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CPlayerInterface.cpp 61 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/pathfinder/CGPathNode.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/JsonNode.h"
  60. #include "CMusicHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/NetPacksBase.h"
  63. #include "../lib/NetPacks.h"//todo: remove
  64. #include "../lib/VCMIDirs.h"
  65. #include "../lib/CStopWatch.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/CPlayerState.h"
  68. #include "../lib/GameConstants.h"
  69. #include "gui/CGuiHandler.h"
  70. #include "gui/WindowHandler.h"
  71. #include "windows/InfoWindows.h"
  72. #include "../lib/UnlockGuard.h"
  73. #include "../lib/RoadHandler.h"
  74. #include "../lib/TerrainHandler.h"
  75. #include "CServerHandler.h"
  76. // FIXME: only needed for CGameState::mutex
  77. #include "../lib/gameState/CGameState.h"
  78. #include "eventsSDL/NotificationHandler.h"
  79. #include "adventureMap/CInGameConsole.h"
  80. // The macro below is used to mark functions that are called by client when game state changes.
  81. // They all assume that CPlayerInterface::pim mutex is locked.
  82. #define EVENT_HANDLER_CALLED_BY_CLIENT
  83. // The macro marks functions that are run on a new thread by client.
  84. // They do not own any mutexes intiially.
  85. #define THREAD_CREATED_BY_CLIENT
  86. #define RETURN_IF_QUICK_COMBAT \
  87. if (isAutoFightOn && !battleInt) \
  88. return;
  89. #define BATTLE_EVENT_POSSIBLE_RETURN\
  90. if (LOCPLINT != this) \
  91. return; \
  92. RETURN_IF_QUICK_COMBAT
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  97. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  98. struct HeroObjectRetriever
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  110. localState(std::make_unique<PlayerLocalState>(*this))
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  113. destinationTeleport = ObjectInstanceID();
  114. destinationTeleportPos = int3(-1);
  115. GH.defActionsDef = 0;
  116. LOCPLINT = this;
  117. curAction = nullptr;
  118. playerID=Player;
  119. human=true;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  136. delete showingDialog;
  137. delete cingconsole;
  138. if (LOCPLINT == this)
  139. LOCPLINT = nullptr;
  140. }
  141. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  142. {
  143. cb = CB;
  144. env = ENV;
  145. CCS->musich->loadTerrainMusicThemes();
  146. initializeHeroTownList();
  147. // always recreate advmap interface to avoid possible memory-corruption bugs
  148. adventureInt.reset(new AdventureMapInterface());
  149. }
  150. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  151. {
  152. EVENT_HANDLER_CALLED_BY_CLIENT;
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // remove all dialogs that do not expect query answer
  160. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  161. GH.windows().popWindows(1);
  162. if (player != playerID && LOCPLINT == this)
  163. {
  164. waitWhileDialog();
  165. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  166. adventureInt->onEnemyTurnStarted(player, isHuman);
  167. }
  168. }
  169. void CPlayerInterface::performAutosave()
  170. {
  171. std::string prefix = settings["session"]["saveprefix"].String();
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(firstCall)
  174. {
  175. autosaveCount = getLastIndex(prefix + "Autosave_");
  176. if(firstCall > 0) //new game, not loaded
  177. {
  178. int index = getLastIndex(prefix + "Newgame_");
  179. index %= SAVES_COUNT;
  180. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  181. }
  182. firstCall = 0;
  183. }
  184. else if(frequency > 0 && cb->getDate() % frequency == 0)
  185. {
  186. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  187. autosaveCount %= 5;
  188. }
  189. }
  190. void CPlayerInterface::yourTurn()
  191. {
  192. EVENT_HANDLER_CALLED_BY_CLIENT;
  193. {
  194. LOCPLINT = this;
  195. GH.curInt = this;
  196. NotificationHandler::notify("Your turn");
  197. performAutosave();
  198. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  199. {
  200. adventureInt->onHotseatWaitStarted(playerID);
  201. makingTurn = true;
  202. std::string msg = CGI->generaltexth->allTexts[13];
  203. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  204. std::vector<std::shared_ptr<CComponent>> cmp;
  205. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  206. showInfoDialog(msg, cmp);
  207. }
  208. else
  209. {
  210. makingTurn = true;
  211. adventureInt->onPlayerTurnStarted(playerID);
  212. }
  213. }
  214. acceptTurn();
  215. }
  216. void CPlayerInterface::acceptTurn()
  217. {
  218. if (settings["session"]["autoSkip"].Bool())
  219. {
  220. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  221. iw->close();
  222. }
  223. if(CSH->howManyPlayerInterfaces() > 1)
  224. {
  225. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. // warn player if he has no town
  229. if (cb->howManyTowns() == 0)
  230. {
  231. auto playerColor = *cb->getPlayerID();
  232. std::vector<Component> components;
  233. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  234. MetaString text;
  235. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  236. if(optDaysWithoutCastle)
  237. {
  238. auto daysWithoutCastle = optDaysWithoutCastle.value();
  239. if (daysWithoutCastle < 6)
  240. {
  241. 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.
  242. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  243. text.replaceNumber(7 - daysWithoutCastle);
  244. }
  245. else if (daysWithoutCastle == 6)
  246. {
  247. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  248. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  249. }
  250. showInfoDialogAndWait(components, text);
  251. }
  252. else
  253. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  254. }
  255. }
  256. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  257. {
  258. EVENT_HANDLER_CALLED_BY_CLIENT;
  259. waitWhileDialog();
  260. if(LOCPLINT != this)
  261. return;
  262. //FIXME: read once and store
  263. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  264. return;
  265. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  266. if (!hero)
  267. return;
  268. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  269. {
  270. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  271. CCS->soundh->playSound(hero->getRemovalSound().value());
  272. }
  273. std::unordered_set<int3> changedTiles {
  274. hero->convertToVisitablePos(details.start),
  275. hero->convertToVisitablePos(details.end)
  276. };
  277. adventureInt->onMapTilesChanged(changedTiles);
  278. adventureInt->onHeroMovementStarted(hero);
  279. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  280. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  281. {
  282. if(details.result == TryMoveHero::TELEPORTATION)
  283. {
  284. if(localState->hasPath(hero))
  285. {
  286. assert(localState->getPath(hero).nodes.size() >= 2);
  287. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  288. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  289. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  290. {
  291. //path was between entrance and exit of teleport -> OK, erase node as usual
  292. localState->removeLastNode(hero);
  293. }
  294. else
  295. {
  296. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  297. localState->erasePath(hero);
  298. }
  299. }
  300. }
  301. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  302. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  303. {
  304. localState->erasePath(hero);
  305. }
  306. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  307. {
  308. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  309. localState->removeLastNode(hero);
  310. }
  311. }
  312. if(details.stopMovement()) //hero failed to move
  313. {
  314. stillMoveHero.setn(STOP_MOVE);
  315. adventureInt->onHeroChanged(hero);
  316. return;
  317. }
  318. CGI->mh->waitForOngoingAnimations();
  319. //move finished
  320. adventureInt->onHeroChanged(hero);
  321. //check if user cancelled movement
  322. {
  323. if (GH.input().ignoreEventsUntilInput())
  324. stillMoveHero.setn(STOP_MOVE);
  325. }
  326. if (stillMoveHero.get() == WAITING_MOVE)
  327. stillMoveHero.setn(DURING_MOVE);
  328. // Hero attacked creature directly, set direction to face it.
  329. if (directlyAttackingCreature) {
  330. // Get direction to attacker.
  331. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  332. static const ui8 dirLookup[3][3] = {
  333. { 1, 2, 3 },
  334. { 8, 0, 4 },
  335. { 7, 6, 5 }
  336. };
  337. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  338. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  339. }
  340. }
  341. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  345. localState->removeWanderingHero(hero);
  346. adventureInt->onHeroChanged(hero);
  347. localState->erasePath(hero);
  348. }
  349. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  350. {
  351. EVENT_HANDLER_CALLED_BY_CLIENT;
  352. if(start && visitedObj)
  353. {
  354. if(visitedObj->getVisitSound())
  355. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  356. }
  357. }
  358. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. localState->addWanderingHero(hero);
  362. adventureInt->onHeroChanged(hero);
  363. }
  364. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  365. {
  366. if(castleInt)
  367. castleInt->close();
  368. castleInt = nullptr;
  369. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  370. GH.windows().pushWindow(newCastleInt);
  371. }
  372. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. if (which == 4)
  376. {
  377. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  378. ctw->setExpToLevel();
  379. }
  380. else
  381. adventureInt->onHeroChanged(hero);
  382. }
  383. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  387. cuw->redraw();
  388. }
  389. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. adventureInt->onHeroChanged(hero);
  393. if (makingTurn && hero->tempOwner == playerID)
  394. adventureInt->onHeroChanged(hero);
  395. }
  396. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. if (makingTurn && hero->tempOwner == playerID)
  400. adventureInt->onHeroChanged(hero);
  401. }
  402. void CPlayerInterface::receivedResource()
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  406. mw->resourceChanged();
  407. GH.windows().totalRedraw();
  408. }
  409. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. waitWhileDialog();
  413. CCS->soundh->playSound(soundBase::heroNewLevel);
  414. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  415. {
  416. cb->selectionMade(selection, queryID);
  417. });
  418. }
  419. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. waitWhileDialog();
  423. CCS->soundh->playSound(soundBase::heroNewLevel);
  424. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  425. {
  426. cb->selectionMade(selection, queryID);
  427. });
  428. }
  429. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. if(town->garrisonHero) //wandering hero moved to the garrison
  433. {
  434. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  435. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  436. localState->removeWanderingHero(town->garrisonHero);
  437. }
  438. if(town->visitingHero) //hero leaves garrison
  439. {
  440. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  441. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  442. localState->addWanderingHero(town->visitingHero);
  443. }
  444. adventureInt->onHeroChanged(nullptr);
  445. adventureInt->onTownChanged(town);
  446. if(castleInt)
  447. {
  448. castleInt->garr->selectSlot(nullptr);
  449. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  450. castleInt->garr->setArmy(town->visitingHero, 1);
  451. castleInt->garr->recreateSlots();
  452. castleInt->heroes->update();
  453. castleInt->redraw();
  454. }
  455. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  456. {
  457. ki->townChanged(town);
  458. ki->updateGarrisons();
  459. ki->redraw();
  460. }
  461. }
  462. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. if (hero->tempOwner != playerID )
  466. return;
  467. waitWhileDialog();
  468. openTownWindow(town);
  469. }
  470. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  471. {
  472. std::vector<const CGObjectInstance *> instances;
  473. if(auto obj = cb->getObj(id1))
  474. instances.push_back(obj);
  475. if(id2 != ObjectInstanceID() && id2 != id1)
  476. {
  477. if(auto obj = cb->getObj(id2))
  478. instances.push_back(obj);
  479. }
  480. garrisonsChanged(instances);
  481. }
  482. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  483. {
  484. boost::unique_lock<boost::recursive_mutex> un(*pim);
  485. for (auto object : objs)
  486. {
  487. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  488. auto * town = dynamic_cast<const CGTownInstance*>(object);
  489. if (hero)
  490. adventureInt->onHeroChanged(hero);
  491. if (town)
  492. adventureInt->onTownChanged(town);
  493. }
  494. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  495. cgh->updateGarrisons();
  496. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  497. {
  498. if (vstd::contains(objs, cmw->hero))
  499. cmw->garrisonChanged();
  500. }
  501. GH.windows().totalRedraw();
  502. }
  503. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  504. {
  505. EVENT_HANDLER_CALLED_BY_CLIENT;
  506. if (castleInt)
  507. {
  508. castleInt->townlist->update(town);
  509. if (castleInt->town == town)
  510. {
  511. switch(what)
  512. {
  513. case 1:
  514. CCS->soundh->playSound(soundBase::newBuilding);
  515. castleInt->addBuilding(buildingID);
  516. break;
  517. case 2:
  518. castleInt->removeBuilding(buildingID);
  519. break;
  520. }
  521. }
  522. }
  523. adventureInt->onTownChanged(town);
  524. }
  525. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  526. {
  527. //Don't wait for dialogs when we are non-active hot-seat player
  528. if (LOCPLINT == this)
  529. waitForAllDialogs();
  530. }
  531. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  532. {
  533. EVENT_HANDLER_CALLED_BY_CLIENT;
  534. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  535. lastBattleArmies.first = army1;
  536. lastBattleArmies.second = army2;
  537. //quick combat with neutral creatures only
  538. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  539. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  540. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  541. && settings["adventure"]["quickCombat"].Bool())
  542. || settings["adventure"]["alwaysSkipCombat"].Bool())
  543. {
  544. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  545. autofightingAI->initBattleInterface(env, cb);
  546. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  547. isAutoFightOn = true;
  548. cb->registerBattleInterface(autofightingAI);
  549. // Player shouldn't be able to move on adventure map if quick combat is going
  550. allowBattleReplay = true;
  551. }
  552. //Don't wait for dialogs when we are non-active hot-seat player
  553. if (LOCPLINT == this)
  554. waitForAllDialogs();
  555. BATTLE_EVENT_POSSIBLE_RETURN;
  556. }
  557. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  558. {
  559. EVENT_HANDLER_CALLED_BY_CLIENT;
  560. BATTLE_EVENT_POSSIBLE_RETURN;
  561. for(auto & info : units)
  562. {
  563. switch(info.operation)
  564. {
  565. case UnitChanges::EOperation::RESET_STATE:
  566. {
  567. const CStack * stack = cb->battleGetStackByID(info.id );
  568. if(!stack)
  569. {
  570. logGlobal->error("Invalid unit ID %d", info.id);
  571. continue;
  572. }
  573. battleInt->stackReset(stack);
  574. }
  575. break;
  576. case UnitChanges::EOperation::REMOVE:
  577. battleInt->stackRemoved(info.id);
  578. break;
  579. case UnitChanges::EOperation::ADD:
  580. {
  581. const CStack * unit = cb->battleGetStackByID(info.id);
  582. if(!unit)
  583. {
  584. logGlobal->error("Invalid unit ID %d", info.id);
  585. continue;
  586. }
  587. battleInt->stackAdded(unit);
  588. }
  589. break;
  590. default:
  591. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  592. break;
  593. }
  594. }
  595. }
  596. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  597. {
  598. EVENT_HANDLER_CALLED_BY_CLIENT;
  599. BATTLE_EVENT_POSSIBLE_RETURN;
  600. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  601. std::vector<ObstacleChanges> removedObstacles;
  602. for(auto & change : obstacles)
  603. {
  604. if(change.operation == BattleChanges::EOperation::ADD)
  605. {
  606. auto instance = cb->battleGetObstacleByID(change.id);
  607. if(instance)
  608. newObstacles.push_back(instance);
  609. else
  610. logNetwork->error("Invalid obstacle instance %d", change.id);
  611. }
  612. if(change.operation == BattleChanges::EOperation::REMOVE)
  613. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  614. }
  615. if (!newObstacles.empty())
  616. battleInt->obstaclePlaced(newObstacles);
  617. if (!removedObstacles.empty())
  618. battleInt->obstacleRemoved(removedObstacles);
  619. battleInt->fieldController->redrawBackgroundWithHexes();
  620. }
  621. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. battleInt->stackIsCatapulting(ca);
  626. }
  627. 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
  628. {
  629. EVENT_HANDLER_CALLED_BY_CLIENT;
  630. BATTLE_EVENT_POSSIBLE_RETURN;
  631. battleInt->newRound(round);
  632. }
  633. void CPlayerInterface::actionStarted(const BattleAction &action)
  634. {
  635. EVENT_HANDLER_CALLED_BY_CLIENT;
  636. BATTLE_EVENT_POSSIBLE_RETURN;
  637. curAction = new BattleAction(action);
  638. battleInt->startAction(curAction);
  639. }
  640. void CPlayerInterface::actionFinished(const BattleAction &action)
  641. {
  642. EVENT_HANDLER_CALLED_BY_CLIENT;
  643. BATTLE_EVENT_POSSIBLE_RETURN;
  644. battleInt->endAction(curAction);
  645. delete curAction;
  646. curAction = nullptr;
  647. }
  648. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  649. {
  650. THREAD_CREATED_BY_CLIENT;
  651. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  652. auto stackId = stack->unitId();
  653. auto stackName = stack->nodeName();
  654. if (autofightingAI)
  655. {
  656. if (isAutoFightOn)
  657. {
  658. auto ret = autofightingAI->activeStack(stack);
  659. if(cb->battleIsFinished())
  660. {
  661. return BattleAction::makeDefend(stack); // battle finished with spellcast
  662. }
  663. if (isAutoFightOn)
  664. {
  665. return ret;
  666. }
  667. }
  668. cb->unregisterBattleInterface(autofightingAI);
  669. autofightingAI.reset();
  670. }
  671. assert(battleInt);
  672. if(!battleInt)
  673. {
  674. return BattleAction::makeDefend(stack); // probably battle is finished already
  675. }
  676. if(BattleInterface::givenCommand.get())
  677. {
  678. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  679. vstd::clear_pointer(BattleInterface::givenCommand.data);
  680. }
  681. {
  682. boost::unique_lock<boost::recursive_mutex> un(*pim);
  683. battleInt->stackActivated(stack);
  684. //Regeneration & mana drain go there
  685. }
  686. //wait till BattleInterface sets its command
  687. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  688. while(!BattleInterface::givenCommand.data)
  689. {
  690. BattleInterface::givenCommand.cond.wait(lock);
  691. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  692. throw boost::thread_interrupted(); //will shut the thread peacefully
  693. }
  694. //tidy up
  695. BattleAction ret = *(BattleInterface::givenCommand.data);
  696. vstd::clear_pointer(BattleInterface::givenCommand.data);
  697. if(ret.actionType == EActionType::CANCEL)
  698. {
  699. if(stackId != ret.stackNumber)
  700. logGlobal->error("Not current active stack action canceled");
  701. logGlobal->trace("Canceled command for %s", stackName);
  702. }
  703. else
  704. logGlobal->trace("Giving command for %s", stackName);
  705. return ret;
  706. }
  707. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. if(isAutoFightOn || autofightingAI)
  711. {
  712. isAutoFightOn = false;
  713. cb->unregisterBattleInterface(autofightingAI);
  714. autofightingAI.reset();
  715. if(!battleInt)
  716. {
  717. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  718. allowBattleReplay = false;
  719. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  720. wnd->resultCallback = [=](ui32 selection)
  721. {
  722. cb->selectionMade(selection, queryID);
  723. };
  724. GH.windows().pushWindow(wnd);
  725. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  726. // Otherwise NewTurn causes freeze.
  727. waitWhileDialog();
  728. return;
  729. }
  730. }
  731. BATTLE_EVENT_POSSIBLE_RETURN;
  732. battleInt->battleFinished(*br, queryID);
  733. }
  734. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  735. {
  736. EVENT_HANDLER_CALLED_BY_CLIENT;
  737. BATTLE_EVENT_POSSIBLE_RETURN;
  738. battleInt->displayBattleLog(lines);
  739. }
  740. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  741. {
  742. EVENT_HANDLER_CALLED_BY_CLIENT;
  743. BATTLE_EVENT_POSSIBLE_RETURN;
  744. battleInt->stackMoved(stack, dest, distance, teleport);
  745. }
  746. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  747. {
  748. EVENT_HANDLER_CALLED_BY_CLIENT;
  749. BATTLE_EVENT_POSSIBLE_RETURN;
  750. battleInt->spellCast(sc);
  751. }
  752. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  753. {
  754. EVENT_HANDLER_CALLED_BY_CLIENT;
  755. BATTLE_EVENT_POSSIBLE_RETURN;
  756. battleInt->battleStacksEffectsSet(sse);
  757. }
  758. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. BATTLE_EVENT_POSSIBLE_RETURN;
  762. RETURN_IF_QUICK_COMBAT;
  763. battleInt->effectsController->battleTriggerEffect(bte);
  764. }
  765. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. std::vector<StackAttackedInfo> arg;
  770. for(auto & elem : bsa)
  771. {
  772. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  773. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  774. assert(defender);
  775. StackAttackedInfo info;
  776. info.defender = defender;
  777. info.attacker = attacker;
  778. info.damageDealt = elem.damageAmount;
  779. info.amountKilled = elem.killedAmount;
  780. info.spellEffect = SpellID::NONE;
  781. info.indirectAttack = ranged;
  782. info.killed = elem.killed();
  783. info.rebirth = elem.willRebirth();
  784. info.cloneKilled = elem.cloneKilled();
  785. info.fireShield = elem.fireShield();
  786. if (elem.isSpell())
  787. info.spellEffect = elem.spellID;
  788. arg.push_back(info);
  789. }
  790. battleInt->stacksAreAttacked(arg);
  791. }
  792. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  793. {
  794. EVENT_HANDLER_CALLED_BY_CLIENT;
  795. BATTLE_EVENT_POSSIBLE_RETURN;
  796. assert(curAction);
  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. THREAD_CREATED_BY_CLIENT;
  834. while(battleInt && battleInt->tacticsMode)
  835. boost::this_thread::sleep(boost::posix_time::millisec(1));
  836. }
  837. void CPlayerInterface::forceEndTacticPhase()
  838. {
  839. if (battleInt)
  840. battleInt->tacticsMode = false;
  841. }
  842. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  843. {
  844. EVENT_HANDLER_CALLED_BY_CLIENT;
  845. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  846. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  847. if(autoTryHover || type == EInfoWindowMode::INFO)
  848. {
  849. waitWhileDialog(); //Fix for mantis #98
  850. adventureInt->showInfoBoxMessage(components, text, timer);
  851. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  852. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  853. return;
  854. }
  855. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  856. {
  857. return;
  858. }
  859. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  860. do
  861. {
  862. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  863. std::vector<std::shared_ptr<CComponent>> intComps;
  864. for (auto & component : sender)
  865. intComps.push_back(std::make_shared<CComponent>(component));
  866. showInfoDialog(text,intComps,soundID);
  867. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  868. }
  869. while(!vect.empty());
  870. }
  871. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  872. {
  873. std::vector<std::shared_ptr<CComponent>> intComps;
  874. intComps.push_back(component);
  875. showInfoDialog(text, intComps, soundBase::sound_todo);
  876. }
  877. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  878. {
  879. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  880. waitWhileDialog();
  881. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  882. {
  883. return;
  884. }
  885. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  886. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  887. {
  888. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  889. showingDialog->set(true);
  890. stopMovement(); // interrupt movement to show dialog
  891. GH.windows().pushWindow(temp);
  892. }
  893. else
  894. {
  895. dialogs.push_back(temp);
  896. }
  897. }
  898. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. std::string str = text.toString();
  902. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  903. waitWhileDialog();
  904. }
  905. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  906. {
  907. boost::unique_lock<boost::recursive_mutex> un(*pim);
  908. stopMovement();
  909. LOCPLINT->showingDialog->setn(true);
  910. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  911. }
  912. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  913. {
  914. EVENT_HANDLER_CALLED_BY_CLIENT;
  915. waitWhileDialog();
  916. stopMovement();
  917. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  918. if (!selection && cancel) //simple yes/no dialog
  919. {
  920. std::vector<std::shared_ptr<CComponent>> intComps;
  921. for (auto & component : components)
  922. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  923. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  924. }
  925. else if (selection)
  926. {
  927. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  928. for (auto & component : components)
  929. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  930. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  931. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  932. if (cancel)
  933. {
  934. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  935. }
  936. int charperline = 35;
  937. if (pom.size() > 1)
  938. charperline = 50;
  939. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  940. intComps[0]->clickLeft(true, false);
  941. }
  942. }
  943. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  944. {
  945. EVENT_HANDLER_CALLED_BY_CLIENT;
  946. int choosenExit = -1;
  947. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  948. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  949. choosenExit = vstd::find_pos(exits, neededExit);
  950. cb->selectionMade(choosenExit, askID);
  951. }
  952. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  953. {
  954. EVENT_HANDLER_CALLED_BY_CLIENT;
  955. auto selectCallback = [=](int selection)
  956. {
  957. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  958. reply.Integer() = selection;
  959. cb->sendQueryReply(reply, askID);
  960. };
  961. auto cancelCallback = [=]()
  962. {
  963. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  964. cb->sendQueryReply(reply, askID);
  965. };
  966. const std::string localTitle = title.toString();
  967. const std::string localDescription = description.toString();
  968. std::vector<int> tempList;
  969. tempList.reserve(objects.size());
  970. for(auto item : objects)
  971. tempList.push_back(item.getNum());
  972. CComponent localIconC(icon);
  973. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  974. localIconC.removeChild(localIcon.get(), false);
  975. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  976. wnd->onExit = cancelCallback;
  977. GH.windows().pushWindow(wnd);
  978. }
  979. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  980. {
  981. EVENT_HANDLER_CALLED_BY_CLIENT;
  982. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  983. adventureInt->onMapTilesChanged(pos);
  984. }
  985. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. adventureInt->onMapTilesChanged(pos);
  989. }
  990. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  991. {
  992. boost::unique_lock<boost::recursive_mutex> un(*pim);
  993. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  994. }
  995. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  996. {
  997. EVENT_HANDLER_CALLED_BY_CLIENT;
  998. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  999. {
  1000. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1001. fortScreen->creaturesChangedEventHandler();
  1002. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1003. castleInterface->creaturesChangedEventHandler();
  1004. if (townObj)
  1005. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1006. ki->townChanged(townObj);
  1007. }
  1008. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1009. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1010. {
  1011. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1012. if (crw->dwelling == town)
  1013. crw->availableCreaturesChanged();
  1014. }
  1015. }
  1016. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1017. {
  1018. EVENT_HANDLER_CALLED_BY_CLIENT;
  1019. if (bonus.type == BonusType::NONE)
  1020. return;
  1021. adventureInt->onHeroChanged(hero);
  1022. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1023. {
  1024. //recalculate paths because hero has lost bonus influencing pathfinding
  1025. localState->erasePath(hero);
  1026. }
  1027. }
  1028. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1029. {
  1030. EVENT_HANDLER_CALLED_BY_CLIENT;
  1031. localState->serialize(h, version);
  1032. }
  1033. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. localState->serialize(h, version);
  1037. firstCall = -1;
  1038. }
  1039. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1040. {
  1041. LOG_TRACE(logGlobal);
  1042. if (!LOCPLINT->makingTurn)
  1043. return;
  1044. if (!h)
  1045. return; //can't find hero
  1046. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1047. if (showingDialog->get() || !dialogs.empty())
  1048. return;
  1049. setMovementStatus(true);
  1050. if (localState->isHeroSleeping(h))
  1051. localState->setHeroAwaken(h);
  1052. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1053. }
  1054. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1055. {
  1056. EVENT_HANDLER_CALLED_BY_CLIENT;
  1057. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1058. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1059. {
  1060. onEnd();
  1061. return;
  1062. }
  1063. waitForAllDialogs();
  1064. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1065. cgw->quit->addCallback(onEnd);
  1066. GH.windows().pushWindow(cgw);
  1067. }
  1068. /**
  1069. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1070. * into a combinational one on an artifact screen. Does not require the combination of
  1071. * artifacts to be legal.
  1072. */
  1073. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1074. {
  1075. std::string text = artifact->getDescriptionTranslated();
  1076. text += "\n\n";
  1077. std::vector<std::shared_ptr<CComponent>> scs;
  1078. if(assembledArtifact)
  1079. {
  1080. // You possess all of the components to...
  1081. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1082. // Picture of assembled artifact at bottom.
  1083. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1084. scs.push_back(sc);
  1085. }
  1086. else
  1087. {
  1088. // Do you wish to disassemble this artifact?
  1089. text += CGI->generaltexth->allTexts[733];
  1090. }
  1091. showYesNoDialog(text, onYes, nullptr, scs);
  1092. }
  1093. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1094. {
  1095. EVENT_HANDLER_CALLED_BY_CLIENT;
  1096. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1097. && destinationTeleport == ObjectInstanceID())
  1098. stillMoveHero.setn(CONTINUE_MOVE);
  1099. if (destinationTeleport != ObjectInstanceID()
  1100. && pa->packType == typeList.getTypeID<QueryReply>()
  1101. && stillMoveHero.get() == DURING_MOVE)
  1102. { // After teleportation via CGTeleport object is finished
  1103. destinationTeleport = ObjectInstanceID();
  1104. destinationTeleportPos = int3(-1);
  1105. stillMoveHero.setn(CONTINUE_MOVE);
  1106. }
  1107. }
  1108. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1109. {
  1110. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1111. }
  1112. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1113. {
  1114. EVENT_HANDLER_CALLED_BY_CLIENT;
  1115. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1116. }
  1117. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1118. {
  1119. if (sop->what == ObjProperty::OWNER)
  1120. {
  1121. const CGObjectInstance * obj = cb->getObj(sop->id);
  1122. if(obj->ID == Obj::TOWN)
  1123. {
  1124. auto town = static_cast<const CGTownInstance *>(obj);
  1125. if(obj->tempOwner == playerID)
  1126. {
  1127. localState->removeOwnedTown(town);
  1128. adventureInt->onTownChanged(town);
  1129. }
  1130. }
  1131. }
  1132. }
  1133. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1134. {
  1135. EVENT_HANDLER_CALLED_BY_CLIENT;
  1136. if (sop->what == ObjProperty::OWNER)
  1137. {
  1138. const CGObjectInstance * obj = cb->getObj(sop->id);
  1139. if(obj->ID == Obj::TOWN)
  1140. {
  1141. auto town = static_cast<const CGTownInstance *>(obj);
  1142. if(obj->tempOwner == playerID)
  1143. {
  1144. localState->addOwnedTown(town);
  1145. adventureInt->onTownChanged(town);
  1146. }
  1147. }
  1148. //redraw minimap if owner changed
  1149. std::set<int3> pos = obj->getBlockedPos();
  1150. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1151. adventureInt->onMapTilesChanged(upos);
  1152. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1153. }
  1154. }
  1155. void CPlayerInterface::initializeHeroTownList()
  1156. {
  1157. if(localState->getWanderingHeroes().empty())
  1158. {
  1159. for(auto & hero : cb->getHeroesInfo())
  1160. {
  1161. if(!hero->inTownGarrison)
  1162. localState->addWanderingHero(hero);
  1163. }
  1164. }
  1165. if(localState->getOwnedTowns().empty())
  1166. {
  1167. for(auto & town : cb->getTownsInfo())
  1168. localState->addOwnedTown(town);
  1169. }
  1170. if(adventureInt)
  1171. adventureInt->onHeroChanged(nullptr);
  1172. }
  1173. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1174. {
  1175. EVENT_HANDLER_CALLED_BY_CLIENT;
  1176. waitWhileDialog();
  1177. auto recruitCb = [=](CreatureID id, int count)
  1178. {
  1179. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1180. };
  1181. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1182. }
  1183. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1184. {
  1185. if (GH.amIGuiThread())
  1186. {
  1187. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1188. return;
  1189. }
  1190. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1191. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1192. while(showingDialog->data)
  1193. showingDialog->cond.wait(un);
  1194. }
  1195. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1196. {
  1197. EVENT_HANDLER_CALLED_BY_CLIENT;
  1198. auto state = obj->shipyardStatus();
  1199. TResources cost;
  1200. obj->getBoatCost(cost);
  1201. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1202. }
  1203. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. //we might have built a boat in shipyard in opened town screen
  1207. if (obj->ID == Obj::BOAT
  1208. && LOCPLINT->castleInt
  1209. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1210. {
  1211. CCS->soundh->playSound(soundBase::newBuilding);
  1212. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1213. }
  1214. }
  1215. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1216. {
  1217. EVENT_HANDLER_CALLED_BY_CLIENT;
  1218. waitWhileDialog();
  1219. CCS->curh->hide();
  1220. adventureInt->centerOnTile(pos);
  1221. if (focusTime)
  1222. {
  1223. GH.windows().totalRedraw();
  1224. {
  1225. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1226. IgnoreEvents ignore(*this);
  1227. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1228. }
  1229. }
  1230. CCS->curh->show();
  1231. }
  1232. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1233. {
  1234. EVENT_HANDLER_CALLED_BY_CLIENT;
  1235. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1236. {
  1237. waitWhileDialog();
  1238. CCS->soundh->playSound(obj->getRemovalSound().value());
  1239. }
  1240. CGI->mh->waitForOngoingAnimations();
  1241. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1242. {
  1243. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1244. heroKilled(h);
  1245. }
  1246. GH.fakeMouseMove();
  1247. }
  1248. void CPlayerInterface::objectRemovedAfter()
  1249. {
  1250. EVENT_HANDLER_CALLED_BY_CLIENT;
  1251. adventureInt->onMapTilesChanged(boost::none);
  1252. }
  1253. void CPlayerInterface::playerBlocked(int reason, bool start)
  1254. {
  1255. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1256. {
  1257. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1258. {
  1259. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1260. LOCPLINT = this;
  1261. GH.curInt = this;
  1262. adventureInt->onCurrentPlayerChanged(playerID);
  1263. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1264. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1265. std::vector<std::shared_ptr<CComponent>> cmp;
  1266. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1267. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1268. showInfoDialog(msg, cmp);
  1269. makingTurn = false;
  1270. }
  1271. }
  1272. }
  1273. void CPlayerInterface::update()
  1274. {
  1275. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1276. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1277. // While mutexes were locked away we may be have stopped being the active interface
  1278. if (LOCPLINT != this)
  1279. return;
  1280. //if there are any waiting dialogs, show them
  1281. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1282. {
  1283. showingDialog->set(true);
  1284. GH.windows().pushWindow(dialogs.front());
  1285. dialogs.pop_front();
  1286. }
  1287. assert(adventureInt);
  1288. // Handles mouse and key input
  1289. GH.handleEvents();
  1290. GH.windows().simpleRedraw();
  1291. }
  1292. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1293. {
  1294. using namespace boost::filesystem;
  1295. using namespace boost::algorithm;
  1296. path gamesDir = VCMIDirs::get().userSavePath();
  1297. std::map<std::time_t, int> dates; //save number => datestamp
  1298. const directory_iterator enddir;
  1299. if (!exists(gamesDir))
  1300. create_directory(gamesDir);
  1301. else
  1302. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1303. {
  1304. if (is_regular_file(dir->status()))
  1305. {
  1306. std::string name = dir->path().filename().string();
  1307. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1308. {
  1309. char nr = name[namePrefix.size()];
  1310. if (std::isdigit(nr))
  1311. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1312. }
  1313. }
  1314. }
  1315. if (!dates.empty())
  1316. return (--dates.end())->second; //return latest file number
  1317. return 0;
  1318. }
  1319. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1320. {
  1321. EVENT_HANDLER_CALLED_BY_CLIENT;
  1322. if (player == playerID)
  1323. {
  1324. if (victoryLossCheckResult.loss())
  1325. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1326. assert(GH.curInt == LOCPLINT);
  1327. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1328. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1329. GH.curInt = this; //waiting for dialogs requires this to get events
  1330. if(!makingTurn)
  1331. {
  1332. makingTurn = true; //also needed for dialog to show with current implementation
  1333. waitForAllDialogs();
  1334. makingTurn = false;
  1335. }
  1336. else
  1337. waitForAllDialogs();
  1338. GH.curInt = previousInterface;
  1339. LOCPLINT = previousInterface;
  1340. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1341. {
  1342. if(adventureInt)
  1343. {
  1344. GH.terminate_cond->setn(true);
  1345. GH.windows().popWindows(GH.windows().count());
  1346. adventureInt.reset();
  1347. }
  1348. }
  1349. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1350. {
  1351. // end game if current human player has won
  1352. CSH->sendClientDisconnecting();
  1353. requestReturningToMainMenu(true);
  1354. }
  1355. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1356. {
  1357. //all human players eliminated
  1358. CSH->sendClientDisconnecting();
  1359. requestReturningToMainMenu(false);
  1360. }
  1361. if (GH.curInt == this)
  1362. GH.curInt = nullptr;
  1363. }
  1364. else
  1365. {
  1366. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1367. {
  1368. MetaString message = victoryLossCheckResult.messageToSelf;
  1369. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1370. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1371. }
  1372. }
  1373. }
  1374. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. }
  1378. void CPlayerInterface::showPuzzleMap()
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. waitWhileDialog();
  1382. //TODO: interface should not know the real position of Grail...
  1383. double ratio = 0;
  1384. int3 grailPos = cb->getGrailPos(&ratio);
  1385. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1386. }
  1387. void CPlayerInterface::viewWorldMap()
  1388. {
  1389. adventureInt->openWorldView();
  1390. }
  1391. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. if(GH.windows().topWindow<CSpellWindow>())
  1395. GH.windows().popWindows(1);
  1396. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1397. localState->erasePath(caster);
  1398. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1399. auto castSoundPath = spell->getCastSound();
  1400. if(!castSoundPath.empty())
  1401. CCS->soundh->playSound(castSoundPath);
  1402. }
  1403. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1404. {
  1405. int msgToShow = -1;
  1406. const auto diggingStatus = h->diggingStatus();
  1407. switch(diggingStatus)
  1408. {
  1409. case EDiggingStatus::CAN_DIG:
  1410. break;
  1411. case EDiggingStatus::LACK_OF_MOVEMENT:
  1412. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1413. break;
  1414. case EDiggingStatus::TILE_OCCUPIED:
  1415. msgToShow = 97; //Try searching on clear ground.
  1416. break;
  1417. case EDiggingStatus::WRONG_TERRAIN:
  1418. msgToShow = 60; ////Try looking on land!
  1419. break;
  1420. case EDiggingStatus::BACKPACK_IS_FULL:
  1421. msgToShow = 247; //Searching for the Grail is fruitless...
  1422. break;
  1423. default:
  1424. assert(0);
  1425. }
  1426. if(msgToShow < 0)
  1427. cb->dig(h);
  1428. else
  1429. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1430. }
  1431. void CPlayerInterface::battleNewRoundFirst( int round )
  1432. {
  1433. EVENT_HANDLER_CALLED_BY_CLIENT;
  1434. BATTLE_EVENT_POSSIBLE_RETURN;
  1435. battleInt->newRoundFirst(round);
  1436. }
  1437. void CPlayerInterface::stopMovement()
  1438. {
  1439. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1440. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1441. }
  1442. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1446. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1447. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1448. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1449. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1450. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1451. else if(!market->availableModes().empty())
  1452. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1453. }
  1454. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1455. {
  1456. EVENT_HANDLER_CALLED_BY_CLIENT;
  1457. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1458. }
  1459. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1463. }
  1464. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1465. {
  1466. EVENT_HANDLER_CALLED_BY_CLIENT;
  1467. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1468. cmw->artifactsChanged(false);
  1469. }
  1470. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1471. {
  1472. EVENT_HANDLER_CALLED_BY_CLIENT;
  1473. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1474. }
  1475. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1479. }
  1480. void CPlayerInterface::showQuestLog()
  1481. {
  1482. EVENT_HANDLER_CALLED_BY_CLIENT;
  1483. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1484. }
  1485. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1486. {
  1487. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1488. {
  1489. MetaString txt;
  1490. obj->getProblemText(txt);
  1491. showInfoDialog(txt.toString());
  1492. }
  1493. else
  1494. showShipyardDialog(obj);
  1495. }
  1496. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1497. {
  1498. if(won && cb->getStartInfo()->campState)
  1499. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1500. else
  1501. {
  1502. GH.dispatchMainThread(
  1503. []()
  1504. {
  1505. CSH->endGameplay();
  1506. GH.defActionsDef = 63;
  1507. CMM->menu->switchToTab("main");
  1508. }
  1509. );
  1510. }
  1511. }
  1512. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1513. {
  1514. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1515. if(hero)
  1516. {
  1517. auto art = hero->getArt(al.slot);
  1518. if(art == nullptr)
  1519. {
  1520. logGlobal->error("artifact location %d points to nothing",
  1521. al.slot.num);
  1522. return;
  1523. }
  1524. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1525. }
  1526. }
  1527. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1528. {
  1529. EVENT_HANDLER_CALLED_BY_CLIENT;
  1530. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1531. adventureInt->onHeroChanged(hero);
  1532. }
  1533. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1534. {
  1535. EVENT_HANDLER_CALLED_BY_CLIENT;
  1536. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1537. adventureInt->onHeroChanged(hero);
  1538. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1539. artWin->artifactRemoved(al);
  1540. waitWhileDialog();
  1541. }
  1542. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1543. {
  1544. EVENT_HANDLER_CALLED_BY_CLIENT;
  1545. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1546. adventureInt->onHeroChanged(hero);
  1547. bool redraw = true;
  1548. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1549. if(numOfMovedArts != 0)
  1550. {
  1551. numOfMovedArts--;
  1552. if(numOfMovedArts != 0)
  1553. redraw = false;
  1554. }
  1555. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1556. artWin->artifactMoved(src, dst, redraw);
  1557. waitWhileDialog();
  1558. }
  1559. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1560. {
  1561. numOfMovedArts = numOfArts;
  1562. }
  1563. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1564. {
  1565. EVENT_HANDLER_CALLED_BY_CLIENT;
  1566. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1567. adventureInt->onHeroChanged(hero);
  1568. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1569. artWin->artifactAssembled(al);
  1570. }
  1571. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1572. {
  1573. EVENT_HANDLER_CALLED_BY_CLIENT;
  1574. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1575. adventureInt->onHeroChanged(hero);
  1576. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1577. artWin->artifactDisassembled(al);
  1578. }
  1579. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1580. {
  1581. while(!dialogs.empty())
  1582. {
  1583. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1584. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1585. }
  1586. waitWhileDialog(unlockPim);
  1587. }
  1588. void CPlayerInterface::proposeLoadingGame()
  1589. {
  1590. showYesNoDialog(
  1591. CGI->generaltexth->allTexts[68],
  1592. []()
  1593. {
  1594. GH.dispatchMainThread(
  1595. []()
  1596. {
  1597. CSH->endGameplay();
  1598. GH.defActionsDef = 63;
  1599. CMM->menu->switchToTab("load");
  1600. }
  1601. );
  1602. },
  1603. nullptr
  1604. );
  1605. }
  1606. bool CPlayerInterface::capturedAllEvents()
  1607. {
  1608. if(duringMovement)
  1609. {
  1610. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1611. return true;
  1612. }
  1613. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1614. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  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) -> std::string
  1676. {
  1677. // flying movement sound
  1678. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1679. return "HORSE10.wav";
  1680. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1681. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1682. auto prevRoad = prevTile->roadType;
  1683. auto nextRoad = nextTile->roadType;
  1684. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1685. if (movingOnRoad)
  1686. return nextTile->terType->horseSound;
  1687. else
  1688. return nextTile->terType->horseSoundPenalty;
  1689. };
  1690. auto canStop = [&](CGPathNode * node) -> bool
  1691. {
  1692. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1693. return true;
  1694. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1695. return true;
  1696. return false;
  1697. };
  1698. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1699. {
  1700. int3 prevCoord = path.nodes[i].coord;
  1701. int3 nextCoord = path.nodes[i-1].coord;
  1702. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1703. auto nextObjectTop = getObj(nextCoord, false);
  1704. auto nextObject = getObj(nextCoord, true);
  1705. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1706. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1707. {
  1708. CCS->soundh->stopSound(soundChannel);
  1709. destinationTeleport = destTeleportObj->id;
  1710. destinationTeleportPos = nextCoord;
  1711. doMovement(h->pos, false);
  1712. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1713. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1714. {
  1715. destinationTeleport = ObjectInstanceID();
  1716. destinationTeleportPos = int3(-1);
  1717. }
  1718. if(i != path.nodes.size() - 1)
  1719. {
  1720. soundName = getMovementSoundFor(h, prevCoord, nextCoord);
  1721. soundChannel = CCS->soundh->playSound(soundName, -1);
  1722. }
  1723. continue;
  1724. }
  1725. if (path.nodes[i-1].turns)
  1726. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1727. stillMoveHero.data = STOP_MOVE;
  1728. break;
  1729. }
  1730. {
  1731. // Start a new sound for the hero movement or let the existing one carry on.
  1732. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord);
  1733. if(newSoundName != soundName)
  1734. {
  1735. soundName = newSoundName;
  1736. CCS->soundh->stopSound(soundChannel);
  1737. soundChannel = CCS->soundh->playSound(soundName, -1);
  1738. }
  1739. }
  1740. 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
  1741. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1742. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1743. bool useTransit = false;
  1744. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1745. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1746. || CGTeleport::isTeleport(nextObjectTop)))
  1747. { // Hero should be able to go through object if it's allow transit
  1748. useTransit = true;
  1749. }
  1750. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1751. useTransit = true;
  1752. doMovement(endpos, useTransit);
  1753. logGlobal->trace("Resuming %s", __FUNCTION__);
  1754. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1755. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1756. break;
  1757. }
  1758. CCS->soundh->stopSound(soundChannel);
  1759. }
  1760. //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
  1761. if (!showingDialog->get())
  1762. GH.fakeMouseMove();
  1763. CGI->mh->waitForOngoingAnimations();
  1764. setMovementStatus(false);
  1765. }
  1766. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1767. {
  1768. EVENT_HANDLER_CALLED_BY_CLIENT;
  1769. adventureInt->openWorldView(objectPositions, showTerrain );
  1770. }