CPlayerInterface.cpp 63 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126
  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.getStr());
  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.getStr());
  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. for (auto window : GH.windows().findWindows<BattleWindow>())
  425. window->heroManaPointsChanged(hero);
  426. }
  427. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  428. {
  429. EVENT_HANDLER_CALLED_BY_CLIENT;
  430. if (makingTurn && hero->tempOwner == playerID)
  431. adventureInt->onHeroChanged(hero);
  432. }
  433. void CPlayerInterface::receivedResource()
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  437. mw->resourceChanged();
  438. GH.windows().totalRedraw();
  439. }
  440. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  441. {
  442. EVENT_HANDLER_CALLED_BY_CLIENT;
  443. waitWhileDialog();
  444. CCS->soundh->playSound(soundBase::heroNewLevel);
  445. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  446. {
  447. cb->selectionMade(selection, queryID);
  448. });
  449. }
  450. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. waitWhileDialog();
  454. CCS->soundh->playSound(soundBase::heroNewLevel);
  455. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  456. {
  457. cb->selectionMade(selection, queryID);
  458. });
  459. }
  460. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  461. {
  462. EVENT_HANDLER_CALLED_BY_CLIENT;
  463. if(town->garrisonHero) //wandering hero moved to the garrison
  464. {
  465. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  466. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  467. localState->removeWanderingHero(town->garrisonHero);
  468. }
  469. if(town->visitingHero) //hero leaves garrison
  470. {
  471. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  472. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  473. localState->addWanderingHero(town->visitingHero);
  474. }
  475. adventureInt->onHeroChanged(nullptr);
  476. adventureInt->onTownChanged(town);
  477. if(castleInt)
  478. {
  479. castleInt->garr->selectSlot(nullptr);
  480. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  481. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  482. castleInt->garr->recreateSlots();
  483. castleInt->heroes->update();
  484. // Perform totalRedraw to update hero list on adventure map
  485. GH.windows().totalRedraw();
  486. }
  487. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  488. {
  489. ki->townChanged(town);
  490. ki->updateGarrisons();
  491. ki->redraw();
  492. }
  493. }
  494. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  495. {
  496. EVENT_HANDLER_CALLED_BY_CLIENT;
  497. if (hero->tempOwner != playerID )
  498. return;
  499. waitWhileDialog();
  500. openTownWindow(town);
  501. }
  502. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  503. {
  504. std::vector<const CGObjectInstance *> instances;
  505. if(auto obj = cb->getObj(id1))
  506. instances.push_back(obj);
  507. if(id2 != ObjectInstanceID() && id2 != id1)
  508. {
  509. if(auto obj = cb->getObj(id2))
  510. instances.push_back(obj);
  511. }
  512. garrisonsChanged(instances);
  513. }
  514. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  515. {
  516. boost::unique_lock<boost::recursive_mutex> un(*pim);
  517. for (auto object : objs)
  518. {
  519. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  520. auto * town = dynamic_cast<const CGTownInstance*>(object);
  521. if (hero)
  522. {
  523. adventureInt->onHeroChanged(hero);
  524. if(hero->inTownGarrison)
  525. {
  526. adventureInt->onTownChanged(hero->visitedTown);
  527. }
  528. }
  529. if (town)
  530. adventureInt->onTownChanged(town);
  531. }
  532. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  533. cgh->updateGarrisons();
  534. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  535. {
  536. if (vstd::contains(objs, cmw->hero))
  537. cmw->garrisonChanged();
  538. }
  539. GH.windows().totalRedraw();
  540. }
  541. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  542. {
  543. EVENT_HANDLER_CALLED_BY_CLIENT;
  544. adventureInt->onTownChanged(town);
  545. if (castleInt)
  546. {
  547. castleInt->townlist->updateElement(town);
  548. if (castleInt->town == town)
  549. {
  550. switch(what)
  551. {
  552. case 1:
  553. CCS->soundh->playSound(soundBase::newBuilding);
  554. castleInt->addBuilding(buildingID);
  555. break;
  556. case 2:
  557. castleInt->removeBuilding(buildingID);
  558. break;
  559. }
  560. }
  561. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  562. GH.windows().totalRedraw();
  563. }
  564. }
  565. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  566. {
  567. // when battle starts, game will send battleStart pack *before* movement confirmation
  568. // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
  569. // leading to several bugs, such as blocked input during intro
  570. stillMoveHero.setn(STOP_MOVE);
  571. //Don't wait for dialogs when we are non-active hot-seat player
  572. if (LOCPLINT == this)
  573. waitForAllDialogs();
  574. }
  575. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  576. {
  577. EVENT_HANDLER_CALLED_BY_CLIENT;
  578. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  579. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  580. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  581. {
  582. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  583. autofightingAI->initBattleInterface(env, cb);
  584. autofightingAI->battleStart(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 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->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->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 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->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 CatapultAttack & ca)
  658. {
  659. EVENT_HANDLER_CALLED_BY_CLIENT;
  660. BATTLE_EVENT_POSSIBLE_RETURN;
  661. battleInt->stackIsCatapulting(ca);
  662. }
  663. 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
  664. {
  665. EVENT_HANDLER_CALLED_BY_CLIENT;
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->newRound(round);
  668. }
  669. void CPlayerInterface::actionStarted(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 BattleAction &action)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->endAction(action);
  680. }
  681. void CPlayerInterface::activeStack(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->battleIsFinished());
  686. if (cb->battleIsFinished())
  687. {
  688. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  689. cb->battleMakeUnitAction(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(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(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 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 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 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 BattleSpellCast *sc )
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. BATTLE_EVENT_POSSIBLE_RETURN;
  762. battleInt->spellCast(sc);
  763. }
  764. void CPlayerInterface::battleStacksEffectsSet( 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 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. }
  777. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. BATTLE_EVENT_POSSIBLE_RETURN;
  781. std::vector<StackAttackedInfo> arg;
  782. for(auto & elem : bsa)
  783. {
  784. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  785. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  786. assert(defender);
  787. StackAttackedInfo info;
  788. info.defender = defender;
  789. info.attacker = attacker;
  790. info.damageDealt = elem.damageAmount;
  791. info.amountKilled = elem.killedAmount;
  792. info.spellEffect = SpellID::NONE;
  793. info.indirectAttack = ranged;
  794. info.killed = elem.killed();
  795. info.rebirth = elem.willRebirth();
  796. info.cloneKilled = elem.cloneKilled();
  797. info.fireShield = elem.fireShield();
  798. if (elem.isSpell())
  799. info.spellEffect = elem.spellID;
  800. arg.push_back(info);
  801. }
  802. battleInt->stacksAreAttacked(arg);
  803. }
  804. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  805. {
  806. EVENT_HANDLER_CALLED_BY_CLIENT;
  807. BATTLE_EVENT_POSSIBLE_RETURN;
  808. StackAttackInfo info;
  809. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  810. info.defender = nullptr;
  811. info.indirectAttack = ba->shot();
  812. info.lucky = ba->lucky();
  813. info.unlucky = ba->unlucky();
  814. info.deathBlow = ba->deathBlow();
  815. info.lifeDrain = ba->lifeDrain();
  816. info.tile = ba->tile;
  817. info.spellEffect = SpellID::NONE;
  818. if (ba->spellLike())
  819. info.spellEffect = ba->spellID;
  820. for(auto & elem : ba->bsa)
  821. {
  822. if(!elem.isSecondary())
  823. {
  824. assert(info.defender == nullptr);
  825. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  826. }
  827. else
  828. {
  829. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  830. }
  831. }
  832. assert(info.defender != nullptr);
  833. assert(info.attacker != nullptr);
  834. battleInt->stackAttacking(info);
  835. }
  836. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. BATTLE_EVENT_POSSIBLE_RETURN;
  840. battleInt->gateStateChanged(state);
  841. }
  842. void CPlayerInterface::yourTacticPhase(int distance)
  843. {
  844. EVENT_HANDLER_CALLED_BY_CLIENT;
  845. }
  846. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  847. {
  848. EVENT_HANDLER_CALLED_BY_CLIENT;
  849. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  850. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  851. if(autoTryHover || type == EInfoWindowMode::INFO)
  852. {
  853. waitWhileDialog(); //Fix for mantis #98
  854. adventureInt->showInfoBoxMessage(components, text, timer);
  855. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  856. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  857. return;
  858. }
  859. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  860. {
  861. return;
  862. }
  863. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  864. do
  865. {
  866. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  867. std::vector<std::shared_ptr<CComponent>> intComps;
  868. for (auto & component : sender)
  869. intComps.push_back(std::make_shared<CComponent>(component));
  870. showInfoDialog(text,intComps,soundID);
  871. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  872. }
  873. while(!vect.empty());
  874. }
  875. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  876. {
  877. std::vector<std::shared_ptr<CComponent>> intComps;
  878. intComps.push_back(component);
  879. showInfoDialog(text, intComps, soundBase::sound_todo);
  880. }
  881. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  882. {
  883. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  884. waitWhileDialog();
  885. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  886. {
  887. return;
  888. }
  889. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  890. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  891. {
  892. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  893. showingDialog->set(true);
  894. stopMovement(); // interrupt movement to show dialog
  895. GH.windows().pushWindow(temp);
  896. }
  897. else
  898. {
  899. dialogs.push_back(temp);
  900. }
  901. }
  902. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  903. {
  904. EVENT_HANDLER_CALLED_BY_CLIENT;
  905. std::string str = text.toString();
  906. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  907. waitWhileDialog();
  908. }
  909. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  910. {
  911. boost::unique_lock<boost::recursive_mutex> un(*pim);
  912. stopMovement();
  913. LOCPLINT->showingDialog->setn(true);
  914. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  915. }
  916. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. waitWhileDialog();
  920. stopMovement();
  921. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  922. if (!selection && cancel) //simple yes/no dialog
  923. {
  924. std::vector<std::shared_ptr<CComponent>> intComps;
  925. for (auto & component : components)
  926. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  927. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  928. }
  929. else if (selection)
  930. {
  931. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  932. for (auto & component : components)
  933. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  934. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  935. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  936. if (cancel)
  937. {
  938. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  939. }
  940. int charperline = 35;
  941. if (pom.size() > 1)
  942. charperline = 50;
  943. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  944. intComps[0]->clickPressed(GH.getCursorPosition());
  945. intComps[0]->clickReleased(GH.getCursorPosition());
  946. }
  947. }
  948. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. int choosenExit = -1;
  952. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  953. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  954. choosenExit = vstd::find_pos(exits, neededExit);
  955. cb->selectionMade(choosenExit, askID);
  956. }
  957. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. auto selectCallback = [=](int selection)
  961. {
  962. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  963. reply.Integer() = selection;
  964. cb->sendQueryReply(reply, askID);
  965. };
  966. auto cancelCallback = [=]()
  967. {
  968. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  969. cb->sendQueryReply(reply, askID);
  970. };
  971. const std::string localTitle = title.toString();
  972. const std::string localDescription = description.toString();
  973. std::vector<int> tempList;
  974. tempList.reserve(objects.size());
  975. for(auto item : objects)
  976. tempList.push_back(item.getNum());
  977. CComponent localIconC(icon);
  978. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  979. localIconC.removeChild(localIcon.get(), false);
  980. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  981. wnd->onExit = cancelCallback;
  982. GH.windows().pushWindow(wnd);
  983. }
  984. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  988. adventureInt->onMapTilesChanged(pos);
  989. }
  990. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. adventureInt->onMapTilesChanged(pos);
  994. }
  995. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  996. {
  997. boost::unique_lock<boost::recursive_mutex> un(*pim);
  998. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  999. }
  1000. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1001. {
  1002. EVENT_HANDLER_CALLED_BY_CLIENT;
  1003. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1004. {
  1005. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1006. fortScreen->creaturesChangedEventHandler();
  1007. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1008. castleInterface->creaturesChangedEventHandler();
  1009. if (townObj)
  1010. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1011. ki->townChanged(townObj);
  1012. }
  1013. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1014. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1015. {
  1016. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1017. if (crw->dwelling == town)
  1018. crw->availableCreaturesChanged();
  1019. }
  1020. }
  1021. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1022. {
  1023. EVENT_HANDLER_CALLED_BY_CLIENT;
  1024. if (bonus.type == BonusType::NONE)
  1025. return;
  1026. adventureInt->onHeroChanged(hero);
  1027. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1028. {
  1029. //recalculate paths because hero has lost bonus influencing pathfinding
  1030. localState->erasePath(hero);
  1031. }
  1032. }
  1033. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. localState->serialize(h, version);
  1037. }
  1038. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. localState->serialize(h, version);
  1042. firstCall = -1;
  1043. }
  1044. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1045. {
  1046. LOG_TRACE(logGlobal);
  1047. if (!LOCPLINT->makingTurn)
  1048. return;
  1049. if (!h)
  1050. return; //can't find hero
  1051. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1052. if (showingDialog->get() || !dialogs.empty())
  1053. return;
  1054. setMovementStatus(true);
  1055. if (localState->isHeroSleeping(h))
  1056. localState->setHeroAwaken(h);
  1057. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1058. }
  1059. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1063. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1064. {
  1065. onEnd();
  1066. return;
  1067. }
  1068. waitForAllDialogs();
  1069. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1070. cgw->quit->addCallback(onEnd);
  1071. GH.windows().pushWindow(cgw);
  1072. }
  1073. /**
  1074. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1075. * into a combinational one on an artifact screen. Does not require the combination of
  1076. * artifacts to be legal.
  1077. */
  1078. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1079. {
  1080. std::string text = artifact->getDescriptionTranslated();
  1081. text += "\n\n";
  1082. std::vector<std::shared_ptr<CComponent>> scs;
  1083. if(assembledArtifact)
  1084. {
  1085. // You possess all of the components to...
  1086. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1087. // Picture of assembled artifact at bottom.
  1088. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1089. scs.push_back(sc);
  1090. }
  1091. else
  1092. {
  1093. // Do you wish to disassemble this artifact?
  1094. text += CGI->generaltexth->allTexts[733];
  1095. }
  1096. showYesNoDialog(text, onYes, nullptr, scs);
  1097. }
  1098. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1102. && destinationTeleport == ObjectInstanceID())
  1103. stillMoveHero.setn(CONTINUE_MOVE);
  1104. if (destinationTeleport != ObjectInstanceID()
  1105. && pa->packType == typeList.getTypeID<QueryReply>()
  1106. && stillMoveHero.get() == DURING_MOVE)
  1107. { // After teleportation via CGTeleport object is finished
  1108. destinationTeleport = ObjectInstanceID();
  1109. destinationTeleportPos = int3(-1);
  1110. stillMoveHero.setn(CONTINUE_MOVE);
  1111. }
  1112. }
  1113. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1114. {
  1115. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1116. }
  1117. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1121. }
  1122. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1123. {
  1124. if (sop->what == ObjProperty::OWNER)
  1125. {
  1126. const CGObjectInstance * obj = cb->getObj(sop->id);
  1127. if(obj->ID == Obj::TOWN)
  1128. {
  1129. auto town = static_cast<const CGTownInstance *>(obj);
  1130. if(obj->tempOwner == playerID)
  1131. {
  1132. localState->removeOwnedTown(town);
  1133. adventureInt->onTownChanged(town);
  1134. }
  1135. }
  1136. }
  1137. }
  1138. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1139. {
  1140. EVENT_HANDLER_CALLED_BY_CLIENT;
  1141. if (sop->what == ObjProperty::OWNER)
  1142. {
  1143. const CGObjectInstance * obj = cb->getObj(sop->id);
  1144. if(obj->ID == Obj::TOWN)
  1145. {
  1146. auto town = static_cast<const CGTownInstance *>(obj);
  1147. if(obj->tempOwner == playerID)
  1148. {
  1149. localState->addOwnedTown(town);
  1150. adventureInt->onTownChanged(town);
  1151. }
  1152. }
  1153. //redraw minimap if owner changed
  1154. std::set<int3> pos = obj->getBlockedPos();
  1155. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1156. adventureInt->onMapTilesChanged(upos);
  1157. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1158. }
  1159. }
  1160. void CPlayerInterface::initializeHeroTownList()
  1161. {
  1162. if(localState->getWanderingHeroes().empty())
  1163. {
  1164. for(auto & hero : cb->getHeroesInfo())
  1165. {
  1166. if(!hero->inTownGarrison)
  1167. localState->addWanderingHero(hero);
  1168. }
  1169. }
  1170. if(localState->getOwnedTowns().empty())
  1171. {
  1172. for(auto & town : cb->getTownsInfo())
  1173. localState->addOwnedTown(town);
  1174. }
  1175. if(adventureInt)
  1176. adventureInt->onHeroChanged(nullptr);
  1177. }
  1178. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1179. {
  1180. EVENT_HANDLER_CALLED_BY_CLIENT;
  1181. waitWhileDialog();
  1182. auto recruitCb = [=](CreatureID id, int count)
  1183. {
  1184. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1185. };
  1186. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1187. }
  1188. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1189. {
  1190. if (GH.amIGuiThread())
  1191. {
  1192. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1193. return;
  1194. }
  1195. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1196. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1197. while(showingDialog->data)
  1198. showingDialog->cond.wait(un);
  1199. }
  1200. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. auto state = obj->shipyardStatus();
  1204. TResources cost;
  1205. obj->getBoatCost(cost);
  1206. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1207. }
  1208. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1209. {
  1210. EVENT_HANDLER_CALLED_BY_CLIENT;
  1211. //we might have built a boat in shipyard in opened town screen
  1212. if (obj->ID == Obj::BOAT
  1213. && LOCPLINT->castleInt
  1214. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1215. {
  1216. CCS->soundh->playSound(soundBase::newBuilding);
  1217. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1218. }
  1219. }
  1220. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1221. {
  1222. EVENT_HANDLER_CALLED_BY_CLIENT;
  1223. waitWhileDialog();
  1224. CCS->curh->hide();
  1225. adventureInt->centerOnTile(pos);
  1226. if (focusTime)
  1227. {
  1228. GH.windows().totalRedraw();
  1229. {
  1230. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1231. IgnoreEvents ignore(*this);
  1232. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1233. }
  1234. }
  1235. CCS->curh->show();
  1236. }
  1237. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1238. {
  1239. EVENT_HANDLER_CALLED_BY_CLIENT;
  1240. if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound())
  1241. {
  1242. waitWhileDialog();
  1243. CCS->soundh->playSound(obj->getRemovalSound().value());
  1244. }
  1245. CGI->mh->waitForOngoingAnimations();
  1246. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1247. {
  1248. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1249. heroKilled(h);
  1250. }
  1251. GH.fakeMouseMove();
  1252. }
  1253. void CPlayerInterface::objectRemovedAfter()
  1254. {
  1255. EVENT_HANDLER_CALLED_BY_CLIENT;
  1256. adventureInt->onMapTilesChanged(boost::none);
  1257. // visiting or garrisoned hero removed - recreate castle window
  1258. if (castleInt)
  1259. openTownWindow(castleInt->town);
  1260. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1261. ki->heroRemoved();
  1262. }
  1263. void CPlayerInterface::playerBlocked(int reason, bool start)
  1264. {
  1265. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1266. {
  1267. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1268. {
  1269. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1270. LOCPLINT = this;
  1271. GH.curInt = this;
  1272. adventureInt->onCurrentPlayerChanged(playerID);
  1273. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1274. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1275. std::vector<std::shared_ptr<CComponent>> cmp;
  1276. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1277. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1278. showInfoDialog(msg, cmp);
  1279. makingTurn = false;
  1280. }
  1281. }
  1282. }
  1283. void CPlayerInterface::update()
  1284. {
  1285. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1286. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1287. // While mutexes were locked away we may be have stopped being the active interface
  1288. if (LOCPLINT != this)
  1289. return;
  1290. //if there are any waiting dialogs, show them
  1291. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1292. {
  1293. showingDialog->set(true);
  1294. GH.windows().pushWindow(dialogs.front());
  1295. dialogs.pop_front();
  1296. }
  1297. assert(adventureInt);
  1298. // Handles mouse and key input
  1299. GH.handleEvents();
  1300. GH.windows().simpleRedraw();
  1301. }
  1302. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1303. {
  1304. using namespace boost::filesystem;
  1305. using namespace boost::algorithm;
  1306. path gamesDir = VCMIDirs::get().userSavePath();
  1307. std::map<std::time_t, int> dates; //save number => datestamp
  1308. const directory_iterator enddir;
  1309. if (!exists(gamesDir))
  1310. create_directory(gamesDir);
  1311. else
  1312. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1313. {
  1314. if (is_regular_file(dir->status()))
  1315. {
  1316. std::string name = dir->path().filename().string();
  1317. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1318. {
  1319. char nr = name[namePrefix.size()];
  1320. if (std::isdigit(nr))
  1321. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1322. }
  1323. }
  1324. }
  1325. if (!dates.empty())
  1326. return (--dates.end())->second; //return latest file number
  1327. return 0;
  1328. }
  1329. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1330. {
  1331. EVENT_HANDLER_CALLED_BY_CLIENT;
  1332. if (player == playerID)
  1333. {
  1334. if (victoryLossCheckResult.loss())
  1335. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1336. assert(GH.curInt == LOCPLINT);
  1337. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1338. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1339. GH.curInt = this; //waiting for dialogs requires this to get events
  1340. if(!makingTurn)
  1341. {
  1342. makingTurn = true; //also needed for dialog to show with current implementation
  1343. waitForAllDialogs();
  1344. makingTurn = false;
  1345. }
  1346. else
  1347. waitForAllDialogs();
  1348. GH.curInt = previousInterface;
  1349. LOCPLINT = previousInterface;
  1350. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1351. {
  1352. if(adventureInt)
  1353. {
  1354. GH.windows().popWindows(GH.windows().count());
  1355. adventureInt.reset();
  1356. }
  1357. }
  1358. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1359. {
  1360. // end game if current human player has won
  1361. CSH->sendClientDisconnecting();
  1362. requestReturningToMainMenu(true);
  1363. }
  1364. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1365. {
  1366. //all human players eliminated
  1367. CSH->sendClientDisconnecting();
  1368. requestReturningToMainMenu(false);
  1369. }
  1370. if (GH.curInt == this)
  1371. GH.curInt = nullptr;
  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::tryDigging(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_for(boost::chrono::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. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1615. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1616. {
  1617. GH.input().ignoreEventsUntilInput();
  1618. return true;
  1619. }
  1620. return false;
  1621. }
  1622. void CPlayerInterface::setMovementStatus(bool value)
  1623. {
  1624. duringMovement = value;
  1625. if (value)
  1626. {
  1627. CCS->curh->hide();
  1628. }
  1629. else
  1630. {
  1631. CCS->curh->show();
  1632. }
  1633. }
  1634. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1635. {
  1636. setThreadName("doMoveHero");
  1637. int i = 1;
  1638. auto getObj = [&](int3 coord, bool ignoreHero)
  1639. {
  1640. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1641. };
  1642. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1643. {
  1644. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1645. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1646. action != EPathNodeAction::TELEPORT_BATTLE)
  1647. {
  1648. return false;
  1649. }
  1650. return true;
  1651. };
  1652. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1653. {
  1654. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1655. return nextObjectTop;
  1656. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1657. CGTeleport::isConnected(currentObject, nextObject))
  1658. {
  1659. return nextObject;
  1660. }
  1661. return nullptr;
  1662. };
  1663. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1664. stillMoveHero.data = CONTINUE_MOVE;
  1665. auto doMovement = [&](int3 dst, bool transit)
  1666. {
  1667. stillMoveHero.data = WAITING_MOVE;
  1668. cb->moveHero(h, dst, transit);
  1669. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1670. stillMoveHero.cond.wait(un);
  1671. };
  1672. {
  1673. for (auto & elem : path.nodes)
  1674. elem.coord = h->convertFromVisitablePos(elem.coord);
  1675. int soundChannel = -1;
  1676. std::string soundName;
  1677. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1678. {
  1679. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1680. return "";
  1681. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1682. return "";
  1683. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1684. return "";
  1685. // flying movement sound
  1686. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1687. return "HORSE10.wav";
  1688. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1689. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1690. auto prevRoad = prevTile->roadType;
  1691. auto nextRoad = nextTile->roadType;
  1692. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1693. if (movingOnRoad)
  1694. return nextTile->terType->horseSound;
  1695. else
  1696. return nextTile->terType->horseSoundPenalty;
  1697. };
  1698. auto canStop = [&](CGPathNode * node) -> bool
  1699. {
  1700. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1701. return true;
  1702. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1703. return true;
  1704. return false;
  1705. };
  1706. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1707. {
  1708. int3 prevCoord = path.nodes[i].coord;
  1709. int3 nextCoord = path.nodes[i-1].coord;
  1710. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1711. auto nextObjectTop = getObj(nextCoord, false);
  1712. auto nextObject = getObj(nextCoord, true);
  1713. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1714. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1715. {
  1716. CCS->soundh->stopSound(soundChannel);
  1717. destinationTeleport = destTeleportObj->id;
  1718. destinationTeleportPos = nextCoord;
  1719. doMovement(h->pos, false);
  1720. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1721. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1722. {
  1723. destinationTeleport = ObjectInstanceID();
  1724. destinationTeleportPos = int3(-1);
  1725. }
  1726. if(i != path.nodes.size() - 1)
  1727. {
  1728. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1729. if (!soundName.empty())
  1730. soundChannel = CCS->soundh->playSound(soundName, -1);
  1731. else
  1732. soundChannel = -1;
  1733. }
  1734. continue;
  1735. }
  1736. if (path.nodes[i-1].turns)
  1737. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1738. stillMoveHero.data = STOP_MOVE;
  1739. break;
  1740. }
  1741. {
  1742. // Start a new sound for the hero movement or let the existing one carry on.
  1743. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1744. if(newSoundName != soundName)
  1745. {
  1746. soundName = newSoundName;
  1747. CCS->soundh->stopSound(soundChannel);
  1748. if (!soundName.empty())
  1749. soundChannel = CCS->soundh->playSound(soundName, -1);
  1750. else
  1751. soundChannel = -1;
  1752. }
  1753. }
  1754. 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
  1755. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1756. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1757. bool useTransit = false;
  1758. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1759. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1760. || CGTeleport::isTeleport(nextObjectTop)))
  1761. { // Hero should be able to go through object if it's allow transit
  1762. useTransit = true;
  1763. }
  1764. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1765. useTransit = true;
  1766. doMovement(endpos, useTransit);
  1767. logGlobal->trace("Resuming %s", __FUNCTION__);
  1768. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1769. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1770. break;
  1771. }
  1772. CCS->soundh->stopSound(soundChannel);
  1773. }
  1774. //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
  1775. if (!showingDialog->get())
  1776. GH.fakeMouseMove();
  1777. CGI->mh->waitForOngoingAnimations();
  1778. setMovementStatus(false);
  1779. }
  1780. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1781. {
  1782. EVENT_HANDLER_CALLED_BY_CLIENT;
  1783. adventureInt->openWorldView(objectPositions, showTerrain );
  1784. }
  1785. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1786. {
  1787. return std::nullopt;
  1788. }