1510. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1511. {
  1512. EVENT_HANDLER_CALLED_BY_CLIENT;
  1513. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1514. adventureInt->onHeroChanged(hero);
  1515. }
  1516. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1517. {
  1518. EVENT_HANDLER_CALLED_BY_CLIENT;
  1519. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1520. adventureInt->onHeroChanged(hero);
  1521. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1522. artWin->artifactRemoved(al);
  1523. waitWhileDialog();
  1524. }
  1525. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1526. {
  1527. EVENT_HANDLER_CALLED_BY_CLIENT;
  1528. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1529. adventureInt->onHeroChanged(hero);
  1530. bool redraw = true;
  1531. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1532. if(numOfMovedArts != 0)
  1533. {
  1534. numOfMovedArts--;
  1535. if(numOfMovedArts != 0)
  1536. redraw = false;
  1537. }
  1538. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1539. artWin->artifactMoved(src, dst, redraw);
  1540. waitWhileDialog();
  1541. }
  1542. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1543. {
  1544. numOfMovedArts = numOfArts;
  1545. }
  1546. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1547. {
  1548. EVENT_HANDLER_CALLED_BY_CLIENT;
  1549. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1550. adventureInt->onHeroChanged(hero);
  1551. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1552. artWin->artifactAssembled(al);
  1553. }
  1554. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1555. {
  1556. EVENT_HANDLER_CALLED_BY_CLIENT;
  1557. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1558. adventureInt->onHeroChanged(hero);
  1559. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1560. artWin->artifactDisassembled(al);
  1561. }
  1562. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1563. {
  1564. while(!dialogs.empty())
  1565. {
  1566. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1567. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1568. }
  1569. waitWhileDialog(unlockPim);
  1570. }
  1571. void CPlayerInterface::proposeLoadingGame()
  1572. {
  1573. showYesNoDialog(
  1574. CGI->generaltexth->allTexts[68],
  1575. []()
  1576. {
  1577. GH.dispatchMainThread(
  1578. []()
  1579. {
  1580. CSH->endGameplay();
  1581. GH.defActionsDef = 63;
  1582. CMM->menu->switchToTab("load");
  1583. }
  1584. );
  1585. },
  1586. nullptr
  1587. );
  1588. }
  1589. bool CPlayerInterface::capturedAllEvents()
  1590. {
  1591. if(duringMovement)
  1592. {
  1593. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1594. return true;
  1595. }
  1596. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1597. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1598. {
  1599. GH.input().ignoreEventsUntilInput();
  1600. return true;
  1601. }
  1602. return false;
  1603. }
  1604. void CPlayerInterface::setMovementStatus(bool value)
  1605. {
  1606. duringMovement = value;
  1607. if (value)
  1608. {
  1609. CCS->curh->hide();
  1610. }
  1611. else
  1612. {
  1613. CCS->curh->show();
  1614. }
  1615. }
  1616. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1617. {
  1618. int i = 1;
  1619. auto getObj = [&](int3 coord, bool ignoreHero)
  1620. {
  1621. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1622. };
  1623. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1624. {
  1625. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1626. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1627. action != EPathNodeAction::TELEPORT_BATTLE)
  1628. {
  1629. return false;
  1630. }
  1631. return true;
  1632. };
  1633. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1634. {
  1635. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1636. return nextObjectTop;
  1637. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1638. CGTeleport::isConnected(currentObject, nextObject))
  1639. {
  1640. return nextObject;
  1641. }
  1642. return nullptr;
  1643. };
  1644. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1645. stillMoveHero.data = CONTINUE_MOVE;
  1646. auto doMovement = [&](int3 dst, bool transit)
  1647. {
  1648. stillMoveHero.data = WAITING_MOVE;
  1649. cb->moveHero(h, dst, transit);
  1650. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1651. stillMoveHero.cond.wait(un);
  1652. };
  1653. {
  1654. for (auto & elem : path.nodes)
  1655. elem.coord = h->convertFromVisitablePos(elem.coord);
  1656. int soundChannel = -1;
  1657. std::string soundName;
  1658. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext) -> std::string
  1659. {
  1660. // flying movement sound
  1661. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1662. return "HORSE10.wav";
  1663. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1664. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1665. auto prevRoad = prevTile->roadType;
  1666. auto nextRoad = nextTile->roadType;
  1667. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1668. if (movingOnRoad)
  1669. return nextTile->terType->horseSound;
  1670. else
  1671. return nextTile->terType->horseSoundPenalty;
  1672. };
  1673. auto canStop = [&](CGPathNode * node) -> bool
  1674. {
  1675. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1676. return true;
  1677. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1678. return true;
  1679. return false;
  1680. };
  1681. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1682. {
  1683. int3 prevCoord = path.nodes[i].coord;
  1684. int3 nextCoord = path.nodes[i-1].coord;
  1685. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1686. auto nextObjectTop = getObj(nextCoord, false);
  1687. auto nextObject = getObj(nextCoord, true);
  1688. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1689. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1690. {
  1691. CCS->soundh->stopSound(soundChannel);
  1692. destinationTeleport = destTeleportObj->id;
  1693. destinationTeleportPos = nextCoord;
  1694. doMovement(h->pos, false);
  1695. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1696. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1697. {
  1698. destinationTeleport = ObjectInstanceID();
  1699. destinationTeleportPos = int3(-1);
  1700. }
  1701. if(i != path.nodes.size() - 1)
  1702. {
  1703. soundName = getMovementSoundFor(h, prevCoord, nextCoord);
  1704. soundChannel = CCS->soundh->playSound(soundName, -1);
  1705. }
  1706. continue;
  1707. }
  1708. if (path.nodes[i-1].turns)
  1709. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1710. stillMoveHero.data = STOP_MOVE;
  1711. break;
  1712. }
  1713. {
  1714. // Start a new sound for the hero movement or let the existing one carry on.
  1715. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord);
  1716. if(newSoundName != soundName)
  1717. {
  1718. soundName = newSoundName;
  1719. CCS->soundh->stopSound(soundChannel);
  1720. soundChannel = CCS->soundh->playSound(soundName, -1);
  1721. }
  1722. }
  1723. 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
  1724. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1725. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1726. bool useTransit = false;
  1727. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1728. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1729. || CGTeleport::isTeleport(nextObjectTop)))
  1730. { // Hero should be able to go through object if it's allow transit
  1731. useTransit = true;
  1732. }
  1733. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1734. useTransit = true;
  1735. doMovement(endpos, useTransit);
  1736. logGlobal->trace("Resuming %s", __FUNCTION__);
  1737. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1738. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1739. break;
  1740. }
  1741. CCS->soundh->stopSound(soundChannel);
  1742. }
  1743. //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
  1744. if (!showingDialog->get())
  1745. GH.fakeMouseMove();
  1746. CGI->mh->waitForOngoingAnimations();
  1747. setMovementStatus(false);
  1748. }
  1749. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1750. {
  1751. EVENT_HANDLER_CALLED_BY_CLIENT;
  1752. adventureInt->openWorldView(objectPositions, showTerrain );
  1753. }