CPlayerInterface.cpp 62 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/CGarrisonInt.h"
  36. #include "widgets/Buttons.h"
  37. #include "windows/CTradeWindow.h"
  38. #include "windows/CSpellWindow.h"
  39. #include "../lib/CConfigHandler.h"
  40. #include "windows/GUIClasses.h"
  41. #include "render/CAnimation.h"
  42. #include "render/IImage.h"
  43. #include "../lib/CArtHandler.h"
  44. #include "../lib/CGeneralTextHandler.h"
  45. #include "../lib/CHeroHandler.h"
  46. #include "../lib/bonuses/CBonusSystemNode.h"
  47. #include "../lib/bonuses/Limiters.h"
  48. #include "../lib/bonuses/Updaters.h"
  49. #include "../lib/bonuses/Propagators.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/BinaryDeserializer.h"
  52. #include "../lib/serializer/BinarySerializer.h"
  53. #include "../lib/spells/CSpellHandler.h"
  54. #include "../lib/CTownHandler.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjects/ObjectTemplate.h"
  58. #include "../lib/mapping/CMapHeader.h"
  59. #include "../lib/pathfinder/CGPathNode.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/JsonNode.h"
  62. #include "CMusicHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/NetPacks.h"//todo: remove
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/CStopWatch.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/CPlayerState.h"
  70. #include "../lib/GameConstants.h"
  71. #include "gui/CGuiHandler.h"
  72. #include "gui/WindowHandler.h"
  73. #include "windows/InfoWindows.h"
  74. #include "../lib/UnlockGuard.h"
  75. #include "../lib/RoadHandler.h"
  76. #include "../lib/TerrainHandler.h"
  77. #include "CServerHandler.h"
  78. // FIXME: only needed for CGameState::mutex
  79. #include "../lib/gameState/CGameState.h"
  80. #include "eventsSDL/NotificationHandler.h"
  81. #include "adventureMap/CInGameConsole.h"
  82. // The macro below is used to mark functions that are called by client when game state changes.
  83. // They all assume that CPlayerInterface::pim mutex is locked.
  84. #define EVENT_HANDLER_CALLED_BY_CLIENT
  85. // The macro marks functions that are run on a new thread by client.
  86. // They do not own any mutexes intiially.
  87. #define THREAD_CREATED_BY_CLIENT
  88. #define RETURN_IF_QUICK_COMBAT \
  89. if (isAutoFightOn && !battleInt) \
  90. return;
  91. #define BATTLE_EVENT_POSSIBLE_RETURN\
  92. if (LOCPLINT != this) \
  93. return; \
  94. RETURN_IF_QUICK_COMBAT
  95. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  96. CPlayerInterface * LOCPLINT;
  97. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  98. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  99. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  100. struct HeroObjectRetriever
  101. {
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  103. {
  104. return h;
  105. }
  106. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  107. {
  108. return nullptr;
  109. }
  110. };
  111. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  112. localState(std::make_unique<PlayerLocalState>(*this))
  113. {
  114. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  115. destinationTeleport = ObjectInstanceID();
  116. destinationTeleportPos = int3(-1);
  117. GH.defActionsDef = 0;
  118. LOCPLINT = this;
  119. playerID=Player;
  120. human=true;
  121. battleInt = nullptr;
  122. castleInt = nullptr;
  123. makingTurn = false;
  124. showingDialog = new CondSh<bool>(false);
  125. cingconsole = new CInGameConsole();
  126. GH.terminate_cond->set(false);
  127. firstCall = 1; //if loading will be overwritten in serialize
  128. autosaveCount = 0;
  129. isAutoFightOn = false;
  130. duringMovement = false;
  131. ignoreEvents = false;
  132. numOfMovedArts = 0;
  133. }
  134. CPlayerInterface::~CPlayerInterface()
  135. {
  136. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  137. delete showingDialog;
  138. delete cingconsole;
  139. if (LOCPLINT == this)
  140. LOCPLINT = nullptr;
  141. }
  142. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  143. {
  144. cb = CB;
  145. env = ENV;
  146. CCS->musich->loadTerrainMusicThemes();
  147. initializeHeroTownList();
  148. // always recreate advmap interface to avoid possible memory-corruption bugs
  149. adventureInt.reset(new AdventureMapInterface());
  150. }
  151. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. makingTurn = false;
  155. stillMoveHero.setn(STOP_MOVE);
  156. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  157. {
  158. // after map load - remove all active windows and replace them with adventure map
  159. GH.windows().clear();
  160. GH.windows().pushWindow(adventureInt);
  161. }
  162. // close window from another player
  163. if(auto w = GH.windows().topWindow<CInfoWindow>())
  164. if(w->ID == -1 && player != playerID)
  165. w->close();
  166. // remove all dialogs that do not expect query answer
  167. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  168. GH.windows().popWindows(1);
  169. if (player != playerID && LOCPLINT == this)
  170. {
  171. waitWhileDialog();
  172. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  173. adventureInt->onEnemyTurnStarted(player, isHuman);
  174. }
  175. }
  176. void CPlayerInterface::performAutosave()
  177. {
  178. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  179. if(frequency > 0 && cb->getDate() % frequency == 0)
  180. {
  181. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  182. std::string prefix = std::string();
  183. if(usePrefix)
  184. {
  185. prefix = settings["general"]["savePrefix"].String();
  186. if(prefix.empty())
  187. {
  188. prefix = cb->getMapHeader()->name.substr(0, 15) + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  189. }
  190. }
  191. autosaveCount++;
  192. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  193. if(autosaveCountLimit > 0)
  194. {
  195. cb->save("Saves/Autosave/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  196. autosaveCount %= autosaveCountLimit;
  197. }
  198. else
  199. {
  200. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  201. + std::to_string(cb->getDate(Date::WEEK))
  202. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  203. cb->save("Saves/Autosave/" + prefix + "Autosave_" + stringifiedDate);
  204. }
  205. }
  206. }
  207. void CPlayerInterface::yourTurn()
  208. {
  209. EVENT_HANDLER_CALLED_BY_CLIENT;
  210. {
  211. LOCPLINT = this;
  212. GH.curInt = this;
  213. NotificationHandler::notify("Your turn");
  214. if(settings["general"]["startTurnAutosave"].Bool())
  215. {
  216. performAutosave();
  217. }
  218. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  219. {
  220. adventureInt->onHotseatWaitStarted(playerID);
  221. makingTurn = true;
  222. std::string msg = CGI->generaltexth->allTexts[13];
  223. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  224. std::vector<std::shared_ptr<CComponent>> cmp;
  225. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  226. showInfoDialog(msg, cmp);
  227. }
  228. else
  229. {
  230. makingTurn = true;
  231. adventureInt->onPlayerTurnStarted(playerID);
  232. }
  233. }
  234. acceptTurn();
  235. }
  236. void CPlayerInterface::acceptTurn()
  237. {
  238. if (settings["session"]["autoSkip"].Bool())
  239. {
  240. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  241. iw->close();
  242. }
  243. if(CSH->howManyPlayerInterfaces() > 1)
  244. {
  245. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  246. adventureInt->onPlayerTurnStarted(playerID);
  247. }
  248. // warn player if he has no town
  249. if (cb->howManyTowns() == 0)
  250. {
  251. auto playerColor = *cb->getPlayerID();
  252. std::vector<Component> components;
  253. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  254. MetaString text;
  255. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  256. if(optDaysWithoutCastle)
  257. {
  258. auto daysWithoutCastle = optDaysWithoutCastle.value();
  259. if (daysWithoutCastle < 6)
  260. {
  261. 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.
  262. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  263. text.replaceNumber(7 - daysWithoutCastle);
  264. }
  265. else if (daysWithoutCastle == 6)
  266. {
  267. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  268. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  269. }
  270. showInfoDialogAndWait(components, text);
  271. }
  272. else
  273. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  274. }
  275. }
  276. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  277. {
  278. EVENT_HANDLER_CALLED_BY_CLIENT;
  279. waitWhileDialog();
  280. if(LOCPLINT != this)
  281. return;
  282. //FIXME: read once and store
  283. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  284. return;
  285. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  286. if (!hero)
  287. return;
  288. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  289. {
  290. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  291. CCS->soundh->playSound(hero->getRemovalSound().value());
  292. }
  293. std::unordered_set<int3> changedTiles {
  294. hero->convertToVisitablePos(details.start),
  295. hero->convertToVisitablePos(details.end)
  296. };
  297. adventureInt->onMapTilesChanged(changedTiles);
  298. adventureInt->onHeroMovementStarted(hero);
  299. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  300. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  301. {
  302. if(details.result == TryMoveHero::TELEPORTATION)
  303. {
  304. if(localState->hasPath(hero))
  305. {
  306. assert(localState->getPath(hero).nodes.size() >= 2);
  307. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  308. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  309. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  310. {
  311. //path was between entrance and exit of teleport -> OK, erase node as usual
  312. localState->removeLastNode(hero);
  313. }
  314. else
  315. {
  316. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  317. localState->erasePath(hero);
  318. }
  319. }
  320. }
  321. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  322. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  323. {
  324. localState->erasePath(hero);
  325. }
  326. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  327. {
  328. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  329. localState->removeLastNode(hero);
  330. }
  331. }
  332. if(details.stopMovement()) //hero failed to move
  333. {
  334. stillMoveHero.setn(STOP_MOVE);
  335. adventureInt->onHeroChanged(hero);
  336. return;
  337. }
  338. CGI->mh->waitForOngoingAnimations();
  339. //move finished
  340. adventureInt->onHeroChanged(hero);
  341. //check if user cancelled movement
  342. {
  343. if (GH.input().ignoreEventsUntilInput())
  344. stillMoveHero.setn(STOP_MOVE);
  345. }
  346. if (stillMoveHero.get() == WAITING_MOVE)
  347. stillMoveHero.setn(DURING_MOVE);
  348. // Hero attacked creature directly, set direction to face it.
  349. if (directlyAttackingCreature) {
  350. // Get direction to attacker.
  351. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  352. static const ui8 dirLookup[3][3] = {
  353. { 1, 2, 3 },
  354. { 8, 0, 4 },
  355. { 7, 6, 5 }
  356. };
  357. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  358. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  359. }
  360. }
  361. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  362. {
  363. EVENT_HANDLER_CALLED_BY_CLIENT;
  364. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  365. // if hero is not in town garrison
  366. if (vstd::contains(localState->getWanderingHeroes(), hero))
  367. localState->removeWanderingHero(hero);
  368. adventureInt->onHeroChanged(hero);
  369. localState->erasePath(hero);
  370. }
  371. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. if(start && visitedObj)
  375. {
  376. if(visitedObj->getVisitSound())
  377. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  378. }
  379. }
  380. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. localState->addWanderingHero(hero);
  384. adventureInt->onHeroChanged(hero);
  385. }
  386. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  387. {
  388. if(castleInt)
  389. castleInt->close();
  390. castleInt = nullptr;
  391. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  392. GH.windows().pushWindow(newCastleInt);
  393. }
  394. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  395. {
  396. EVENT_HANDLER_CALLED_BY_CLIENT;
  397. if (which == 4)
  398. {
  399. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  400. ctw->setExpToLevel();
  401. }
  402. else
  403. adventureInt->onHeroChanged(hero);
  404. }
  405. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  406. {
  407. EVENT_HANDLER_CALLED_BY_CLIENT;
  408. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  409. cuw->redraw();
  410. }
  411. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. adventureInt->onHeroChanged(hero);
  415. if (makingTurn && hero->tempOwner == playerID)
  416. adventureInt->onHeroChanged(hero);
  417. for (auto window : GH.windows().findWindows<BattleWindow>())
  418. window->heroManaPointsChanged(hero);
  419. }
  420. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  421. {
  422. EVENT_HANDLER_CALLED_BY_CLIENT;
  423. if (makingTurn && hero->tempOwner == playerID)
  424. adventureInt->onHeroChanged(hero);
  425. }
  426. void CPlayerInterface::receivedResource()
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  430. mw->resourceChanged();
  431. GH.windows().totalRedraw();
  432. }
  433. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. waitWhileDialog();
  437. CCS->soundh->playSound(soundBase::heroNewLevel);
  438. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  439. {
  440. cb->selectionMade(selection, queryID);
  441. });
  442. }
  443. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  444. {
  445. EVENT_HANDLER_CALLED_BY_CLIENT;
  446. waitWhileDialog();
  447. CCS->soundh->playSound(soundBase::heroNewLevel);
  448. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  449. {
  450. cb->selectionMade(selection, queryID);
  451. });
  452. }
  453. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  454. {
  455. EVENT_HANDLER_CALLED_BY_CLIENT;
  456. if(town->garrisonHero) //wandering hero moved to the garrison
  457. {
  458. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  459. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  460. localState->removeWanderingHero(town->garrisonHero);
  461. }
  462. if(town->visitingHero) //hero leaves garrison
  463. {
  464. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  465. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  466. localState->addWanderingHero(town->visitingHero);
  467. }
  468. adventureInt->onHeroChanged(nullptr);
  469. adventureInt->onTownChanged(town);
  470. if(castleInt)
  471. {
  472. castleInt->garr->selectSlot(nullptr);
  473. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  474. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  475. castleInt->garr->recreateSlots();
  476. castleInt->heroes->update();
  477. // Perform totalRedraw to update hero list on adventure map
  478. GH.windows().totalRedraw();
  479. }
  480. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  481. {
  482. ki->townChanged(town);
  483. ki->updateGarrisons();
  484. ki->redraw();
  485. }
  486. }
  487. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  488. {
  489. EVENT_HANDLER_CALLED_BY_CLIENT;
  490. if (hero->tempOwner != playerID )
  491. return;
  492. waitWhileDialog();
  493. openTownWindow(town);
  494. }
  495. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  496. {
  497. std::vector<const CGObjectInstance *> instances;
  498. if(auto obj = cb->getObj(id1))
  499. instances.push_back(obj);
  500. if(id2 != ObjectInstanceID() && id2 != id1)
  501. {
  502. if(auto obj = cb->getObj(id2))
  503. instances.push_back(obj);
  504. }
  505. garrisonsChanged(instances);
  506. }
  507. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  508. {
  509. boost::unique_lock<boost::recursive_mutex> un(*pim);
  510. for (auto object : objs)
  511. {
  512. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  513. auto * town = dynamic_cast<const CGTownInstance*>(object);
  514. if (hero)
  515. {
  516. adventureInt->onHeroChanged(hero);
  517. if(hero->inTownGarrison)
  518. {
  519. adventureInt->onTownChanged(hero->visitedTown);
  520. }
  521. }
  522. if (town)
  523. adventureInt->onTownChanged(town);
  524. }
  525. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  526. cgh->updateGarrisons();
  527. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  528. {
  529. if (vstd::contains(objs, cmw->hero))
  530. cmw->garrisonChanged();
  531. }
  532. GH.windows().totalRedraw();
  533. }
  534. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  535. {
  536. EVENT_HANDLER_CALLED_BY_CLIENT;
  537. adventureInt->onTownChanged(town);
  538. if (castleInt)
  539. {
  540. castleInt->townlist->updateElement(town);
  541. if (castleInt->town == town)
  542. {
  543. switch(what)
  544. {
  545. case 1:
  546. CCS->soundh->playSound(soundBase::newBuilding);
  547. castleInt->addBuilding(buildingID);
  548. break;
  549. case 2:
  550. castleInt->removeBuilding(buildingID);
  551. break;
  552. }
  553. }
  554. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  555. GH.windows().totalRedraw();
  556. }
  557. }
  558. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  559. {
  560. //Don't wait for dialogs when we are non-active hot-seat player
  561. if (LOCPLINT == this)
  562. waitForAllDialogs();
  563. }
  564. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  565. {
  566. EVENT_HANDLER_CALLED_BY_CLIENT;
  567. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  568. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  569. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  570. {
  571. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  572. autofightingAI->initBattleInterface(env, cb);
  573. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  574. isAutoFightOn = true;
  575. cb->registerBattleInterface(autofightingAI);
  576. }
  577. //Don't wait for dialogs when we are non-active hot-seat player
  578. if (LOCPLINT == this)
  579. waitForAllDialogs();
  580. BATTLE_EVENT_POSSIBLE_RETURN;
  581. }
  582. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  583. {
  584. EVENT_HANDLER_CALLED_BY_CLIENT;
  585. BATTLE_EVENT_POSSIBLE_RETURN;
  586. for(auto & info : units)
  587. {
  588. switch(info.operation)
  589. {
  590. case UnitChanges::EOperation::RESET_STATE:
  591. {
  592. const CStack * stack = cb->battleGetStackByID(info.id );
  593. if(!stack)
  594. {
  595. logGlobal->error("Invalid unit ID %d", info.id);
  596. continue;
  597. }
  598. battleInt->stackReset(stack);
  599. }
  600. break;
  601. case UnitChanges::EOperation::REMOVE:
  602. battleInt->stackRemoved(info.id);
  603. break;
  604. case UnitChanges::EOperation::ADD:
  605. {
  606. const CStack * unit = cb->battleGetStackByID(info.id);
  607. if(!unit)
  608. {
  609. logGlobal->error("Invalid unit ID %d", info.id);
  610. continue;
  611. }
  612. battleInt->stackAdded(unit);
  613. }
  614. break;
  615. default:
  616. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  617. break;
  618. }
  619. }
  620. }
  621. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  626. std::vector<ObstacleChanges> removedObstacles;
  627. for(auto & change : obstacles)
  628. {
  629. if(change.operation == BattleChanges::EOperation::ADD)
  630. {
  631. auto instance = cb->battleGetObstacleByID(change.id);
  632. if(instance)
  633. newObstacles.push_back(instance);
  634. else
  635. logNetwork->error("Invalid obstacle instance %d", change.id);
  636. }
  637. if(change.operation == BattleChanges::EOperation::REMOVE)
  638. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  639. }
  640. if (!newObstacles.empty())
  641. battleInt->obstaclePlaced(newObstacles);
  642. if (!removedObstacles.empty())
  643. battleInt->obstacleRemoved(removedObstacles);
  644. battleInt->fieldController->redrawBackgroundWithHexes();
  645. }
  646. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. battleInt->stackIsCatapulting(ca);
  651. }
  652. 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
  653. {
  654. EVENT_HANDLER_CALLED_BY_CLIENT;
  655. BATTLE_EVENT_POSSIBLE_RETURN;
  656. battleInt->newRound(round);
  657. }
  658. void CPlayerInterface::actionStarted(const BattleAction &action)
  659. {
  660. EVENT_HANDLER_CALLED_BY_CLIENT;
  661. BATTLE_EVENT_POSSIBLE_RETURN;
  662. battleInt->startAction(action);
  663. }
  664. void CPlayerInterface::actionFinished(const BattleAction &action)
  665. {
  666. EVENT_HANDLER_CALLED_BY_CLIENT;
  667. BATTLE_EVENT_POSSIBLE_RETURN;
  668. battleInt->endAction(action);
  669. }
  670. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  671. {
  672. EVENT_HANDLER_CALLED_BY_CLIENT;
  673. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  674. assert(!cb->battleIsFinished());
  675. if (cb->battleIsFinished())
  676. {
  677. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  678. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  679. return ;
  680. }
  681. if (autofightingAI)
  682. {
  683. if (isAutoFightOn)
  684. {
  685. //FIXME: we want client rendering to proceed while AI is making actions
  686. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  687. auto unlockPim = vstd::makeUnlockGuard(*pim);
  688. autofightingAI->activeStack(stack);
  689. return;
  690. }
  691. cb->unregisterBattleInterface(autofightingAI);
  692. autofightingAI.reset();
  693. }
  694. assert(battleInt);
  695. if(!battleInt)
  696. {
  697. // probably battle is finished already
  698. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  699. }
  700. {
  701. boost::unique_lock<boost::recursive_mutex> un(*pim);
  702. battleInt->stackActivated(stack);
  703. //Regeneration & mana drain go there
  704. }
  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 = queryID != -1;
  717. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  718. if (allowManualReplay)
  719. {
  720. wnd->resultCallback = [=](ui32 selection)
  721. {
  722. cb->selectionMade(selection, queryID);
  723. };
  724. }
  725. GH.windows().pushWindow(wnd);
  726. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  727. // Otherwise NewTurn causes freeze.
  728. waitWhileDialog();
  729. return;
  730. }
  731. }
  732. BATTLE_EVENT_POSSIBLE_RETURN;
  733. battleInt->battleFinished(*br, queryID);
  734. }
  735. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  736. {
  737. EVENT_HANDLER_CALLED_BY_CLIENT;
  738. BATTLE_EVENT_POSSIBLE_RETURN;
  739. battleInt->displayBattleLog(lines);
  740. }
  741. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  742. {
  743. EVENT_HANDLER_CALLED_BY_CLIENT;
  744. BATTLE_EVENT_POSSIBLE_RETURN;
  745. battleInt->stackMoved(stack, dest, distance, teleport);
  746. }
  747. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  748. {
  749. EVENT_HANDLER_CALLED_BY_CLIENT;
  750. BATTLE_EVENT_POSSIBLE_RETURN;
  751. battleInt->spellCast(sc);
  752. }
  753. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  754. {
  755. EVENT_HANDLER_CALLED_BY_CLIENT;
  756. BATTLE_EVENT_POSSIBLE_RETURN;
  757. battleInt->battleStacksEffectsSet(sse);
  758. }
  759. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  760. {
  761. EVENT_HANDLER_CALLED_BY_CLIENT;
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. RETURN_IF_QUICK_COMBAT;
  764. battleInt->effectsController->battleTriggerEffect(bte);
  765. }
  766. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. BATTLE_EVENT_POSSIBLE_RETURN;
  770. std::vector<StackAttackedInfo> arg;
  771. for(auto & elem : bsa)
  772. {
  773. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  774. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  775. assert(defender);
  776. StackAttackedInfo info;
  777. info.defender = defender;
  778. info.attacker = attacker;
  779. info.damageDealt = elem.damageAmount;
  780. info.amountKilled = elem.killedAmount;
  781. info.spellEffect = SpellID::NONE;
  782. info.indirectAttack = ranged;
  783. info.killed = elem.killed();
  784. info.rebirth = elem.willRebirth();
  785. info.cloneKilled = elem.cloneKilled();
  786. info.fireShield = elem.fireShield();
  787. if (elem.isSpell())
  788. info.spellEffect = elem.spellID;
  789. arg.push_back(info);
  790. }
  791. battleInt->stacksAreAttacked(arg);
  792. }
  793. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  794. {
  795. EVENT_HANDLER_CALLED_BY_CLIENT;
  796. BATTLE_EVENT_POSSIBLE_RETURN;
  797. StackAttackInfo info;
  798. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  799. info.defender = nullptr;
  800. info.indirectAttack = ba->shot();
  801. info.lucky = ba->lucky();
  802. info.unlucky = ba->unlucky();
  803. info.deathBlow = ba->deathBlow();
  804. info.lifeDrain = ba->lifeDrain();
  805. info.tile = ba->tile;
  806. info.spellEffect = SpellID::NONE;
  807. if (ba->spellLike())
  808. info.spellEffect = ba->spellID;
  809. for(auto & elem : ba->bsa)
  810. {
  811. if(!elem.isSecondary())
  812. {
  813. assert(info.defender == nullptr);
  814. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  815. }
  816. else
  817. {
  818. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  819. }
  820. }
  821. assert(info.defender != nullptr);
  822. assert(info.attacker != nullptr);
  823. battleInt->stackAttacking(info);
  824. }
  825. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  826. {
  827. EVENT_HANDLER_CALLED_BY_CLIENT;
  828. BATTLE_EVENT_POSSIBLE_RETURN;
  829. battleInt->gateStateChanged(state);
  830. }
  831. void CPlayerInterface::yourTacticPhase(int distance)
  832. {
  833. EVENT_HANDLER_CALLED_BY_CLIENT;
  834. }
  835. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  839. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  840. if(autoTryHover || type == EInfoWindowMode::INFO)
  841. {
  842. waitWhileDialog(); //Fix for mantis #98
  843. adventureInt->showInfoBoxMessage(components, text, timer);
  844. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  845. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  846. return;
  847. }
  848. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  849. {
  850. return;
  851. }
  852. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  853. do
  854. {
  855. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  856. std::vector<std::shared_ptr<CComponent>> intComps;
  857. for (auto & component : sender)
  858. intComps.push_back(std::make_shared<CComponent>(component));
  859. showInfoDialog(text,intComps,soundID);
  860. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  861. }
  862. while(!vect.empty());
  863. }
  864. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  865. {
  866. std::vector<std::shared_ptr<CComponent>> intComps;
  867. intComps.push_back(component);
  868. showInfoDialog(text, intComps, soundBase::sound_todo);
  869. }
  870. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  871. {
  872. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  873. waitWhileDialog();
  874. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  875. {
  876. return;
  877. }
  878. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  879. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  880. {
  881. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  882. showingDialog->set(true);
  883. stopMovement(); // interrupt movement to show dialog
  884. GH.windows().pushWindow(temp);
  885. }
  886. else
  887. {
  888. dialogs.push_back(temp);
  889. }
  890. }
  891. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  892. {
  893. EVENT_HANDLER_CALLED_BY_CLIENT;
  894. std::string str = text.toString();
  895. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  896. waitWhileDialog();
  897. }
  898. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  899. {
  900. boost::unique_lock<boost::recursive_mutex> un(*pim);
  901. stopMovement();
  902. LOCPLINT->showingDialog->setn(true);
  903. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  904. }
  905. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  906. {
  907. EVENT_HANDLER_CALLED_BY_CLIENT;
  908. waitWhileDialog();
  909. stopMovement();
  910. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  911. if (!selection && cancel) //simple yes/no dialog
  912. {
  913. std::vector<std::shared_ptr<CComponent>> intComps;
  914. for (auto & component : components)
  915. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  916. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  917. }
  918. else if (selection)
  919. {
  920. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  921. for (auto & component : components)
  922. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  923. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  924. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  925. if (cancel)
  926. {
  927. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  928. }
  929. int charperline = 35;
  930. if (pom.size() > 1)
  931. charperline = 50;
  932. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  933. intComps[0]->clickPressed(GH.getCursorPosition());
  934. intComps[0]->clickReleased(GH.getCursorPosition());
  935. }
  936. }
  937. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  938. {
  939. EVENT_HANDLER_CALLED_BY_CLIENT;
  940. int choosenExit = -1;
  941. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  942. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  943. choosenExit = vstd::find_pos(exits, neededExit);
  944. cb->selectionMade(choosenExit, askID);
  945. }
  946. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  947. {
  948. EVENT_HANDLER_CALLED_BY_CLIENT;
  949. auto selectCallback = [=](int selection)
  950. {
  951. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  952. reply.Integer() = selection;
  953. cb->sendQueryReply(reply, askID);
  954. };
  955. auto cancelCallback = [=]()
  956. {
  957. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  958. cb->sendQueryReply(reply, askID);
  959. };
  960. const std::string localTitle = title.toString();
  961. const std::string localDescription = description.toString();
  962. std::vector<int> tempList;
  963. tempList.reserve(objects.size());
  964. for(auto item : objects)
  965. tempList.push_back(item.getNum());
  966. CComponent localIconC(icon);
  967. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  968. localIconC.removeChild(localIcon.get(), false);
  969. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  970. wnd->onExit = cancelCallback;
  971. GH.windows().pushWindow(wnd);
  972. }
  973. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  974. {
  975. EVENT_HANDLER_CALLED_BY_CLIENT;
  976. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  977. adventureInt->onMapTilesChanged(pos);
  978. }
  979. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  980. {
  981. EVENT_HANDLER_CALLED_BY_CLIENT;
  982. adventureInt->onMapTilesChanged(pos);
  983. }
  984. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  985. {
  986. boost::unique_lock<boost::recursive_mutex> un(*pim);
  987. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  988. }
  989. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  993. {
  994. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  995. fortScreen->creaturesChangedEventHandler();
  996. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  997. castleInterface->creaturesChangedEventHandler();
  998. if (townObj)
  999. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1000. ki->townChanged(townObj);
  1001. }
  1002. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1003. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1004. {
  1005. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1006. if (crw->dwelling == town)
  1007. crw->availableCreaturesChanged();
  1008. }
  1009. }
  1010. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1011. {
  1012. EVENT_HANDLER_CALLED_BY_CLIENT;
  1013. if (bonus.type == BonusType::NONE)
  1014. return;
  1015. adventureInt->onHeroChanged(hero);
  1016. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1017. {
  1018. //recalculate paths because hero has lost bonus influencing pathfinding
  1019. localState->erasePath(hero);
  1020. }
  1021. }
  1022. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1023. {
  1024. EVENT_HANDLER_CALLED_BY_CLIENT;
  1025. localState->serialize(h, version);
  1026. }
  1027. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1028. {
  1029. EVENT_HANDLER_CALLED_BY_CLIENT;
  1030. localState->serialize(h, version);
  1031. firstCall = -1;
  1032. }
  1033. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1034. {
  1035. LOG_TRACE(logGlobal);
  1036. if (!LOCPLINT->makingTurn)
  1037. return;
  1038. if (!h)
  1039. return; //can't find hero
  1040. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1041. if (showingDialog->get() || !dialogs.empty())
  1042. return;
  1043. setMovementStatus(true);
  1044. if (localState->isHeroSleeping(h))
  1045. localState->setHeroAwaken(h);
  1046. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1047. }
  1048. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1049. {
  1050. EVENT_HANDLER_CALLED_BY_CLIENT;
  1051. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1052. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1053. {
  1054. onEnd();
  1055. return;
  1056. }
  1057. waitForAllDialogs();
  1058. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1059. cgw->quit->addCallback(onEnd);
  1060. GH.windows().pushWindow(cgw);
  1061. }
  1062. /**
  1063. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1064. * into a combinational one on an artifact screen. Does not require the combination of
  1065. * artifacts to be legal.
  1066. */
  1067. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1068. {
  1069. std::string text = artifact->getDescriptionTranslated();
  1070. text += "\n\n";
  1071. std::vector<std::shared_ptr<CComponent>> scs;
  1072. if(assembledArtifact)
  1073. {
  1074. // You possess all of the components to...
  1075. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1076. // Picture of assembled artifact at bottom.
  1077. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1078. scs.push_back(sc);
  1079. }
  1080. else
  1081. {
  1082. // Do you wish to disassemble this artifact?
  1083. text += CGI->generaltexth->allTexts[733];
  1084. }
  1085. showYesNoDialog(text, onYes, nullptr, scs);
  1086. }
  1087. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1088. {
  1089. EVENT_HANDLER_CALLED_BY_CLIENT;
  1090. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1091. && destinationTeleport == ObjectInstanceID())
  1092. stillMoveHero.setn(CONTINUE_MOVE);
  1093. if (destinationTeleport != ObjectInstanceID()
  1094. && pa->packType == typeList.getTypeID<QueryReply>()
  1095. && stillMoveHero.get() == DURING_MOVE)
  1096. { // After teleportation via CGTeleport object is finished
  1097. destinationTeleport = ObjectInstanceID();
  1098. destinationTeleportPos = int3(-1);
  1099. stillMoveHero.setn(CONTINUE_MOVE);
  1100. }
  1101. }
  1102. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1103. {
  1104. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1105. }
  1106. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1107. {
  1108. EVENT_HANDLER_CALLED_BY_CLIENT;
  1109. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1110. }
  1111. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1112. {
  1113. if (sop->what == ObjProperty::OWNER)
  1114. {
  1115. const CGObjectInstance * obj = cb->getObj(sop->id);
  1116. if(obj->ID == Obj::TOWN)
  1117. {
  1118. auto town = static_cast<const CGTownInstance *>(obj);
  1119. if(obj->tempOwner == playerID)
  1120. {
  1121. localState->removeOwnedTown(town);
  1122. adventureInt->onTownChanged(town);
  1123. }
  1124. }
  1125. }
  1126. }
  1127. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1128. {
  1129. EVENT_HANDLER_CALLED_BY_CLIENT;
  1130. if (sop->what == ObjProperty::OWNER)
  1131. {
  1132. const CGObjectInstance * obj = cb->getObj(sop->id);
  1133. if(obj->ID == Obj::TOWN)
  1134. {
  1135. auto town = static_cast<const CGTownInstance *>(obj);
  1136. if(obj->tempOwner == playerID)
  1137. {
  1138. localState->addOwnedTown(town);
  1139. adventureInt->onTownChanged(town);
  1140. }
  1141. }
  1142. //redraw minimap if owner changed
  1143. std::set<int3> pos = obj->getBlockedPos();
  1144. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1145. adventureInt->onMapTilesChanged(upos);
  1146. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1147. }
  1148. }
  1149. void CPlayerInterface::initializeHeroTownList()
  1150. {
  1151. if(localState->getWanderingHeroes().empty())
  1152. {
  1153. for(auto & hero : cb->getHeroesInfo())
  1154. {
  1155. if(!hero->inTownGarrison)
  1156. localState->addWanderingHero(hero);
  1157. }
  1158. }
  1159. if(localState->getOwnedTowns().empty())
  1160. {
  1161. for(auto & town : cb->getTownsInfo())
  1162. localState->addOwnedTown(town);
  1163. }
  1164. if(adventureInt)
  1165. adventureInt->onHeroChanged(nullptr);
  1166. }
  1167. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1168. {
  1169. EVENT_HANDLER_CALLED_BY_CLIENT;
  1170. waitWhileDialog();
  1171. auto recruitCb = [=](CreatureID id, int count)
  1172. {
  1173. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1174. };
  1175. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1176. }
  1177. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1178. {
  1179. if (GH.amIGuiThread())
  1180. {
  1181. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1182. return;
  1183. }
  1184. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1185. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1186. while(showingDialog->data)
  1187. showingDialog->cond.wait(un);
  1188. }
  1189. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1190. {
  1191. EVENT_HANDLER_CALLED_BY_CLIENT;
  1192. auto state = obj->shipyardStatus();
  1193. TResources cost;
  1194. obj->getBoatCost(cost);
  1195. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1196. }
  1197. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1198. {
  1199. EVENT_HANDLER_CALLED_BY_CLIENT;
  1200. //we might have built a boat in shipyard in opened town screen
  1201. if (obj->ID == Obj::BOAT
  1202. && LOCPLINT->castleInt
  1203. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1204. {
  1205. CCS->soundh->playSound(soundBase::newBuilding);
  1206. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1207. }
  1208. }
  1209. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1210. {
  1211. EVENT_HANDLER_CALLED_BY_CLIENT;
  1212. waitWhileDialog();
  1213. CCS->curh->hide();
  1214. adventureInt->centerOnTile(pos);
  1215. if (focusTime)
  1216. {
  1217. GH.windows().totalRedraw();
  1218. {
  1219. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1220. IgnoreEvents ignore(*this);
  1221. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1222. }
  1223. }
  1224. CCS->curh->show();
  1225. }
  1226. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1227. {
  1228. EVENT_HANDLER_CALLED_BY_CLIENT;
  1229. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1230. {
  1231. waitWhileDialog();
  1232. CCS->soundh->playSound(obj->getRemovalSound().value());
  1233. }
  1234. CGI->mh->waitForOngoingAnimations();
  1235. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1236. {
  1237. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1238. heroKilled(h);
  1239. }
  1240. GH.fakeMouseMove();
  1241. }
  1242. void CPlayerInterface::objectRemovedAfter()
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. adventureInt->onMapTilesChanged(boost::none);
  1246. // visiting or garrisoned hero removed - recreate castle window
  1247. if (castleInt)
  1248. openTownWindow(castleInt->town);
  1249. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1250. ki->heroRemoved();
  1251. }
  1252. void CPlayerInterface::playerBlocked(int reason, bool start)
  1253. {
  1254. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1255. {
  1256. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1257. {
  1258. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1259. LOCPLINT = this;
  1260. GH.curInt = this;
  1261. adventureInt->onCurrentPlayerChanged(playerID);
  1262. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1263. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1264. std::vector<std::shared_ptr<CComponent>> cmp;
  1265. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1266. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1267. showInfoDialog(msg, cmp);
  1268. makingTurn = false;
  1269. }
  1270. }
  1271. }
  1272. void CPlayerInterface::update()
  1273. {
  1274. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1275. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1276. // While mutexes were locked away we may be have stopped being the active interface
  1277. if (LOCPLINT != this)
  1278. return;
  1279. //if there are any waiting dialogs, show them
  1280. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1281. {
  1282. showingDialog->set(true);
  1283. GH.windows().pushWindow(dialogs.front());
  1284. dialogs.pop_front();
  1285. }
  1286. assert(adventureInt);
  1287. // Handles mouse and key input
  1288. GH.handleEvents();
  1289. GH.windows().simpleRedraw();
  1290. }
  1291. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1292. {
  1293. using namespace boost::filesystem;
  1294. using namespace boost::algorithm;
  1295. path gamesDir = VCMIDirs::get().userSavePath();
  1296. std::map<std::time_t, int> dates; //save number => datestamp
  1297. const directory_iterator enddir;
  1298. if (!exists(gamesDir))
  1299. create_directory(gamesDir);
  1300. else
  1301. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1302. {
  1303. if (is_regular_file(dir->status()))
  1304. {
  1305. std::string name = dir->path().filename().string();
  1306. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1307. {
  1308. char nr = name[namePrefix.size()];
  1309. if (std::isdigit(nr))
  1310. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1311. }
  1312. }
  1313. }
  1314. if (!dates.empty())
  1315. return (--dates.end())->second; //return latest file number
  1316. return 0;
  1317. }
  1318. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1319. {
  1320. EVENT_HANDLER_CALLED_BY_CLIENT;
  1321. if (player == playerID)
  1322. {
  1323. if (victoryLossCheckResult.loss())
  1324. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1325. assert(GH.curInt == LOCPLINT);
  1326. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1327. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1328. GH.curInt = this; //waiting for dialogs requires this to get events
  1329. if(!makingTurn)
  1330. {
  1331. makingTurn = true; //also needed for dialog to show with current implementation
  1332. waitForAllDialogs();
  1333. makingTurn = false;
  1334. }
  1335. else
  1336. waitForAllDialogs();
  1337. GH.curInt = previousInterface;
  1338. LOCPLINT = previousInterface;
  1339. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1340. {
  1341. if(adventureInt)
  1342. {
  1343. GH.terminate_cond->setn(true);
  1344. GH.windows().popWindows(GH.windows().count());
  1345. adventureInt.reset();
  1346. }
  1347. }
  1348. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1349. {
  1350. // end game if current human player has won
  1351. CSH->sendClientDisconnecting();
  1352. requestReturningToMainMenu(true);
  1353. }
  1354. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1355. {
  1356. //all human players eliminated
  1357. CSH->sendClientDisconnecting();
  1358. requestReturningToMainMenu(false);
  1359. }
  1360. if (GH.curInt == this)
  1361. GH.curInt = nullptr;
  1362. }
  1363. else
  1364. {
  1365. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1366. {
  1367. MetaString message = victoryLossCheckResult.messageToSelf;
  1368. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1369. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1370. }
  1371. }
  1372. }
  1373. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1374. {
  1375. EVENT_HANDLER_CALLED_BY_CLIENT;
  1376. }
  1377. void CPlayerInterface::showPuzzleMap()
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. waitWhileDialog();
  1381. //TODO: interface should not know the real position of Grail...
  1382. double ratio = 0;
  1383. int3 grailPos = cb->getGrailPos(&ratio);
  1384. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1385. }
  1386. void CPlayerInterface::viewWorldMap()
  1387. {
  1388. adventureInt->openWorldView();
  1389. }
  1390. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. if(GH.windows().topWindow<CSpellWindow>())
  1394. GH.windows().popWindows(1);
  1395. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1396. localState->erasePath(caster);
  1397. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1398. auto castSoundPath = spell->getCastSound();
  1399. if(!castSoundPath.empty())
  1400. CCS->soundh->playSound(castSoundPath);
  1401. }
  1402. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1403. {
  1404. int msgToShow = -1;
  1405. const auto diggingStatus = h->diggingStatus();
  1406. switch(diggingStatus)
  1407. {
  1408. case EDiggingStatus::CAN_DIG:
  1409. break;
  1410. case EDiggingStatus::LACK_OF_MOVEMENT:
  1411. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1412. break;
  1413. case EDiggingStatus::TILE_OCCUPIED:
  1414. msgToShow = 97; //Try searching on clear ground.
  1415. break;
  1416. case EDiggingStatus::WRONG_TERRAIN:
  1417. msgToShow = 60; ////Try looking on land!
  1418. break;
  1419. case EDiggingStatus::BACKPACK_IS_FULL:
  1420. msgToShow = 247; //Searching for the Grail is fruitless...
  1421. break;
  1422. default:
  1423. assert(0);
  1424. }
  1425. if(msgToShow < 0)
  1426. cb->dig(h);
  1427. else
  1428. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1429. }
  1430. void CPlayerInterface::battleNewRoundFirst( int round )
  1431. {
  1432. EVENT_HANDLER_CALLED_BY_CLIENT;
  1433. BATTLE_EVENT_POSSIBLE_RETURN;
  1434. battleInt->newRoundFirst(round);
  1435. }
  1436. void CPlayerInterface::stopMovement()
  1437. {
  1438. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1439. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1440. }
  1441. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1442. {
  1443. EVENT_HANDLER_CALLED_BY_CLIENT;
  1444. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1445. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1446. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1447. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1448. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1449. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1450. else if(!market->availableModes().empty())
  1451. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1452. }
  1453. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1457. }
  1458. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1462. }
  1463. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1467. cmw->artifactsChanged(false);
  1468. }
  1469. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1470. {
  1471. EVENT_HANDLER_CALLED_BY_CLIENT;
  1472. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1473. }
  1474. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1478. }
  1479. void CPlayerInterface::showQuestLog()
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1483. }
  1484. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1485. {
  1486. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1487. {
  1488. MetaString txt;
  1489. obj->getProblemText(txt);
  1490. showInfoDialog(txt.toString());
  1491. }
  1492. else
  1493. showShipyardDialog(obj);
  1494. }
  1495. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1496. {
  1497. if(won && cb->getStartInfo()->campState)
  1498. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1499. else
  1500. {
  1501. GH.dispatchMainThread(
  1502. []()
  1503. {
  1504. CSH->endGameplay();
  1505. GH.defActionsDef = 63;
  1506. CMM->menu->switchToTab("main");
  1507. }
  1508. );
  1509. }
  1510. }
  1511. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1512. {
  1513. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1514. if(hero)
  1515. {
  1516. auto art = hero->getArt(al.slot);
  1517. if(art == nullptr)
  1518. {
  1519. logGlobal->error("artifact location %d points to nothing",
  1520. al.slot.num);
  1521. return;
  1522. }
  1523. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1524. }
  1525. }
  1526. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1527. {
  1528. EVENT_HANDLER_CALLED_BY_CLIENT;
  1529. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1530. adventureInt->onHeroChanged(hero);
  1531. }
  1532. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1533. {
  1534. EVENT_HANDLER_CALLED_BY_CLIENT;
  1535. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1536. adventureInt->onHeroChanged(hero);
  1537. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1538. artWin->artifactRemoved(al);
  1539. waitWhileDialog();
  1540. }
  1541. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1542. {
  1543. EVENT_HANDLER_CALLED_BY_CLIENT;
  1544. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1545. adventureInt->onHeroChanged(hero);
  1546. bool redraw = true;
  1547. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1548. if(numOfMovedArts != 0)
  1549. {
  1550. numOfMovedArts--;
  1551. if(numOfMovedArts != 0)
  1552. redraw = false;
  1553. }
  1554. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1555. artWin->artifactMoved(src, dst, redraw);
  1556. waitWhileDialog();
  1557. }
  1558. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1559. {
  1560. numOfMovedArts = numOfArts;
  1561. }
  1562. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1563. {
  1564. EVENT_HANDLER_CALLED_BY_CLIENT;
  1565. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1566. adventureInt->onHeroChanged(hero);
  1567. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1568. artWin->artifactAssembled(al);
  1569. }
  1570. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1571. {
  1572. EVENT_HANDLER_CALLED_BY_CLIENT;
  1573. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1574. adventureInt->onHeroChanged(hero);
  1575. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1576. artWin->artifactDisassembled(al);
  1577. }
  1578. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1579. {
  1580. while(!dialogs.empty())
  1581. {
  1582. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1583. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1584. }
  1585. waitWhileDialog(unlockPim);
  1586. }
  1587. void CPlayerInterface::proposeLoadingGame()
  1588. {
  1589. showYesNoDialog(
  1590. CGI->generaltexth->allTexts[68],
  1591. []()
  1592. {
  1593. GH.dispatchMainThread(
  1594. []()
  1595. {
  1596. CSH->endGameplay();
  1597. GH.defActionsDef = 63;
  1598. CMM->menu->switchToTab("load");
  1599. }
  1600. );
  1601. },
  1602. nullptr
  1603. );
  1604. }
  1605. bool CPlayerInterface::capturedAllEvents()
  1606. {
  1607. if(duringMovement)
  1608. {
  1609. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1610. return true;
  1611. }
  1612. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1613. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1614. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1615. {
  1616. GH.input().ignoreEventsUntilInput();
  1617. return true;
  1618. }
  1619. return false;
  1620. }
  1621. void CPlayerInterface::setMovementStatus(bool value)
  1622. {
  1623. duringMovement = value;
  1624. if (value)
  1625. {
  1626. CCS->curh->hide();
  1627. }
  1628. else
  1629. {
  1630. CCS->curh->show();
  1631. }
  1632. }
  1633. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1634. {
  1635. int i = 1;
  1636. auto getObj = [&](int3 coord, bool ignoreHero)
  1637. {
  1638. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1639. };
  1640. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1641. {
  1642. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1643. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1644. action != EPathNodeAction::TELEPORT_BATTLE)
  1645. {
  1646. return false;
  1647. }
  1648. return true;
  1649. };
  1650. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1651. {
  1652. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1653. return nextObjectTop;
  1654. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1655. CGTeleport::isConnected(currentObject, nextObject))
  1656. {
  1657. return nextObject;
  1658. }
  1659. return nullptr;
  1660. };
  1661. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1662. stillMoveHero.data = CONTINUE_MOVE;
  1663. auto doMovement = [&](int3 dst, bool transit)
  1664. {
  1665. stillMoveHero.data = WAITING_MOVE;
  1666. cb->moveHero(h, dst, transit);
  1667. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1668. stillMoveHero.cond.wait(un);
  1669. };
  1670. {
  1671. for (auto & elem : path.nodes)
  1672. elem.coord = h->convertFromVisitablePos(elem.coord);
  1673. int soundChannel = -1;
  1674. std::string soundName;
  1675. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1676. {
  1677. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1678. return "";
  1679. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1680. return "";
  1681. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1682. return "";
  1683. // flying movement sound
  1684. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1685. return "HORSE10.wav";
  1686. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1687. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1688. auto prevRoad = prevTile->roadType;
  1689. auto nextRoad = nextTile->roadType;
  1690. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1691. if (movingOnRoad)
  1692. return nextTile->terType->horseSound;
  1693. else
  1694. return nextTile->terType->horseSoundPenalty;
  1695. };
  1696. auto canStop = [&](CGPathNode * node) -> bool
  1697. {
  1698. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1699. return true;
  1700. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1701. return true;
  1702. return false;
  1703. };
  1704. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1705. {
  1706. int3 prevCoord = path.nodes[i].coord;
  1707. int3 nextCoord = path.nodes[i-1].coord;
  1708. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1709. auto nextObjectTop = getObj(nextCoord, false);
  1710. auto nextObject = getObj(nextCoord, true);
  1711. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1712. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1713. {
  1714. CCS->soundh->stopSound(soundChannel);
  1715. destinationTeleport = destTeleportObj->id;
  1716. destinationTeleportPos = nextCoord;
  1717. doMovement(h->pos, false);
  1718. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1719. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1720. {
  1721. destinationTeleport = ObjectInstanceID();
  1722. destinationTeleportPos = int3(-1);
  1723. }
  1724. if(i != path.nodes.size() - 1)
  1725. {
  1726. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1727. if (!soundName.empty())
  1728. soundChannel = CCS->soundh->playSound(soundName, -1);
  1729. else
  1730. soundChannel = -1;
  1731. }
  1732. continue;
  1733. }
  1734. if (path.nodes[i-1].turns)
  1735. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1736. stillMoveHero.data = STOP_MOVE;
  1737. break;
  1738. }
  1739. {
  1740. // Start a new sound for the hero movement or let the existing one carry on.
  1741. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1742. if(newSoundName != soundName)
  1743. {
  1744. soundName = newSoundName;
  1745. CCS->soundh->stopSound(soundChannel);
  1746. if (!soundName.empty())
  1747. soundChannel = CCS->soundh->playSound(soundName, -1);
  1748. else
  1749. soundChannel = -1;
  1750. }
  1751. }
  1752. 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
  1753. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1754. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1755. bool useTransit = false;
  1756. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1757. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1758. || CGTeleport::isTeleport(nextObjectTop)))
  1759. { // Hero should be able to go through object if it's allow transit
  1760. useTransit = true;
  1761. }
  1762. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1763. useTransit = true;
  1764. doMovement(endpos, useTransit);
  1765. logGlobal->trace("Resuming %s", __FUNCTION__);
  1766. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1767. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1768. break;
  1769. }
  1770. CCS->soundh->stopSound(soundChannel);
  1771. }
  1772. //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
  1773. if (!showingDialog->get())
  1774. GH.fakeMouseMove();
  1775. CGI->mh->waitForOngoingAnimations();
  1776. setMovementStatus(false);
  1777. }
  1778. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1779. {
  1780. EVENT_HANDLER_CALLED_BY_CLIENT;
  1781. adventureInt->openWorldView(objectPositions, showTerrain );
  1782. }
  1783. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1784. {
  1785. return std::nullopt;
  1786. }