CPlayerInterface.cpp 64 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/TextOperations.h"
  70. #include "../lib/CPlayerState.h"
  71. #include "../lib/GameConstants.h"
  72. #include "gui/CGuiHandler.h"
  73. #include "gui/WindowHandler.h"
  74. #include "windows/InfoWindows.h"
  75. #include "../lib/UnlockGuard.h"
  76. #include "../lib/RoadHandler.h"
  77. #include "../lib/TerrainHandler.h"
  78. #include "../lib/CThreadHelper.h"
  79. #include "CServerHandler.h"
  80. // FIXME: only needed for CGameState::mutex
  81. #include "../lib/gameState/CGameState.h"
  82. #include "eventsSDL/NotificationHandler.h"
  83. #include "adventureMap/CInGameConsole.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. // The macro marks functions that are run on a new thread by client.
  88. // They do not own any mutexes intiially.
  89. #define THREAD_CREATED_BY_CLIENT
  90. #define RETURN_IF_QUICK_COMBAT \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. #define BATTLE_EVENT_POSSIBLE_RETURN\
  94. if (LOCPLINT != this) \
  95. return; \
  96. RETURN_IF_QUICK_COMBAT
  97. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  98. CPlayerInterface * LOCPLINT;
  99. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  100. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  101. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  102. struct HeroObjectRetriever
  103. {
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  105. {
  106. return h;
  107. }
  108. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  109. {
  110. return nullptr;
  111. }
  112. };
  113. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  114. localState(std::make_unique<PlayerLocalState>(*this))
  115. {
  116. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  117. destinationTeleport = ObjectInstanceID();
  118. destinationTeleportPos = int3(-1);
  119. GH.defActionsDef = 0;
  120. LOCPLINT = this;
  121. playerID=Player;
  122. human=true;
  123. battleInt = nullptr;
  124. castleInt = nullptr;
  125. makingTurn = false;
  126. showingDialog = new CondSh<bool>(false);
  127. cingconsole = new CInGameConsole();
  128. firstCall = 1; //if loading will be overwritten in serialize
  129. autosaveCount = 0;
  130. isAutoFightOn = false;
  131. duringMovement = false;
  132. ignoreEvents = false;
  133. numOfMovedArts = 0;
  134. }
  135. CPlayerInterface::~CPlayerInterface()
  136. {
  137. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  138. delete showingDialog;
  139. delete cingconsole;
  140. if (LOCPLINT == this)
  141. LOCPLINT = nullptr;
  142. }
  143. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  144. {
  145. cb = CB;
  146. env = ENV;
  147. CCS->musich->loadTerrainMusicThemes();
  148. initializeHeroTownList();
  149. // always recreate advmap interface to avoid possible memory-corruption bugs
  150. adventureInt.reset(new AdventureMapInterface());
  151. }
  152. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. makingTurn = false;
  156. stillMoveHero.setn(STOP_MOVE);
  157. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  158. {
  159. // after map load - remove all active windows and replace them with adventure map
  160. GH.windows().clear();
  161. GH.windows().pushWindow(adventureInt);
  162. }
  163. // close window from another player
  164. if(auto w = GH.windows().topWindow<CInfoWindow>())
  165. if(w->ID == QueryID::NONE && player != playerID)
  166. w->close();
  167. // remove all dialogs that do not expect query answer
  168. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  169. GH.windows().popWindows(1);
  170. if (player != playerID && LOCPLINT == this)
  171. {
  172. waitWhileDialog();
  173. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  174. adventureInt->onEnemyTurnStarted(player, isHuman);
  175. }
  176. }
  177. void CPlayerInterface::performAutosave()
  178. {
  179. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  180. if(frequency > 0 && cb->getDate() % frequency == 0)
  181. {
  182. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  183. std::string prefix = std::string();
  184. if(usePrefix)
  185. {
  186. prefix = settings["general"]["savePrefix"].String();
  187. if(prefix.empty())
  188. {
  189. std::string name = cb->getMapHeader()->name;
  190. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  191. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  192. std::string forbiddenChars("\\/:?\"<>| ");
  193. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  194. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  195. }
  196. }
  197. autosaveCount++;
  198. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  199. if(autosaveCountLimit > 0)
  200. {
  201. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  202. autosaveCount %= autosaveCountLimit;
  203. }
  204. else
  205. {
  206. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  207. + std::to_string(cb->getDate(Date::WEEK))
  208. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  209. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  210. }
  211. }
  212. }
  213. void CPlayerInterface::yourTurn(QueryID queryID)
  214. {
  215. EVENT_HANDLER_CALLED_BY_CLIENT;
  216. {
  217. LOCPLINT = this;
  218. GH.curInt = this;
  219. NotificationHandler::notify("Your turn");
  220. if(settings["general"]["startTurnAutosave"].Bool())
  221. {
  222. performAutosave();
  223. }
  224. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  225. {
  226. adventureInt->onHotseatWaitStarted(playerID);
  227. makingTurn = true;
  228. std::string msg = CGI->generaltexth->allTexts[13];
  229. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  230. std::vector<std::shared_ptr<CComponent>> cmp;
  231. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  232. showInfoDialog(msg, cmp);
  233. }
  234. else
  235. {
  236. makingTurn = true;
  237. adventureInt->onPlayerTurnStarted(playerID);
  238. }
  239. }
  240. acceptTurn(queryID);
  241. }
  242. void CPlayerInterface::acceptTurn(QueryID queryID)
  243. {
  244. if (settings["session"]["autoSkip"].Bool())
  245. {
  246. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  247. iw->close();
  248. }
  249. if(CSH->howManyPlayerInterfaces() > 1)
  250. {
  251. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  252. adventureInt->onPlayerTurnStarted(playerID);
  253. }
  254. // warn player if he has no town
  255. if (cb->howManyTowns() == 0)
  256. {
  257. auto playerColor = *cb->getPlayerID();
  258. std::vector<Component> components;
  259. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  260. MetaString text;
  261. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  262. if(optDaysWithoutCastle)
  263. {
  264. auto daysWithoutCastle = optDaysWithoutCastle.value();
  265. if (daysWithoutCastle < 6)
  266. {
  267. 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.
  268. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  269. text.replaceNumber(7 - daysWithoutCastle);
  270. }
  271. else if (daysWithoutCastle == 6)
  272. {
  273. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  274. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  275. }
  276. showInfoDialogAndWait(components, text);
  277. }
  278. else
  279. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  280. }
  281. cb->selectionMade(0, queryID);
  282. }
  283. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  284. {
  285. EVENT_HANDLER_CALLED_BY_CLIENT;
  286. waitWhileDialog();
  287. if(LOCPLINT != this)
  288. return;
  289. //FIXME: read once and store
  290. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  291. return;
  292. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  293. if (!hero)
  294. return;
  295. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  296. {
  297. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  298. CCS->soundh->playSound(hero->getRemovalSound().value());
  299. }
  300. std::unordered_set<int3> changedTiles {
  301. hero->convertToVisitablePos(details.start),
  302. hero->convertToVisitablePos(details.end)
  303. };
  304. adventureInt->onMapTilesChanged(changedTiles);
  305. adventureInt->onHeroMovementStarted(hero);
  306. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  307. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  308. {
  309. if(details.result == TryMoveHero::TELEPORTATION)
  310. {
  311. if(localState->hasPath(hero))
  312. {
  313. assert(localState->getPath(hero).nodes.size() >= 2);
  314. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  315. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  316. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  317. {
  318. //path was between entrance and exit of teleport -> OK, erase node as usual
  319. localState->removeLastNode(hero);
  320. }
  321. else
  322. {
  323. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  324. localState->erasePath(hero);
  325. }
  326. }
  327. }
  328. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  329. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  330. {
  331. localState->erasePath(hero);
  332. }
  333. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  334. {
  335. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  336. localState->removeLastNode(hero);
  337. }
  338. }
  339. if(details.stopMovement()) //hero failed to move
  340. {
  341. stillMoveHero.setn(STOP_MOVE);
  342. adventureInt->onHeroChanged(hero);
  343. return;
  344. }
  345. CGI->mh->waitForOngoingAnimations();
  346. //move finished
  347. adventureInt->onHeroChanged(hero);
  348. //check if user cancelled movement
  349. {
  350. if (GH.input().ignoreEventsUntilInput())
  351. stillMoveHero.setn(STOP_MOVE);
  352. }
  353. if (stillMoveHero.get() == WAITING_MOVE)
  354. stillMoveHero.setn(DURING_MOVE);
  355. // Hero attacked creature directly, set direction to face it.
  356. if (directlyAttackingCreature) {
  357. // Get direction to attacker.
  358. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  359. static const ui8 dirLookup[3][3] = {
  360. { 1, 2, 3 },
  361. { 8, 0, 4 },
  362. { 7, 6, 5 }
  363. };
  364. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  365. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  366. }
  367. }
  368. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  372. // if hero is not in town garrison
  373. if (vstd::contains(localState->getWanderingHeroes(), hero))
  374. localState->removeWanderingHero(hero);
  375. adventureInt->onHeroChanged(hero);
  376. localState->erasePath(hero);
  377. }
  378. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. if(start && visitedObj)
  382. {
  383. if(visitedObj->getVisitSound())
  384. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  385. }
  386. }
  387. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. localState->addWanderingHero(hero);
  391. adventureInt->onHeroChanged(hero);
  392. }
  393. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  394. {
  395. if(castleInt)
  396. castleInt->close();
  397. castleInt = nullptr;
  398. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  399. GH.windows().pushWindow(newCastleInt);
  400. }
  401. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. if (which == PrimarySkill::EXPERIENCE)
  405. {
  406. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  407. ctw->setExpToLevel();
  408. }
  409. else
  410. adventureInt->onHeroChanged(hero);
  411. }
  412. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  416. cuw->redraw();
  417. }
  418. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  419. {
  420. EVENT_HANDLER_CALLED_BY_CLIENT;
  421. adventureInt->onHeroChanged(hero);
  422. if (makingTurn && hero->tempOwner == playerID)
  423. adventureInt->onHeroChanged(hero);
  424. }
  425. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  426. {
  427. EVENT_HANDLER_CALLED_BY_CLIENT;
  428. if (makingTurn && hero->tempOwner == playerID)
  429. adventureInt->onHeroChanged(hero);
  430. }
  431. void CPlayerInterface::receivedResource()
  432. {
  433. EVENT_HANDLER_CALLED_BY_CLIENT;
  434. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  435. mw->resourceChanged();
  436. GH.windows().totalRedraw();
  437. }
  438. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  439. {
  440. EVENT_HANDLER_CALLED_BY_CLIENT;
  441. waitWhileDialog();
  442. CCS->soundh->playSound(soundBase::heroNewLevel);
  443. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  444. {
  445. cb->selectionMade(selection, queryID);
  446. });
  447. }
  448. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  449. {
  450. EVENT_HANDLER_CALLED_BY_CLIENT;
  451. waitWhileDialog();
  452. CCS->soundh->playSound(soundBase::heroNewLevel);
  453. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  454. {
  455. cb->selectionMade(selection, queryID);
  456. });
  457. }
  458. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  459. {
  460. EVENT_HANDLER_CALLED_BY_CLIENT;
  461. if(town->garrisonHero) //wandering hero moved to the garrison
  462. {
  463. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  464. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  465. localState->removeWanderingHero(town->garrisonHero);
  466. }
  467. if(town->visitingHero) //hero leaves garrison
  468. {
  469. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  470. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  471. localState->addWanderingHero(town->visitingHero);
  472. }
  473. adventureInt->onHeroChanged(nullptr);
  474. adventureInt->onTownChanged(town);
  475. if(castleInt)
  476. {
  477. castleInt->garr->selectSlot(nullptr);
  478. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  479. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  480. castleInt->garr->recreateSlots();
  481. castleInt->heroes->update();
  482. // Perform totalRedraw to update hero list on adventure map
  483. GH.windows().totalRedraw();
  484. }
  485. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  486. {
  487. ki->townChanged(town);
  488. ki->updateGarrisons();
  489. ki->redraw();
  490. }
  491. }
  492. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  493. {
  494. EVENT_HANDLER_CALLED_BY_CLIENT;
  495. if (hero->tempOwner != playerID )
  496. return;
  497. waitWhileDialog();
  498. openTownWindow(town);
  499. }
  500. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  501. {
  502. std::vector<const CGObjectInstance *> instances;
  503. if(auto obj = cb->getObj(id1))
  504. instances.push_back(obj);
  505. if(id2 != ObjectInstanceID() && id2 != id1)
  506. {
  507. if(auto obj = cb->getObj(id2))
  508. instances.push_back(obj);
  509. }
  510. garrisonsChanged(instances);
  511. }
  512. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  513. {
  514. boost::unique_lock<boost::recursive_mutex> un(*pim);
  515. for (auto object : objs)
  516. {
  517. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  518. auto * town = dynamic_cast<const CGTownInstance*>(object);
  519. if (hero)
  520. {
  521. adventureInt->onHeroChanged(hero);
  522. if(hero->inTownGarrison)
  523. {
  524. adventureInt->onTownChanged(hero->visitedTown);
  525. }
  526. }
  527. if (town)
  528. adventureInt->onTownChanged(town);
  529. }
  530. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  531. cgh->updateGarrisons();
  532. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  533. {
  534. if (vstd::contains(objs, cmw->hero))
  535. cmw->garrisonChanged();
  536. }
  537. GH.windows().totalRedraw();
  538. }
  539. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  540. {
  541. EVENT_HANDLER_CALLED_BY_CLIENT;
  542. adventureInt->onTownChanged(town);
  543. if (castleInt)
  544. {
  545. castleInt->townlist->updateElement(town);
  546. if (castleInt->town == town)
  547. {
  548. switch(what)
  549. {
  550. case 1:
  551. CCS->soundh->playSound(soundBase::newBuilding);
  552. castleInt->addBuilding(buildingID);
  553. break;
  554. case 2:
  555. castleInt->removeBuilding(buildingID);
  556. break;
  557. }
  558. }
  559. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  560. GH.windows().totalRedraw();
  561. }
  562. }
  563. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  564. {
  565. // when battle starts, game will send battleStart pack *before* movement confirmation
  566. // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
  567. // leading to several bugs, such as blocked input during intro
  568. stillMoveHero.setn(STOP_MOVE);
  569. //Don't wait for dialogs when we are non-active hot-seat player
  570. if (LOCPLINT == this)
  571. waitForAllDialogs();
  572. }
  573. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  574. {
  575. EVENT_HANDLER_CALLED_BY_CLIENT;
  576. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  577. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  578. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  579. {
  580. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  581. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  582. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  583. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  584. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  585. isAutoFightOn = true;
  586. cb->registerBattleInterface(autofightingAI);
  587. }
  588. //Don't wait for dialogs when we are non-active hot-seat player
  589. if (LOCPLINT == this)
  590. waitForAllDialogs();
  591. BATTLE_EVENT_POSSIBLE_RETURN;
  592. }
  593. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. for(auto & info : units)
  598. {
  599. switch(info.operation)
  600. {
  601. case UnitChanges::EOperation::RESET_STATE:
  602. {
  603. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  604. if(!stack)
  605. {
  606. logGlobal->error("Invalid unit ID %d", info.id);
  607. continue;
  608. }
  609. battleInt->stackReset(stack);
  610. }
  611. break;
  612. case UnitChanges::EOperation::REMOVE:
  613. battleInt->stackRemoved(info.id);
  614. break;
  615. case UnitChanges::EOperation::ADD:
  616. {
  617. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  618. if(!unit)
  619. {
  620. logGlobal->error("Invalid unit ID %d", info.id);
  621. continue;
  622. }
  623. battleInt->stackAdded(unit);
  624. }
  625. break;
  626. default:
  627. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  628. break;
  629. }
  630. }
  631. }
  632. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  637. std::vector<ObstacleChanges> removedObstacles;
  638. for(auto & change : obstacles)
  639. {
  640. if(change.operation == BattleChanges::EOperation::ADD)
  641. {
  642. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  643. if(instance)
  644. newObstacles.push_back(instance);
  645. else
  646. logNetwork->error("Invalid obstacle instance %d", change.id);
  647. }
  648. if(change.operation == BattleChanges::EOperation::REMOVE)
  649. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  650. }
  651. if (!newObstacles.empty())
  652. battleInt->obstaclePlaced(newObstacles);
  653. if (!removedObstacles.empty())
  654. battleInt->obstacleRemoved(removedObstacles);
  655. battleInt->fieldController->redrawBackgroundWithHexes();
  656. }
  657. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  658. {
  659. EVENT_HANDLER_CALLED_BY_CLIENT;
  660. BATTLE_EVENT_POSSIBLE_RETURN;
  661. battleInt->stackIsCatapulting(ca);
  662. }
  663. void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  664. {
  665. EVENT_HANDLER_CALLED_BY_CLIENT;
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->newRound();
  668. }
  669. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  670. {
  671. EVENT_HANDLER_CALLED_BY_CLIENT;
  672. BATTLE_EVENT_POSSIBLE_RETURN;
  673. battleInt->startAction(action);
  674. }
  675. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->endAction(action);
  680. }
  681. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  685. assert(!cb->getBattle(battleID)->battleIsFinished());
  686. if (cb->getBattle(battleID)->battleIsFinished())
  687. {
  688. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  689. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  690. return ;
  691. }
  692. if (autofightingAI)
  693. {
  694. if (isAutoFightOn)
  695. {
  696. //FIXME: we want client rendering to proceed while AI is making actions
  697. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  698. auto unlockPim = vstd::makeUnlockGuard(*pim);
  699. autofightingAI->activeStack(battleID, stack);
  700. return;
  701. }
  702. cb->unregisterBattleInterface(autofightingAI);
  703. autofightingAI.reset();
  704. }
  705. assert(battleInt);
  706. if(!battleInt)
  707. {
  708. // probably battle is finished already
  709. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  710. }
  711. {
  712. boost::unique_lock<boost::recursive_mutex> un(*pim);
  713. battleInt->stackActivated(stack);
  714. //Regeneration & mana drain go there
  715. }
  716. }
  717. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  718. {
  719. EVENT_HANDLER_CALLED_BY_CLIENT;
  720. if(isAutoFightOn || autofightingAI)
  721. {
  722. isAutoFightOn = false;
  723. cb->unregisterBattleInterface(autofightingAI);
  724. autofightingAI.reset();
  725. if(!battleInt)
  726. {
  727. bool allowManualReplay = queryID != QueryID::NONE;
  728. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  729. if (allowManualReplay)
  730. {
  731. wnd->resultCallback = [=](ui32 selection)
  732. {
  733. cb->selectionMade(selection, queryID);
  734. };
  735. }
  736. GH.windows().pushWindow(wnd);
  737. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  738. // Otherwise NewTurn causes freeze.
  739. waitWhileDialog();
  740. return;
  741. }
  742. }
  743. BATTLE_EVENT_POSSIBLE_RETURN;
  744. battleInt->battleFinished(*br, queryID);
  745. }
  746. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  747. {
  748. EVENT_HANDLER_CALLED_BY_CLIENT;
  749. BATTLE_EVENT_POSSIBLE_RETURN;
  750. battleInt->displayBattleLog(lines);
  751. }
  752. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  753. {
  754. EVENT_HANDLER_CALLED_BY_CLIENT;
  755. BATTLE_EVENT_POSSIBLE_RETURN;
  756. battleInt->stackMoved(stack, dest, distance, teleport);
  757. }
  758. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. BATTLE_EVENT_POSSIBLE_RETURN;
  762. battleInt->spellCast(sc);
  763. }
  764. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  765. {
  766. EVENT_HANDLER_CALLED_BY_CLIENT;
  767. BATTLE_EVENT_POSSIBLE_RETURN;
  768. battleInt->battleStacksEffectsSet(sse);
  769. }
  770. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  771. {
  772. EVENT_HANDLER_CALLED_BY_CLIENT;
  773. BATTLE_EVENT_POSSIBLE_RETURN;
  774. RETURN_IF_QUICK_COMBAT;
  775. battleInt->effectsController->battleTriggerEffect(bte);
  776. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  777. {
  778. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  779. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  780. }
  781. }
  782. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  783. {
  784. EVENT_HANDLER_CALLED_BY_CLIENT;
  785. BATTLE_EVENT_POSSIBLE_RETURN;
  786. std::vector<StackAttackedInfo> arg;
  787. for(auto & elem : bsa)
  788. {
  789. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  790. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  791. assert(defender);
  792. StackAttackedInfo info;
  793. info.defender = defender;
  794. info.attacker = attacker;
  795. info.damageDealt = elem.damageAmount;
  796. info.amountKilled = elem.killedAmount;
  797. info.spellEffect = SpellID::NONE;
  798. info.indirectAttack = ranged;
  799. info.killed = elem.killed();
  800. info.rebirth = elem.willRebirth();
  801. info.cloneKilled = elem.cloneKilled();
  802. info.fireShield = elem.fireShield();
  803. if (elem.isSpell())
  804. info.spellEffect = elem.spellID;
  805. arg.push_back(info);
  806. }
  807. battleInt->stacksAreAttacked(arg);
  808. }
  809. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  810. {
  811. EVENT_HANDLER_CALLED_BY_CLIENT;
  812. BATTLE_EVENT_POSSIBLE_RETURN;
  813. StackAttackInfo info;
  814. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  815. info.defender = nullptr;
  816. info.indirectAttack = ba->shot();
  817. info.lucky = ba->lucky();
  818. info.unlucky = ba->unlucky();
  819. info.deathBlow = ba->deathBlow();
  820. info.lifeDrain = ba->lifeDrain();
  821. info.tile = ba->tile;
  822. info.spellEffect = SpellID::NONE;
  823. if (ba->spellLike())
  824. info.spellEffect = ba->spellID;
  825. for(auto & elem : ba->bsa)
  826. {
  827. if(!elem.isSecondary())
  828. {
  829. assert(info.defender == nullptr);
  830. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  831. }
  832. else
  833. {
  834. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  835. }
  836. }
  837. assert(info.defender != nullptr);
  838. assert(info.attacker != nullptr);
  839. battleInt->stackAttacking(info);
  840. }
  841. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. BATTLE_EVENT_POSSIBLE_RETURN;
  845. battleInt->gateStateChanged(state);
  846. }
  847. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  848. {
  849. EVENT_HANDLER_CALLED_BY_CLIENT;
  850. }
  851. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  852. {
  853. EVENT_HANDLER_CALLED_BY_CLIENT;
  854. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  855. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  856. if(autoTryHover || type == EInfoWindowMode::INFO)
  857. {
  858. waitWhileDialog(); //Fix for mantis #98
  859. adventureInt->showInfoBoxMessage(components, text, timer);
  860. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  861. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  862. return;
  863. }
  864. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  865. {
  866. return;
  867. }
  868. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  869. do
  870. {
  871. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  872. std::vector<std::shared_ptr<CComponent>> intComps;
  873. for (auto & component : sender)
  874. intComps.push_back(std::make_shared<CComponent>(component));
  875. showInfoDialog(text,intComps,soundID);
  876. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  877. }
  878. while(!vect.empty());
  879. }
  880. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  881. {
  882. std::vector<std::shared_ptr<CComponent>> intComps;
  883. intComps.push_back(component);
  884. showInfoDialog(text, intComps, soundBase::sound_todo);
  885. }
  886. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  887. {
  888. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  889. waitWhileDialog();
  890. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  891. {
  892. return;
  893. }
  894. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  895. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  896. {
  897. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  898. showingDialog->set(true);
  899. stopMovement(); // interrupt movement to show dialog
  900. GH.windows().pushWindow(temp);
  901. }
  902. else
  903. {
  904. dialogs.push_back(temp);
  905. }
  906. }
  907. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  908. {
  909. EVENT_HANDLER_CALLED_BY_CLIENT;
  910. std::string str = text.toString();
  911. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  912. waitWhileDialog();
  913. }
  914. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  915. {
  916. boost::unique_lock<boost::recursive_mutex> un(*pim);
  917. stopMovement();
  918. LOCPLINT->showingDialog->setn(true);
  919. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  920. }
  921. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  922. {
  923. EVENT_HANDLER_CALLED_BY_CLIENT;
  924. waitWhileDialog();
  925. stopMovement();
  926. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  927. if (!selection && cancel) //simple yes/no dialog
  928. {
  929. std::vector<std::shared_ptr<CComponent>> intComps;
  930. for (auto & component : components)
  931. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  932. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  933. }
  934. else if (selection)
  935. {
  936. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  937. for (auto & component : components)
  938. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  939. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  940. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  941. if (cancel)
  942. {
  943. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  944. }
  945. int charperline = 35;
  946. if (pom.size() > 1)
  947. charperline = 50;
  948. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  949. intComps[0]->clickPressed(GH.getCursorPosition());
  950. intComps[0]->clickReleased(GH.getCursorPosition());
  951. }
  952. }
  953. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. int choosenExit = -1;
  957. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  958. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  959. choosenExit = vstd::find_pos(exits, neededExit);
  960. cb->selectionMade(choosenExit, askID);
  961. }
  962. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  963. {
  964. EVENT_HANDLER_CALLED_BY_CLIENT;
  965. auto selectCallback = [=](int selection)
  966. {
  967. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  968. reply.Integer() = selection;
  969. cb->sendQueryReply(reply, askID);
  970. };
  971. auto cancelCallback = [=]()
  972. {
  973. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  974. cb->sendQueryReply(reply, askID);
  975. };
  976. const std::string localTitle = title.toString();
  977. const std::string localDescription = description.toString();
  978. std::vector<int> tempList;
  979. tempList.reserve(objects.size());
  980. for(auto item : objects)
  981. tempList.push_back(item.getNum());
  982. CComponent localIconC(icon);
  983. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  984. localIconC.removeChild(localIcon.get(), false);
  985. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  986. wnd->onExit = cancelCallback;
  987. GH.windows().pushWindow(wnd);
  988. }
  989. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  993. adventureInt->onMapTilesChanged(pos);
  994. }
  995. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  996. {
  997. EVENT_HANDLER_CALLED_BY_CLIENT;
  998. adventureInt->onMapTilesChanged(pos);
  999. }
  1000. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1001. {
  1002. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1003. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  1004. }
  1005. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1006. {
  1007. EVENT_HANDLER_CALLED_BY_CLIENT;
  1008. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1009. {
  1010. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1011. fortScreen->creaturesChangedEventHandler();
  1012. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1013. castleInterface->creaturesChangedEventHandler();
  1014. if (townObj)
  1015. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1016. ki->townChanged(townObj);
  1017. }
  1018. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1019. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1020. {
  1021. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1022. if (crw->dwelling == town)
  1023. crw->availableCreaturesChanged();
  1024. }
  1025. }
  1026. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1027. {
  1028. EVENT_HANDLER_CALLED_BY_CLIENT;
  1029. if (bonus.type == BonusType::NONE)
  1030. return;
  1031. adventureInt->onHeroChanged(hero);
  1032. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1033. {
  1034. //recalculate paths because hero has lost bonus influencing pathfinding
  1035. localState->erasePath(hero);
  1036. }
  1037. }
  1038. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. localState->serialize(h, version);
  1042. }
  1043. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1044. {
  1045. EVENT_HANDLER_CALLED_BY_CLIENT;
  1046. localState->serialize(h, version);
  1047. firstCall = -1;
  1048. }
  1049. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1050. {
  1051. LOG_TRACE(logGlobal);
  1052. if (!LOCPLINT->makingTurn)
  1053. return;
  1054. if (!h)
  1055. return; //can't find hero
  1056. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1057. if (showingDialog->get() || !dialogs.empty())
  1058. return;
  1059. setMovementStatus(true);
  1060. if (localState->isHeroSleeping(h))
  1061. localState->setHeroAwaken(h);
  1062. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1063. }
  1064. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1065. {
  1066. EVENT_HANDLER_CALLED_BY_CLIENT;
  1067. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1068. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1069. {
  1070. onEnd();
  1071. return;
  1072. }
  1073. waitForAllDialogs();
  1074. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1075. cgw->quit->addCallback(onEnd);
  1076. GH.windows().pushWindow(cgw);
  1077. }
  1078. /**
  1079. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1080. * into a combinational one on an artifact screen. Does not require the combination of
  1081. * artifacts to be legal.
  1082. */
  1083. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1084. {
  1085. std::string text = artifact->getDescriptionTranslated();
  1086. text += "\n\n";
  1087. std::vector<std::shared_ptr<CComponent>> scs;
  1088. if(assembledArtifact)
  1089. {
  1090. // You possess all of the components to...
  1091. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1092. // Picture of assembled artifact at bottom.
  1093. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1094. scs.push_back(sc);
  1095. }
  1096. else
  1097. {
  1098. // Do you wish to disassemble this artifact?
  1099. text += CGI->generaltexth->allTexts[733];
  1100. }
  1101. showYesNoDialog(text, onYes, nullptr, scs);
  1102. }
  1103. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1104. {
  1105. EVENT_HANDLER_CALLED_BY_CLIENT;
  1106. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1107. && destinationTeleport == ObjectInstanceID())
  1108. stillMoveHero.setn(CONTINUE_MOVE);
  1109. if (destinationTeleport != ObjectInstanceID()
  1110. && pa->packType == typeList.getTypeID<QueryReply>()
  1111. && stillMoveHero.get() == DURING_MOVE)
  1112. { // After teleportation via CGTeleport object is finished
  1113. destinationTeleport = ObjectInstanceID();
  1114. destinationTeleportPos = int3(-1);
  1115. stillMoveHero.setn(CONTINUE_MOVE);
  1116. }
  1117. }
  1118. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1119. {
  1120. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1121. }
  1122. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1123. {
  1124. EVENT_HANDLER_CALLED_BY_CLIENT;
  1125. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1126. }
  1127. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1128. {
  1129. if (sop->what == ObjProperty::OWNER)
  1130. {
  1131. const CGObjectInstance * obj = cb->getObj(sop->id);
  1132. if(obj->ID == Obj::TOWN)
  1133. {
  1134. auto town = static_cast<const CGTownInstance *>(obj);
  1135. if(obj->tempOwner == playerID)
  1136. {
  1137. localState->removeOwnedTown(town);
  1138. adventureInt->onTownChanged(town);
  1139. }
  1140. }
  1141. }
  1142. }
  1143. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. if (sop->what == ObjProperty::OWNER)
  1147. {
  1148. const CGObjectInstance * obj = cb->getObj(sop->id);
  1149. if(obj->ID == Obj::TOWN)
  1150. {
  1151. auto town = static_cast<const CGTownInstance *>(obj);
  1152. if(obj->tempOwner == playerID)
  1153. {
  1154. localState->addOwnedTown(town);
  1155. adventureInt->onTownChanged(town);
  1156. }
  1157. }
  1158. //redraw minimap if owner changed
  1159. std::set<int3> pos = obj->getBlockedPos();
  1160. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1161. adventureInt->onMapTilesChanged(upos);
  1162. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1163. }
  1164. }
  1165. void CPlayerInterface::initializeHeroTownList()
  1166. {
  1167. if(localState->getWanderingHeroes().empty())
  1168. {
  1169. for(auto & hero : cb->getHeroesInfo())
  1170. {
  1171. if(!hero->inTownGarrison)
  1172. localState->addWanderingHero(hero);
  1173. }
  1174. }
  1175. if(localState->getOwnedTowns().empty())
  1176. {
  1177. for(auto & town : cb->getTownsInfo())
  1178. localState->addOwnedTown(town);
  1179. }
  1180. if(adventureInt)
  1181. adventureInt->onHeroChanged(nullptr);
  1182. }
  1183. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1184. {
  1185. EVENT_HANDLER_CALLED_BY_CLIENT;
  1186. waitWhileDialog();
  1187. auto recruitCb = [=](CreatureID id, int count)
  1188. {
  1189. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1190. };
  1191. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1192. }
  1193. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1194. {
  1195. if (GH.amIGuiThread())
  1196. {
  1197. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1198. return;
  1199. }
  1200. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1201. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1202. while(showingDialog->data)
  1203. showingDialog->cond.wait(un);
  1204. }
  1205. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1206. {
  1207. EVENT_HANDLER_CALLED_BY_CLIENT;
  1208. auto state = obj->shipyardStatus();
  1209. TResources cost;
  1210. obj->getBoatCost(cost);
  1211. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1212. }
  1213. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1214. {
  1215. EVENT_HANDLER_CALLED_BY_CLIENT;
  1216. //we might have built a boat in shipyard in opened town screen
  1217. if (obj->ID == Obj::BOAT
  1218. && LOCPLINT->castleInt
  1219. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1220. {
  1221. CCS->soundh->playSound(soundBase::newBuilding);
  1222. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1223. }
  1224. }
  1225. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1226. {
  1227. EVENT_HANDLER_CALLED_BY_CLIENT;
  1228. waitWhileDialog();
  1229. CCS->curh->hide();
  1230. adventureInt->centerOnTile(pos);
  1231. if (focusTime)
  1232. {
  1233. GH.windows().totalRedraw();
  1234. {
  1235. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1236. IgnoreEvents ignore(*this);
  1237. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1238. }
  1239. }
  1240. CCS->curh->show();
  1241. }
  1242. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound())
  1246. {
  1247. waitWhileDialog();
  1248. CCS->soundh->playSound(obj->getRemovalSound().value());
  1249. }
  1250. CGI->mh->waitForOngoingAnimations();
  1251. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1252. {
  1253. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1254. heroKilled(h);
  1255. }
  1256. GH.fakeMouseMove();
  1257. }
  1258. void CPlayerInterface::objectRemovedAfter()
  1259. {
  1260. EVENT_HANDLER_CALLED_BY_CLIENT;
  1261. adventureInt->onMapTilesChanged(boost::none);
  1262. // visiting or garrisoned hero removed - recreate castle window
  1263. if (castleInt)
  1264. openTownWindow(castleInt->town);
  1265. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1266. ki->heroRemoved();
  1267. }
  1268. void CPlayerInterface::playerBlocked(int reason, bool start)
  1269. {
  1270. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1271. {
  1272. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1273. {
  1274. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1275. LOCPLINT = this;
  1276. GH.curInt = this;
  1277. adventureInt->onCurrentPlayerChanged(playerID);
  1278. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1279. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1280. std::vector<std::shared_ptr<CComponent>> cmp;
  1281. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1282. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1283. showInfoDialog(msg, cmp);
  1284. makingTurn = false;
  1285. }
  1286. }
  1287. }
  1288. void CPlayerInterface::update()
  1289. {
  1290. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1291. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1292. // While mutexes were locked away we may be have stopped being the active interface
  1293. if (LOCPLINT != this)
  1294. return;
  1295. //if there are any waiting dialogs, show them
  1296. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1297. {
  1298. showingDialog->set(true);
  1299. GH.windows().pushWindow(dialogs.front());
  1300. dialogs.pop_front();
  1301. }
  1302. assert(adventureInt);
  1303. // Handles mouse and key input
  1304. GH.handleEvents();
  1305. GH.windows().simpleRedraw();
  1306. }
  1307. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1308. {
  1309. using namespace boost::filesystem;
  1310. using namespace boost::algorithm;
  1311. path gamesDir = VCMIDirs::get().userSavePath();
  1312. std::map<std::time_t, int> dates; //save number => datestamp
  1313. const directory_iterator enddir;
  1314. if (!exists(gamesDir))
  1315. create_directory(gamesDir);
  1316. else
  1317. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1318. {
  1319. if (is_regular_file(dir->status()))
  1320. {
  1321. std::string name = dir->path().filename().string();
  1322. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1323. {
  1324. char nr = name[namePrefix.size()];
  1325. if (std::isdigit(nr))
  1326. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1327. }
  1328. }
  1329. }
  1330. if (!dates.empty())
  1331. return (--dates.end())->second; //return latest file number
  1332. return 0;
  1333. }
  1334. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1335. {
  1336. EVENT_HANDLER_CALLED_BY_CLIENT;
  1337. if (player == playerID)
  1338. {
  1339. if (victoryLossCheckResult.loss())
  1340. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1341. assert(GH.curInt == LOCPLINT);
  1342. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1343. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1344. GH.curInt = this; //waiting for dialogs requires this to get events
  1345. if(!makingTurn)
  1346. {
  1347. makingTurn = true; //also needed for dialog to show with current implementation
  1348. waitForAllDialogs();
  1349. makingTurn = false;
  1350. }
  1351. else
  1352. waitForAllDialogs();
  1353. GH.curInt = previousInterface;
  1354. LOCPLINT = previousInterface;
  1355. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1356. {
  1357. if(adventureInt)
  1358. {
  1359. GH.windows().popWindows(GH.windows().count());
  1360. adventureInt.reset();
  1361. }
  1362. }
  1363. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1364. {
  1365. // end game if current human player has won
  1366. CSH->sendClientDisconnecting();
  1367. requestReturningToMainMenu(true);
  1368. }
  1369. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1370. {
  1371. //all human players eliminated
  1372. CSH->sendClientDisconnecting();
  1373. requestReturningToMainMenu(false);
  1374. }
  1375. if (GH.curInt == this)
  1376. GH.curInt = nullptr;
  1377. }
  1378. }
  1379. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. }
  1383. void CPlayerInterface::showPuzzleMap()
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. waitWhileDialog();
  1387. //TODO: interface should not know the real position of Grail...
  1388. double ratio = 0;
  1389. int3 grailPos = cb->getGrailPos(&ratio);
  1390. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1391. }
  1392. void CPlayerInterface::viewWorldMap()
  1393. {
  1394. adventureInt->openWorldView();
  1395. }
  1396. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1397. {
  1398. EVENT_HANDLER_CALLED_BY_CLIENT;
  1399. if(GH.windows().topWindow<CSpellWindow>())
  1400. GH.windows().popWindows(1);
  1401. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1402. localState->erasePath(caster);
  1403. auto castSoundPath = spellID.toSpell()->getCastSound();
  1404. if(!castSoundPath.empty())
  1405. CCS->soundh->playSound(castSoundPath);
  1406. }
  1407. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1408. {
  1409. int msgToShow = -1;
  1410. const auto diggingStatus = h->diggingStatus();
  1411. switch(diggingStatus)
  1412. {
  1413. case EDiggingStatus::CAN_DIG:
  1414. break;
  1415. case EDiggingStatus::LACK_OF_MOVEMENT:
  1416. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1417. break;
  1418. case EDiggingStatus::TILE_OCCUPIED:
  1419. msgToShow = 97; //Try searching on clear ground.
  1420. break;
  1421. case EDiggingStatus::WRONG_TERRAIN:
  1422. msgToShow = 60; ////Try looking on land!
  1423. break;
  1424. case EDiggingStatus::BACKPACK_IS_FULL:
  1425. msgToShow = 247; //Searching for the Grail is fruitless...
  1426. break;
  1427. default:
  1428. assert(0);
  1429. }
  1430. if(msgToShow < 0)
  1431. cb->dig(h);
  1432. else
  1433. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1434. }
  1435. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. BATTLE_EVENT_POSSIBLE_RETURN;
  1439. battleInt->newRoundFirst();
  1440. }
  1441. void CPlayerInterface::stopMovement()
  1442. {
  1443. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1444. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1445. }
  1446. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1450. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1451. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1452. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1453. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1454. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1455. else if(!market->availableModes().empty())
  1456. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1457. }
  1458. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1462. }
  1463. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1467. }
  1468. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1469. {
  1470. EVENT_HANDLER_CALLED_BY_CLIENT;
  1471. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1472. cmw->artifactsChanged(false);
  1473. }
  1474. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1478. }
  1479. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1483. }
  1484. void CPlayerInterface::showQuestLog()
  1485. {
  1486. EVENT_HANDLER_CALLED_BY_CLIENT;
  1487. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1488. }
  1489. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1490. {
  1491. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1492. {
  1493. MetaString txt;
  1494. obj->getProblemText(txt);
  1495. showInfoDialog(txt.toString());
  1496. }
  1497. else
  1498. showShipyardDialog(obj);
  1499. }
  1500. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1501. {
  1502. if(won && cb->getStartInfo()->campState)
  1503. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1504. else
  1505. {
  1506. GH.dispatchMainThread(
  1507. []()
  1508. {
  1509. CSH->endGameplay();
  1510. GH.defActionsDef = 63;
  1511. CMM->menu->switchToTab("main");
  1512. }
  1513. );
  1514. }
  1515. }
  1516. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1517. {
  1518. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1519. if(hero)
  1520. {
  1521. auto art = hero->getArt(al.slot);
  1522. if(art == nullptr)
  1523. {
  1524. logGlobal->error("artifact location %d points to nothing",
  1525. al.slot.num);
  1526. return;
  1527. }
  1528. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1529. }
  1530. }
  1531. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1532. {
  1533. EVENT_HANDLER_CALLED_BY_CLIENT;
  1534. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1535. adventureInt->onHeroChanged(hero);
  1536. }
  1537. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1538. {
  1539. EVENT_HANDLER_CALLED_BY_CLIENT;
  1540. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1541. adventureInt->onHeroChanged(hero);
  1542. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1543. artWin->artifactRemoved(al);
  1544. waitWhileDialog();
  1545. }
  1546. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1547. {
  1548. EVENT_HANDLER_CALLED_BY_CLIENT;
  1549. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1550. adventureInt->onHeroChanged(hero);
  1551. bool redraw = true;
  1552. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1553. if(numOfMovedArts != 0)
  1554. {
  1555. numOfMovedArts--;
  1556. if(numOfMovedArts != 0)
  1557. redraw = false;
  1558. }
  1559. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1560. artWin->artifactMoved(src, dst, redraw);
  1561. waitWhileDialog();
  1562. }
  1563. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1564. {
  1565. numOfMovedArts = numOfArts;
  1566. }
  1567. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1568. {
  1569. EVENT_HANDLER_CALLED_BY_CLIENT;
  1570. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1571. adventureInt->onHeroChanged(hero);
  1572. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1573. artWin->artifactAssembled(al);
  1574. }
  1575. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1576. {
  1577. EVENT_HANDLER_CALLED_BY_CLIENT;
  1578. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1579. adventureInt->onHeroChanged(hero);
  1580. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1581. artWin->artifactDisassembled(al);
  1582. }
  1583. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1584. {
  1585. while(!dialogs.empty())
  1586. {
  1587. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1588. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1589. }
  1590. waitWhileDialog(unlockPim);
  1591. }
  1592. void CPlayerInterface::proposeLoadingGame()
  1593. {
  1594. showYesNoDialog(
  1595. CGI->generaltexth->allTexts[68],
  1596. []()
  1597. {
  1598. GH.dispatchMainThread(
  1599. []()
  1600. {
  1601. CSH->endGameplay();
  1602. GH.defActionsDef = 63;
  1603. CMM->menu->switchToTab("load");
  1604. }
  1605. );
  1606. },
  1607. nullptr
  1608. );
  1609. }
  1610. bool CPlayerInterface::capturedAllEvents()
  1611. {
  1612. if(duringMovement)
  1613. {
  1614. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1615. return true;
  1616. }
  1617. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1618. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1619. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1620. {
  1621. GH.input().ignoreEventsUntilInput();
  1622. return true;
  1623. }
  1624. return false;
  1625. }
  1626. void CPlayerInterface::setMovementStatus(bool value)
  1627. {
  1628. duringMovement = value;
  1629. if (value)
  1630. {
  1631. CCS->curh->hide();
  1632. }
  1633. else
  1634. {
  1635. CCS->curh->show();
  1636. }
  1637. }
  1638. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1639. {
  1640. setThreadName("doMoveHero");
  1641. int i = 1;
  1642. auto getObj = [&](int3 coord, bool ignoreHero)
  1643. {
  1644. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1645. };
  1646. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1647. {
  1648. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1649. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1650. action != EPathNodeAction::TELEPORT_BATTLE)
  1651. {
  1652. return false;
  1653. }
  1654. return true;
  1655. };
  1656. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1657. {
  1658. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1659. return nextObjectTop;
  1660. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1661. CGTeleport::isConnected(currentObject, nextObject))
  1662. {
  1663. return nextObject;
  1664. }
  1665. return nullptr;
  1666. };
  1667. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1668. stillMoveHero.data = CONTINUE_MOVE;
  1669. auto doMovement = [&](int3 dst, bool transit)
  1670. {
  1671. stillMoveHero.data = WAITING_MOVE;
  1672. cb->moveHero(h, dst, transit);
  1673. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1674. stillMoveHero.cond.wait(un);
  1675. };
  1676. {
  1677. for (auto & elem : path.nodes)
  1678. elem.coord = h->convertFromVisitablePos(elem.coord);
  1679. int soundChannel = -1;
  1680. AudioPath soundName;
  1681. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath
  1682. {
  1683. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1684. return {};
  1685. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1686. return {};
  1687. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1688. return {};
  1689. // flying movement sound
  1690. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1691. return AudioPath::builtin("HORSE10.wav");
  1692. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1693. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1694. auto prevRoad = prevTile->roadType;
  1695. auto nextRoad = nextTile->roadType;
  1696. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1697. if (movingOnRoad)
  1698. return nextTile->terType->horseSound;
  1699. else
  1700. return nextTile->terType->horseSoundPenalty;
  1701. };
  1702. auto canStop = [&](CGPathNode * node) -> bool
  1703. {
  1704. if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL)
  1705. return false;
  1706. if (node->accessible != EPathAccessibility::ACCESSIBLE)
  1707. return false;
  1708. return true;
  1709. };
  1710. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1711. {
  1712. int3 prevCoord = path.nodes[i].coord;
  1713. int3 nextCoord = path.nodes[i-1].coord;
  1714. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1715. auto nextObjectTop = getObj(nextCoord, false);
  1716. auto nextObject = getObj(nextCoord, true);
  1717. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1718. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1719. {
  1720. CCS->soundh->stopSound(soundChannel);
  1721. destinationTeleport = destTeleportObj->id;
  1722. destinationTeleportPos = nextCoord;
  1723. doMovement(h->pos, false);
  1724. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1725. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1726. {
  1727. destinationTeleport = ObjectInstanceID();
  1728. destinationTeleportPos = int3(-1);
  1729. }
  1730. if(i != path.nodes.size() - 1)
  1731. {
  1732. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1733. if (!soundName.empty())
  1734. soundChannel = CCS->soundh->playSound(soundName, -1);
  1735. else
  1736. soundChannel = -1;
  1737. }
  1738. continue;
  1739. }
  1740. if (path.nodes[i-1].turns)
  1741. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1742. stillMoveHero.data = STOP_MOVE;
  1743. break;
  1744. }
  1745. {
  1746. // Start a new sound for the hero movement or let the existing one carry on.
  1747. AudioPath newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1748. if(newSoundName != soundName)
  1749. {
  1750. soundName = newSoundName;
  1751. CCS->soundh->stopSound(soundChannel);
  1752. if (!soundName.empty())
  1753. soundChannel = CCS->soundh->playSound(soundName, -1);
  1754. else
  1755. soundChannel = -1;
  1756. }
  1757. }
  1758. 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
  1759. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1760. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1761. bool useTransit = false;
  1762. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1763. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1764. || CGTeleport::isTeleport(nextObjectTop)))
  1765. { // Hero should be able to go through object if it's allow transit
  1766. useTransit = true;
  1767. }
  1768. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1769. useTransit = true;
  1770. doMovement(endpos, useTransit);
  1771. logGlobal->trace("Resuming %s", __FUNCTION__);
  1772. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1773. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1774. break;
  1775. }
  1776. CCS->soundh->stopSound(soundChannel);
  1777. }
  1778. //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
  1779. if (!showingDialog->get())
  1780. GH.fakeMouseMove();
  1781. CGI->mh->waitForOngoingAnimations();
  1782. setMovementStatus(false);
  1783. }
  1784. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1785. {
  1786. EVENT_HANDLER_CALLED_BY_CLIENT;
  1787. adventureInt->openWorldView(objectPositions, showTerrain );
  1788. }
  1789. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1790. {
  1791. return std::nullopt;
  1792. }