CPlayerInterface.cpp 62 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/CGarrisonInt.h"
  36. #include "widgets/Buttons.h"
  37. #include "windows/CTradeWindow.h"
  38. #include "windows/CSpellWindow.h"
  39. #include "../lib/CConfigHandler.h"
  40. #include "windows/GUIClasses.h"
  41. #include "render/CAnimation.h"
  42. #include "render/IImage.h"
  43. #include "../lib/CArtHandler.h"
  44. #include "../lib/CGeneralTextHandler.h"
  45. #include "../lib/CHeroHandler.h"
  46. #include "../lib/bonuses/CBonusSystemNode.h"
  47. #include "../lib/bonuses/Limiters.h"
  48. #include "../lib/bonuses/Updaters.h"
  49. #include "../lib/bonuses/Propagators.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/BinaryDeserializer.h"
  52. #include "../lib/serializer/BinarySerializer.h"
  53. #include "../lib/spells/CSpellHandler.h"
  54. #include "../lib/CTownHandler.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjects/ObjectTemplate.h"
  58. #include "../lib/mapping/CMapHeader.h"
  59. #include "../lib/pathfinder/CGPathNode.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/JsonNode.h"
  62. #include "CMusicHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/NetPacks.h"//todo: remove
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/CStopWatch.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/CPlayerState.h"
  70. #include "../lib/GameConstants.h"
  71. #include "gui/CGuiHandler.h"
  72. #include "gui/WindowHandler.h"
  73. #include "windows/InfoWindows.h"
  74. #include "../lib/UnlockGuard.h"
  75. #include "../lib/RoadHandler.h"
  76. #include "../lib/TerrainHandler.h"
  77. #include "CServerHandler.h"
  78. // FIXME: only needed for CGameState::mutex
  79. #include "../lib/gameState/CGameState.h"
  80. #include "eventsSDL/NotificationHandler.h"
  81. #include "adventureMap/CInGameConsole.h"
  82. // The macro below is used to mark functions that are called by client when game state changes.
  83. // They all assume that CPlayerInterface::pim mutex is locked.
  84. #define EVENT_HANDLER_CALLED_BY_CLIENT
  85. // The macro marks functions that are run on a new thread by client.
  86. // They do not own any mutexes intiially.
  87. #define THREAD_CREATED_BY_CLIENT
  88. #define RETURN_IF_QUICK_COMBAT \
  89. if (isAutoFightOn && !battleInt) \
  90. return;
  91. #define BATTLE_EVENT_POSSIBLE_RETURN\
  92. if (LOCPLINT != this) \
  93. return; \
  94. RETURN_IF_QUICK_COMBAT
  95. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  96. CPlayerInterface * LOCPLINT;
  97. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  98. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  99. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  100. struct HeroObjectRetriever
  101. {
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  103. {
  104. return h;
  105. }
  106. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  107. {
  108. return nullptr;
  109. }
  110. };
  111. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  112. localState(std::make_unique<PlayerLocalState>(*this))
  113. {
  114. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  115. destinationTeleport = ObjectInstanceID();
  116. destinationTeleportPos = int3(-1);
  117. GH.defActionsDef = 0;
  118. LOCPLINT = this;
  119. curAction = nullptr;
  120. playerID=Player;
  121. human=true;
  122. battleInt = nullptr;
  123. castleInt = nullptr;
  124. makingTurn = false;
  125. showingDialog = new CondSh<bool>(false);
  126. cingconsole = new CInGameConsole();
  127. GH.terminate_cond->set(false);
  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. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  156. {
  157. // after map load - remove all active windows and replace them with adventure map
  158. GH.windows().clear();
  159. GH.windows().pushWindow(adventureInt);
  160. }
  161. // remove all dialogs that do not expect query answer
  162. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  163. GH.windows().popWindows(1);
  164. if (player != playerID && LOCPLINT == this)
  165. {
  166. waitWhileDialog();
  167. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  168. adventureInt->onEnemyTurnStarted(player, isHuman);
  169. }
  170. }
  171. void CPlayerInterface::performAutosave()
  172. {
  173. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  174. if(frequency > 0 && cb->getDate() % frequency == 0)
  175. {
  176. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  177. std::string prefix = std::string();
  178. if(usePrefix)
  179. {
  180. prefix = settings["general"]["savePrefix"].String();
  181. if(prefix.empty())
  182. {
  183. prefix = cb->getMapHeader()->name.substr(0, 5) + "_";
  184. }
  185. }
  186. autosaveCount++;
  187. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  188. if(autosaveCountLimit > 0)
  189. {
  190. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  191. autosaveCount %= autosaveCountLimit;
  192. }
  193. else
  194. {
  195. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  196. + std::to_string(cb->getDate(Date::WEEK))
  197. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  198. cb->save("Saves/" + prefix + "Autosave_" + stringifiedDate);
  199. }
  200. }
  201. }
  202. void CPlayerInterface::yourTurn()
  203. {
  204. EVENT_HANDLER_CALLED_BY_CLIENT;
  205. {
  206. LOCPLINT = this;
  207. GH.curInt = this;
  208. NotificationHandler::notify("Your turn");
  209. if(settings["general"]["startTurnAutosave"].Bool())
  210. {
  211. performAutosave();
  212. }
  213. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  214. {
  215. adventureInt->onHotseatWaitStarted(playerID);
  216. makingTurn = true;
  217. std::string msg = CGI->generaltexth->allTexts[13];
  218. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  219. std::vector<std::shared_ptr<CComponent>> cmp;
  220. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  221. showInfoDialog(msg, cmp);
  222. }
  223. else
  224. {
  225. makingTurn = true;
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. }
  229. acceptTurn();
  230. }
  231. void CPlayerInterface::acceptTurn()
  232. {
  233. if (settings["session"]["autoSkip"].Bool())
  234. {
  235. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  236. iw->close();
  237. }
  238. if(CSH->howManyPlayerInterfaces() > 1)
  239. {
  240. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  241. adventureInt->onPlayerTurnStarted(playerID);
  242. }
  243. // warn player if he has no town
  244. if (cb->howManyTowns() == 0)
  245. {
  246. auto playerColor = *cb->getPlayerID();
  247. std::vector<Component> components;
  248. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  249. MetaString text;
  250. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  251. if(optDaysWithoutCastle)
  252. {
  253. auto daysWithoutCastle = optDaysWithoutCastle.value();
  254. if (daysWithoutCastle < 6)
  255. {
  256. 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.
  257. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  258. text.replaceNumber(7 - daysWithoutCastle);
  259. }
  260. else if (daysWithoutCastle == 6)
  261. {
  262. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  263. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  264. }
  265. showInfoDialogAndWait(components, text);
  266. }
  267. else
  268. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  269. }
  270. }
  271. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  272. {
  273. EVENT_HANDLER_CALLED_BY_CLIENT;
  274. waitWhileDialog();
  275. if(LOCPLINT != this)
  276. return;
  277. //FIXME: read once and store
  278. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  279. return;
  280. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  281. if (!hero)
  282. return;
  283. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  284. {
  285. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  286. CCS->soundh->playSound(hero->getRemovalSound().value());
  287. }
  288. std::unordered_set<int3> changedTiles {
  289. hero->convertToVisitablePos(details.start),
  290. hero->convertToVisitablePos(details.end)
  291. };
  292. adventureInt->onMapTilesChanged(changedTiles);
  293. adventureInt->onHeroMovementStarted(hero);
  294. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  295. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  296. {
  297. if(details.result == TryMoveHero::TELEPORTATION)
  298. {
  299. if(localState->hasPath(hero))
  300. {
  301. assert(localState->getPath(hero).nodes.size() >= 2);
  302. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  303. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  304. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  305. {
  306. //path was between entrance and exit of teleport -> OK, erase node as usual
  307. localState->removeLastNode(hero);
  308. }
  309. else
  310. {
  311. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  312. localState->erasePath(hero);
  313. }
  314. }
  315. }
  316. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  317. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  318. {
  319. localState->erasePath(hero);
  320. }
  321. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  322. {
  323. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  324. localState->removeLastNode(hero);
  325. }
  326. }
  327. if(details.stopMovement()) //hero failed to move
  328. {
  329. stillMoveHero.setn(STOP_MOVE);
  330. adventureInt->onHeroChanged(hero);
  331. return;
  332. }
  333. CGI->mh->waitForOngoingAnimations();
  334. //move finished
  335. adventureInt->onHeroChanged(hero);
  336. //check if user cancelled movement
  337. {
  338. if (GH.input().ignoreEventsUntilInput())
  339. stillMoveHero.setn(STOP_MOVE);
  340. }
  341. if (stillMoveHero.get() == WAITING_MOVE)
  342. stillMoveHero.setn(DURING_MOVE);
  343. // Hero attacked creature directly, set direction to face it.
  344. if (directlyAttackingCreature) {
  345. // Get direction to attacker.
  346. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  347. static const ui8 dirLookup[3][3] = {
  348. { 1, 2, 3 },
  349. { 8, 0, 4 },
  350. { 7, 6, 5 }
  351. };
  352. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  353. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  354. }
  355. }
  356. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  360. // if hero is not in town garrison
  361. if (vstd::contains(localState->getWanderingHeroes(), hero))
  362. localState->removeWanderingHero(hero);
  363. adventureInt->onHeroChanged(hero);
  364. localState->erasePath(hero);
  365. }
  366. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  367. {
  368. EVENT_HANDLER_CALLED_BY_CLIENT;
  369. if(start && visitedObj)
  370. {
  371. if(visitedObj->getVisitSound())
  372. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  373. }
  374. }
  375. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  376. {
  377. EVENT_HANDLER_CALLED_BY_CLIENT;
  378. localState->addWanderingHero(hero);
  379. adventureInt->onHeroChanged(hero);
  380. }
  381. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  382. {
  383. if(castleInt)
  384. castleInt->close();
  385. castleInt = nullptr;
  386. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  387. GH.windows().pushWindow(newCastleInt);
  388. }
  389. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. if (which == 4)
  393. {
  394. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  395. ctw->setExpToLevel();
  396. }
  397. else
  398. adventureInt->onHeroChanged(hero);
  399. }
  400. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  404. cuw->redraw();
  405. }
  406. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  407. {
  408. EVENT_HANDLER_CALLED_BY_CLIENT;
  409. adventureInt->onHeroChanged(hero);
  410. if (makingTurn && hero->tempOwner == playerID)
  411. adventureInt->onHeroChanged(hero);
  412. }
  413. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  414. {
  415. EVENT_HANDLER_CALLED_BY_CLIENT;
  416. if (makingTurn && hero->tempOwner == playerID)
  417. adventureInt->onHeroChanged(hero);
  418. }
  419. void CPlayerInterface::receivedResource()
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  423. mw->resourceChanged();
  424. GH.windows().totalRedraw();
  425. }
  426. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. waitWhileDialog();
  430. CCS->soundh->playSound(soundBase::heroNewLevel);
  431. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  432. {
  433. cb->selectionMade(selection, queryID);
  434. });
  435. }
  436. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. waitWhileDialog();
  440. CCS->soundh->playSound(soundBase::heroNewLevel);
  441. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  442. {
  443. cb->selectionMade(selection, queryID);
  444. });
  445. }
  446. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  447. {
  448. EVENT_HANDLER_CALLED_BY_CLIENT;
  449. if(town->garrisonHero) //wandering hero moved to the garrison
  450. {
  451. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  452. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  453. localState->removeWanderingHero(town->garrisonHero);
  454. }
  455. if(town->visitingHero) //hero leaves garrison
  456. {
  457. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  458. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  459. localState->addWanderingHero(town->visitingHero);
  460. }
  461. adventureInt->onHeroChanged(nullptr);
  462. adventureInt->onTownChanged(town);
  463. if(castleInt)
  464. {
  465. castleInt->garr->selectSlot(nullptr);
  466. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  467. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  468. castleInt->garr->recreateSlots();
  469. castleInt->heroes->update();
  470. // Perform totalRedraw to update hero list on adventure map
  471. GH.windows().totalRedraw();
  472. }
  473. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  474. {
  475. ki->townChanged(town);
  476. ki->updateGarrisons();
  477. ki->redraw();
  478. }
  479. }
  480. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. if (hero->tempOwner != playerID )
  484. return;
  485. waitWhileDialog();
  486. openTownWindow(town);
  487. }
  488. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  489. {
  490. std::vector<const CGObjectInstance *> instances;
  491. if(auto obj = cb->getObj(id1))
  492. instances.push_back(obj);
  493. if(id2 != ObjectInstanceID() && id2 != id1)
  494. {
  495. if(auto obj = cb->getObj(id2))
  496. instances.push_back(obj);
  497. }
  498. garrisonsChanged(instances);
  499. }
  500. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  501. {
  502. boost::unique_lock<boost::recursive_mutex> un(*pim);
  503. for (auto object : objs)
  504. {
  505. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  506. auto * town = dynamic_cast<const CGTownInstance*>(object);
  507. if (hero)
  508. {
  509. adventureInt->onHeroChanged(hero);
  510. if(hero->inTownGarrison)
  511. {
  512. adventureInt->onTownChanged(hero->visitedTown);
  513. }
  514. }
  515. if (town)
  516. adventureInt->onTownChanged(town);
  517. }
  518. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  519. cgh->updateGarrisons();
  520. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  521. {
  522. if (vstd::contains(objs, cmw->hero))
  523. cmw->garrisonChanged();
  524. }
  525. GH.windows().totalRedraw();
  526. }
  527. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  528. {
  529. EVENT_HANDLER_CALLED_BY_CLIENT;
  530. adventureInt->onTownChanged(town);
  531. if (castleInt)
  532. {
  533. castleInt->townlist->updateElement(town);
  534. if (castleInt->town == town)
  535. {
  536. switch(what)
  537. {
  538. case 1:
  539. CCS->soundh->playSound(soundBase::newBuilding);
  540. castleInt->addBuilding(buildingID);
  541. break;
  542. case 2:
  543. castleInt->removeBuilding(buildingID);
  544. break;
  545. }
  546. }
  547. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  548. GH.windows().totalRedraw();
  549. }
  550. }
  551. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  552. {
  553. //Don't wait for dialogs when we are non-active hot-seat player
  554. if (LOCPLINT == this)
  555. waitForAllDialogs();
  556. }
  557. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  558. {
  559. EVENT_HANDLER_CALLED_BY_CLIENT;
  560. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  561. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  562. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  563. {
  564. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  565. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  566. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  567. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  568. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  569. isAutoFightOn = true;
  570. cb->registerBattleInterface(autofightingAI);
  571. }
  572. //Don't wait for dialogs when we are non-active hot-seat player
  573. if (LOCPLINT == this)
  574. waitForAllDialogs();
  575. BATTLE_EVENT_POSSIBLE_RETURN;
  576. }
  577. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  578. {
  579. EVENT_HANDLER_CALLED_BY_CLIENT;
  580. BATTLE_EVENT_POSSIBLE_RETURN;
  581. for(auto & info : units)
  582. {
  583. switch(info.operation)
  584. {
  585. case UnitChanges::EOperation::RESET_STATE:
  586. {
  587. const CStack * stack = cb->battleGetStackByID(info.id );
  588. if(!stack)
  589. {
  590. logGlobal->error("Invalid unit ID %d", info.id);
  591. continue;
  592. }
  593. battleInt->stackReset(stack);
  594. }
  595. break;
  596. case UnitChanges::EOperation::REMOVE:
  597. battleInt->stackRemoved(info.id);
  598. break;
  599. case UnitChanges::EOperation::ADD:
  600. {
  601. const CStack * unit = cb->battleGetStackByID(info.id);
  602. if(!unit)
  603. {
  604. logGlobal->error("Invalid unit ID %d", info.id);
  605. continue;
  606. }
  607. battleInt->stackAdded(unit);
  608. }
  609. break;
  610. default:
  611. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  612. break;
  613. }
  614. }
  615. }
  616. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  617. {
  618. EVENT_HANDLER_CALLED_BY_CLIENT;
  619. BATTLE_EVENT_POSSIBLE_RETURN;
  620. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  621. std::vector<ObstacleChanges> removedObstacles;
  622. for(auto & change : obstacles)
  623. {
  624. if(change.operation == BattleChanges::EOperation::ADD)
  625. {
  626. auto instance = cb->battleGetObstacleByID(change.id);
  627. if(instance)
  628. newObstacles.push_back(instance);
  629. else
  630. logNetwork->error("Invalid obstacle instance %d", change.id);
  631. }
  632. if(change.operation == BattleChanges::EOperation::REMOVE)
  633. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  634. }
  635. if (!newObstacles.empty())
  636. battleInt->obstaclePlaced(newObstacles);
  637. if (!removedObstacles.empty())
  638. battleInt->obstacleRemoved(removedObstacles);
  639. battleInt->fieldController->redrawBackgroundWithHexes();
  640. }
  641. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  642. {
  643. EVENT_HANDLER_CALLED_BY_CLIENT;
  644. BATTLE_EVENT_POSSIBLE_RETURN;
  645. battleInt->stackIsCatapulting(ca);
  646. }
  647. 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
  648. {
  649. EVENT_HANDLER_CALLED_BY_CLIENT;
  650. BATTLE_EVENT_POSSIBLE_RETURN;
  651. battleInt->newRound(round);
  652. }
  653. void CPlayerInterface::actionStarted(const BattleAction &action)
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. BATTLE_EVENT_POSSIBLE_RETURN;
  657. curAction = new BattleAction(action);
  658. battleInt->startAction(curAction);
  659. }
  660. void CPlayerInterface::actionFinished(const BattleAction &action)
  661. {
  662. EVENT_HANDLER_CALLED_BY_CLIENT;
  663. BATTLE_EVENT_POSSIBLE_RETURN;
  664. battleInt->endAction(curAction);
  665. delete curAction;
  666. curAction = nullptr;
  667. }
  668. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  669. {
  670. EVENT_HANDLER_CALLED_BY_CLIENT;
  671. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  672. assert(!cb->battleIsFinished());
  673. if (cb->battleIsFinished())
  674. {
  675. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  676. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  677. return ;
  678. }
  679. if (autofightingAI)
  680. {
  681. if (isAutoFightOn)
  682. {
  683. //FIXME: we want client rendering to proceed while AI is making actions
  684. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  685. auto unlockPim = vstd::makeUnlockGuard(*pim);
  686. autofightingAI->activeStack(stack);
  687. return;
  688. }
  689. cb->unregisterBattleInterface(autofightingAI);
  690. autofightingAI.reset();
  691. }
  692. assert(battleInt);
  693. if(!battleInt)
  694. {
  695. // probably battle is finished already
  696. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  697. }
  698. {
  699. boost::unique_lock<boost::recursive_mutex> un(*pim);
  700. battleInt->stackActivated(stack);
  701. //Regeneration & mana drain go there
  702. }
  703. }
  704. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  705. {
  706. EVENT_HANDLER_CALLED_BY_CLIENT;
  707. if(isAutoFightOn || autofightingAI)
  708. {
  709. isAutoFightOn = false;
  710. cb->unregisterBattleInterface(autofightingAI);
  711. autofightingAI.reset();
  712. if(!battleInt)
  713. {
  714. bool allowManualReplay = queryID != -1;
  715. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  716. if (allowManualReplay)
  717. {
  718. wnd->resultCallback = [=](ui32 selection)
  719. {
  720. cb->selectionMade(selection, queryID);
  721. };
  722. }
  723. GH.windows().pushWindow(wnd);
  724. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  725. // Otherwise NewTurn causes freeze.
  726. waitWhileDialog();
  727. return;
  728. }
  729. }
  730. BATTLE_EVENT_POSSIBLE_RETURN;
  731. battleInt->battleFinished(*br, queryID);
  732. }
  733. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  734. {
  735. EVENT_HANDLER_CALLED_BY_CLIENT;
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. battleInt->displayBattleLog(lines);
  738. }
  739. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  740. {
  741. EVENT_HANDLER_CALLED_BY_CLIENT;
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->stackMoved(stack, dest, distance, teleport);
  744. }
  745. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->spellCast(sc);
  750. }
  751. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->battleStacksEffectsSet(sse);
  756. }
  757. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. RETURN_IF_QUICK_COMBAT;
  762. battleInt->effectsController->battleTriggerEffect(bte);
  763. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  764. {
  765. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  766. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  767. }
  768. }
  769. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. std::vector<StackAttackedInfo> arg;
  774. for(auto & elem : bsa)
  775. {
  776. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  777. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  778. assert(defender);
  779. StackAttackedInfo info;
  780. info.defender = defender;
  781. info.attacker = attacker;
  782. info.damageDealt = elem.damageAmount;
  783. info.amountKilled = elem.killedAmount;
  784. info.spellEffect = SpellID::NONE;
  785. info.indirectAttack = ranged;
  786. info.killed = elem.killed();
  787. info.rebirth = elem.willRebirth();
  788. info.cloneKilled = elem.cloneKilled();
  789. info.fireShield = elem.fireShield();
  790. if (elem.isSpell())
  791. info.spellEffect = elem.spellID;
  792. arg.push_back(info);
  793. }
  794. battleInt->stacksAreAttacked(arg);
  795. }
  796. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. BATTLE_EVENT_POSSIBLE_RETURN;
  800. assert(curAction);
  801. StackAttackInfo info;
  802. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  803. info.defender = nullptr;
  804. info.indirectAttack = ba->shot();
  805. info.lucky = ba->lucky();
  806. info.unlucky = ba->unlucky();
  807. info.deathBlow = ba->deathBlow();
  808. info.lifeDrain = ba->lifeDrain();
  809. info.tile = ba->tile;
  810. info.spellEffect = SpellID::NONE;
  811. if (ba->spellLike())
  812. info.spellEffect = ba->spellID;
  813. for(auto & elem : ba->bsa)
  814. {
  815. if(!elem.isSecondary())
  816. {
  817. assert(info.defender == nullptr);
  818. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  819. }
  820. else
  821. {
  822. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  823. }
  824. }
  825. assert(info.defender != nullptr);
  826. assert(info.attacker != nullptr);
  827. battleInt->stackAttacking(info);
  828. }
  829. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  830. {
  831. EVENT_HANDLER_CALLED_BY_CLIENT;
  832. BATTLE_EVENT_POSSIBLE_RETURN;
  833. battleInt->gateStateChanged(state);
  834. }
  835. void CPlayerInterface::yourTacticPhase(int distance)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. }
  839. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  840. {
  841. EVENT_HANDLER_CALLED_BY_CLIENT;
  842. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  843. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  844. if(autoTryHover || type == EInfoWindowMode::INFO)
  845. {
  846. waitWhileDialog(); //Fix for mantis #98
  847. adventureInt->showInfoBoxMessage(components, text, timer);
  848. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  849. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  850. return;
  851. }
  852. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  853. {
  854. return;
  855. }
  856. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  857. do
  858. {
  859. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  860. std::vector<std::shared_ptr<CComponent>> intComps;
  861. for (auto & component : sender)
  862. intComps.push_back(std::make_shared<CComponent>(component));
  863. showInfoDialog(text,intComps,soundID);
  864. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  865. }
  866. while(!vect.empty());
  867. }
  868. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  869. {
  870. std::vector<std::shared_ptr<CComponent>> intComps;
  871. intComps.push_back(component);
  872. showInfoDialog(text, intComps, soundBase::sound_todo);
  873. }
  874. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  875. {
  876. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  877. waitWhileDialog();
  878. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  879. {
  880. return;
  881. }
  882. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  883. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  884. {
  885. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  886. showingDialog->set(true);
  887. stopMovement(); // interrupt movement to show dialog
  888. GH.windows().pushWindow(temp);
  889. }
  890. else
  891. {
  892. dialogs.push_back(temp);
  893. }
  894. }
  895. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  896. {
  897. EVENT_HANDLER_CALLED_BY_CLIENT;
  898. std::string str = text.toString();
  899. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  900. waitWhileDialog();
  901. }
  902. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  903. {
  904. boost::unique_lock<boost::recursive_mutex> un(*pim);
  905. stopMovement();
  906. LOCPLINT->showingDialog->setn(true);
  907. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  908. }
  909. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  910. {
  911. EVENT_HANDLER_CALLED_BY_CLIENT;
  912. waitWhileDialog();
  913. stopMovement();
  914. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  915. if (!selection && cancel) //simple yes/no dialog
  916. {
  917. std::vector<std::shared_ptr<CComponent>> intComps;
  918. for (auto & component : components)
  919. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  920. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  921. }
  922. else if (selection)
  923. {
  924. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  925. for (auto & component : components)
  926. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  927. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  928. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  929. if (cancel)
  930. {
  931. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  932. }
  933. int charperline = 35;
  934. if (pom.size() > 1)
  935. charperline = 50;
  936. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  937. intComps[0]->clickPressed(GH.getCursorPosition());
  938. intComps[0]->clickReleased(GH.getCursorPosition());
  939. }
  940. }
  941. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  942. {
  943. EVENT_HANDLER_CALLED_BY_CLIENT;
  944. int choosenExit = -1;
  945. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  946. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  947. choosenExit = vstd::find_pos(exits, neededExit);
  948. cb->selectionMade(choosenExit, askID);
  949. }
  950. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  951. {
  952. EVENT_HANDLER_CALLED_BY_CLIENT;
  953. auto selectCallback = [=](int selection)
  954. {
  955. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  956. reply.Integer() = selection;
  957. cb->sendQueryReply(reply, askID);
  958. };
  959. auto cancelCallback = [=]()
  960. {
  961. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  962. cb->sendQueryReply(reply, askID);
  963. };
  964. const std::string localTitle = title.toString();
  965. const std::string localDescription = description.toString();
  966. std::vector<int> tempList;
  967. tempList.reserve(objects.size());
  968. for(auto item : objects)
  969. tempList.push_back(item.getNum());
  970. CComponent localIconC(icon);
  971. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  972. localIconC.removeChild(localIcon.get(), false);
  973. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  974. wnd->onExit = cancelCallback;
  975. GH.windows().pushWindow(wnd);
  976. }
  977. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  978. {
  979. EVENT_HANDLER_CALLED_BY_CLIENT;
  980. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  981. adventureInt->onMapTilesChanged(pos);
  982. }
  983. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. adventureInt->onMapTilesChanged(pos);
  987. }
  988. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  989. {
  990. boost::unique_lock<boost::recursive_mutex> un(*pim);
  991. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  992. }
  993. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  994. {
  995. EVENT_HANDLER_CALLED_BY_CLIENT;
  996. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  997. {
  998. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  999. fortScreen->creaturesChangedEventHandler();
  1000. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1001. castleInterface->creaturesChangedEventHandler();
  1002. if (townObj)
  1003. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1004. ki->townChanged(townObj);
  1005. }
  1006. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1007. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1008. {
  1009. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1010. if (crw->dwelling == town)
  1011. crw->availableCreaturesChanged();
  1012. }
  1013. }
  1014. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1015. {
  1016. EVENT_HANDLER_CALLED_BY_CLIENT;
  1017. if (bonus.type == BonusType::NONE)
  1018. return;
  1019. adventureInt->onHeroChanged(hero);
  1020. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1021. {
  1022. //recalculate paths because hero has lost bonus influencing pathfinding
  1023. localState->erasePath(hero);
  1024. }
  1025. }
  1026. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1027. {
  1028. EVENT_HANDLER_CALLED_BY_CLIENT;
  1029. localState->serialize(h, version);
  1030. }
  1031. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. localState->serialize(h, version);
  1035. firstCall = -1;
  1036. }
  1037. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1038. {
  1039. LOG_TRACE(logGlobal);
  1040. if (!LOCPLINT->makingTurn)
  1041. return;
  1042. if (!h)
  1043. return; //can't find hero
  1044. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1045. if (showingDialog->get() || !dialogs.empty())
  1046. return;
  1047. setMovementStatus(true);
  1048. if (localState->isHeroSleeping(h))
  1049. localState->setHeroAwaken(h);
  1050. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1051. }
  1052. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1053. {
  1054. EVENT_HANDLER_CALLED_BY_CLIENT;
  1055. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1056. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1057. {
  1058. onEnd();
  1059. return;
  1060. }
  1061. waitForAllDialogs();
  1062. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1063. cgw->quit->addCallback(onEnd);
  1064. GH.windows().pushWindow(cgw);
  1065. }
  1066. /**
  1067. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1068. * into a combinational one on an artifact screen. Does not require the combination of
  1069. * artifacts to be legal.
  1070. */
  1071. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1072. {
  1073. std::string text = artifact->getDescriptionTranslated();
  1074. text += "\n\n";
  1075. std::vector<std::shared_ptr<CComponent>> scs;
  1076. if(assembledArtifact)
  1077. {
  1078. // You possess all of the components to...
  1079. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1080. // Picture of assembled artifact at bottom.
  1081. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1082. scs.push_back(sc);
  1083. }
  1084. else
  1085. {
  1086. // Do you wish to disassemble this artifact?
  1087. text += CGI->generaltexth->allTexts[733];
  1088. }
  1089. showYesNoDialog(text, onYes, nullptr, scs);
  1090. }
  1091. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1092. {
  1093. EVENT_HANDLER_CALLED_BY_CLIENT;
  1094. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1095. && destinationTeleport == ObjectInstanceID())
  1096. stillMoveHero.setn(CONTINUE_MOVE);
  1097. if (destinationTeleport != ObjectInstanceID()
  1098. && pa->packType == typeList.getTypeID<QueryReply>()
  1099. && stillMoveHero.get() == DURING_MOVE)
  1100. { // After teleportation via CGTeleport object is finished
  1101. destinationTeleport = ObjectInstanceID();
  1102. destinationTeleportPos = int3(-1);
  1103. stillMoveHero.setn(CONTINUE_MOVE);
  1104. }
  1105. }
  1106. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1107. {
  1108. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1109. }
  1110. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1111. {
  1112. EVENT_HANDLER_CALLED_BY_CLIENT;
  1113. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1114. }
  1115. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1116. {
  1117. if (sop->what == ObjProperty::OWNER)
  1118. {
  1119. const CGObjectInstance * obj = cb->getObj(sop->id);
  1120. if(obj->ID == Obj::TOWN)
  1121. {
  1122. auto town = static_cast<const CGTownInstance *>(obj);
  1123. if(obj->tempOwner == playerID)
  1124. {
  1125. localState->removeOwnedTown(town);
  1126. adventureInt->onTownChanged(town);
  1127. }
  1128. }
  1129. }
  1130. }
  1131. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. if (sop->what == ObjProperty::OWNER)
  1135. {
  1136. const CGObjectInstance * obj = cb->getObj(sop->id);
  1137. if(obj->ID == Obj::TOWN)
  1138. {
  1139. auto town = static_cast<const CGTownInstance *>(obj);
  1140. if(obj->tempOwner == playerID)
  1141. {
  1142. localState->addOwnedTown(town);
  1143. adventureInt->onTownChanged(town);
  1144. }
  1145. }
  1146. //redraw minimap if owner changed
  1147. std::set<int3> pos = obj->getBlockedPos();
  1148. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1149. adventureInt->onMapTilesChanged(upos);
  1150. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1151. }
  1152. }
  1153. void CPlayerInterface::initializeHeroTownList()
  1154. {
  1155. if(localState->getWanderingHeroes().empty())
  1156. {
  1157. for(auto & hero : cb->getHeroesInfo())
  1158. {
  1159. if(!hero->inTownGarrison)
  1160. localState->addWanderingHero(hero);
  1161. }
  1162. }
  1163. if(localState->getOwnedTowns().empty())
  1164. {
  1165. for(auto & town : cb->getTownsInfo())
  1166. localState->addOwnedTown(town);
  1167. }
  1168. if(adventureInt)
  1169. adventureInt->onHeroChanged(nullptr);
  1170. }
  1171. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1172. {
  1173. EVENT_HANDLER_CALLED_BY_CLIENT;
  1174. waitWhileDialog();
  1175. auto recruitCb = [=](CreatureID id, int count)
  1176. {
  1177. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1178. };
  1179. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1180. }
  1181. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1182. {
  1183. if (GH.amIGuiThread())
  1184. {
  1185. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1186. return;
  1187. }
  1188. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1189. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1190. while(showingDialog->data)
  1191. showingDialog->cond.wait(un);
  1192. }
  1193. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1194. {
  1195. EVENT_HANDLER_CALLED_BY_CLIENT;
  1196. auto state = obj->shipyardStatus();
  1197. TResources cost;
  1198. obj->getBoatCost(cost);
  1199. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1200. }
  1201. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1202. {
  1203. EVENT_HANDLER_CALLED_BY_CLIENT;
  1204. //we might have built a boat in shipyard in opened town screen
  1205. if (obj->ID == Obj::BOAT
  1206. && LOCPLINT->castleInt
  1207. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1208. {
  1209. CCS->soundh->playSound(soundBase::newBuilding);
  1210. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1211. }
  1212. }
  1213. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1214. {
  1215. EVENT_HANDLER_CALLED_BY_CLIENT;
  1216. waitWhileDialog();
  1217. CCS->curh->hide();
  1218. adventureInt->centerOnTile(pos);
  1219. if (focusTime)
  1220. {
  1221. GH.windows().totalRedraw();
  1222. {
  1223. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1224. IgnoreEvents ignore(*this);
  1225. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1226. }
  1227. }
  1228. CCS->curh->show();
  1229. }
  1230. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1231. {
  1232. EVENT_HANDLER_CALLED_BY_CLIENT;
  1233. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1234. {
  1235. waitWhileDialog();
  1236. CCS->soundh->playSound(obj->getRemovalSound().value());
  1237. }
  1238. CGI->mh->waitForOngoingAnimations();
  1239. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1240. {
  1241. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1242. heroKilled(h);
  1243. }
  1244. GH.fakeMouseMove();
  1245. }
  1246. void CPlayerInterface::objectRemovedAfter()
  1247. {
  1248. EVENT_HANDLER_CALLED_BY_CLIENT;
  1249. adventureInt->onMapTilesChanged(boost::none);
  1250. // visiting or garrisoned hero removed - recreate castle window
  1251. if (castleInt)
  1252. openTownWindow(castleInt->town);
  1253. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1254. ki->heroRemoved();
  1255. }
  1256. void CPlayerInterface::playerBlocked(int reason, bool start)
  1257. {
  1258. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1259. {
  1260. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1261. {
  1262. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1263. LOCPLINT = this;
  1264. GH.curInt = this;
  1265. adventureInt->onCurrentPlayerChanged(playerID);
  1266. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1267. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1268. std::vector<std::shared_ptr<CComponent>> cmp;
  1269. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1270. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1271. showInfoDialog(msg, cmp);
  1272. makingTurn = false;
  1273. }
  1274. }
  1275. }
  1276. void CPlayerInterface::update()
  1277. {
  1278. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1279. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1280. // While mutexes were locked away we may be have stopped being the active interface
  1281. if (LOCPLINT != this)
  1282. return;
  1283. //if there are any waiting dialogs, show them
  1284. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1285. {
  1286. showingDialog->set(true);
  1287. GH.windows().pushWindow(dialogs.front());
  1288. dialogs.pop_front();
  1289. }
  1290. assert(adventureInt);
  1291. // Handles mouse and key input
  1292. GH.handleEvents();
  1293. GH.windows().simpleRedraw();
  1294. }
  1295. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1296. {
  1297. using namespace boost::filesystem;
  1298. using namespace boost::algorithm;
  1299. path gamesDir = VCMIDirs::get().userSavePath();
  1300. std::map<std::time_t, int> dates; //save number => datestamp
  1301. const directory_iterator enddir;
  1302. if (!exists(gamesDir))
  1303. create_directory(gamesDir);
  1304. else
  1305. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1306. {
  1307. if (is_regular_file(dir->status()))
  1308. {
  1309. std::string name = dir->path().filename().string();
  1310. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1311. {
  1312. char nr = name[namePrefix.size()];
  1313. if (std::isdigit(nr))
  1314. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1315. }
  1316. }
  1317. }
  1318. if (!dates.empty())
  1319. return (--dates.end())->second; //return latest file number
  1320. return 0;
  1321. }
  1322. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1323. {
  1324. EVENT_HANDLER_CALLED_BY_CLIENT;
  1325. if (player == playerID)
  1326. {
  1327. if (victoryLossCheckResult.loss())
  1328. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1329. assert(GH.curInt == LOCPLINT);
  1330. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1331. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1332. GH.curInt = this; //waiting for dialogs requires this to get events
  1333. if(!makingTurn)
  1334. {
  1335. makingTurn = true; //also needed for dialog to show with current implementation
  1336. waitForAllDialogs();
  1337. makingTurn = false;
  1338. }
  1339. else
  1340. waitForAllDialogs();
  1341. GH.curInt = previousInterface;
  1342. LOCPLINT = previousInterface;
  1343. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1344. {
  1345. if(adventureInt)
  1346. {
  1347. GH.terminate_cond->setn(true);
  1348. GH.windows().popWindows(GH.windows().count());
  1349. adventureInt.reset();
  1350. }
  1351. }
  1352. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1353. {
  1354. // end game if current human player has won
  1355. CSH->sendClientDisconnecting();
  1356. requestReturningToMainMenu(true);
  1357. }
  1358. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1359. {
  1360. //all human players eliminated
  1361. CSH->sendClientDisconnecting();
  1362. requestReturningToMainMenu(false);
  1363. }
  1364. if (GH.curInt == this)
  1365. GH.curInt = nullptr;
  1366. }
  1367. else
  1368. {
  1369. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1370. {
  1371. MetaString message = victoryLossCheckResult.messageToSelf;
  1372. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1373. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1374. }
  1375. }
  1376. }
  1377. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. }
  1381. void CPlayerInterface::showPuzzleMap()
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. waitWhileDialog();
  1385. //TODO: interface should not know the real position of Grail...
  1386. double ratio = 0;
  1387. int3 grailPos = cb->getGrailPos(&ratio);
  1388. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1389. }
  1390. void CPlayerInterface::viewWorldMap()
  1391. {
  1392. adventureInt->openWorldView();
  1393. }
  1394. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. if(GH.windows().topWindow<CSpellWindow>())
  1398. GH.windows().popWindows(1);
  1399. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1400. localState->erasePath(caster);
  1401. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1402. auto castSoundPath = spell->getCastSound();
  1403. if(!castSoundPath.empty())
  1404. CCS->soundh->playSound(castSoundPath);
  1405. }
  1406. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1407. {
  1408. int msgToShow = -1;
  1409. const auto diggingStatus = h->diggingStatus();
  1410. switch(diggingStatus)
  1411. {
  1412. case EDiggingStatus::CAN_DIG:
  1413. break;
  1414. case EDiggingStatus::LACK_OF_MOVEMENT:
  1415. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1416. break;
  1417. case EDiggingStatus::TILE_OCCUPIED:
  1418. msgToShow = 97; //Try searching on clear ground.
  1419. break;
  1420. case EDiggingStatus::WRONG_TERRAIN:
  1421. msgToShow = 60; ////Try looking on land!
  1422. break;
  1423. case EDiggingStatus::BACKPACK_IS_FULL:
  1424. msgToShow = 247; //Searching for the Grail is fruitless...
  1425. break;
  1426. default:
  1427. assert(0);
  1428. }
  1429. if(msgToShow < 0)
  1430. cb->dig(h);
  1431. else
  1432. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1433. }
  1434. void CPlayerInterface::battleNewRoundFirst( int round )
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. BATTLE_EVENT_POSSIBLE_RETURN;
  1438. battleInt->newRoundFirst(round);
  1439. }
  1440. void CPlayerInterface::stopMovement()
  1441. {
  1442. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1443. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1444. }
  1445. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1446. {
  1447. EVENT_HANDLER_CALLED_BY_CLIENT;
  1448. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1449. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1450. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1451. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1452. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1453. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1454. else if(!market->availableModes().empty())
  1455. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1456. }
  1457. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1461. }
  1462. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1466. }
  1467. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1468. {
  1469. EVENT_HANDLER_CALLED_BY_CLIENT;
  1470. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1471. cmw->artifactsChanged(false);
  1472. }
  1473. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1474. {
  1475. EVENT_HANDLER_CALLED_BY_CLIENT;
  1476. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1477. }
  1478. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1479. {
  1480. EVENT_HANDLER_CALLED_BY_CLIENT;
  1481. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1482. }
  1483. void CPlayerInterface::showQuestLog()
  1484. {
  1485. EVENT_HANDLER_CALLED_BY_CLIENT;
  1486. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1487. }
  1488. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1489. {
  1490. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1491. {
  1492. MetaString txt;
  1493. obj->getProblemText(txt);
  1494. showInfoDialog(txt.toString());
  1495. }
  1496. else
  1497. showShipyardDialog(obj);
  1498. }
  1499. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1500. {
  1501. if(won && cb->getStartInfo()->campState)
  1502. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1503. else
  1504. {
  1505. GH.dispatchMainThread(
  1506. []()
  1507. {
  1508. CSH->endGameplay();
  1509. GH.defActionsDef = 63;
  1510. CMM->menu->switchToTab("main");
  1511. }
  1512. );
  1513. }
  1514. }
  1515. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1516. {
  1517. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1518. if(hero)
  1519. {
  1520. auto art = hero->getArt(al.slot);
  1521. if(art == nullptr)
  1522. {
  1523. logGlobal->error("artifact location %d points to nothing",
  1524. al.slot.num);
  1525. return;
  1526. }
  1527. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1528. }
  1529. }
  1530. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1531. {
  1532. EVENT_HANDLER_CALLED_BY_CLIENT;
  1533. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1534. adventureInt->onHeroChanged(hero);
  1535. }
  1536. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1537. {
  1538. EVENT_HANDLER_CALLED_BY_CLIENT;
  1539. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1540. adventureInt->onHeroChanged(hero);
  1541. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1542. artWin->artifactRemoved(al);
  1543. waitWhileDialog();
  1544. }
  1545. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1546. {
  1547. EVENT_HANDLER_CALLED_BY_CLIENT;
  1548. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1549. adventureInt->onHeroChanged(hero);
  1550. bool redraw = true;
  1551. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1552. if(numOfMovedArts != 0)
  1553. {
  1554. numOfMovedArts--;
  1555. if(numOfMovedArts != 0)
  1556. redraw = false;
  1557. }
  1558. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1559. artWin->artifactMoved(src, dst, redraw);
  1560. waitWhileDialog();
  1561. }
  1562. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1563. {
  1564. numOfMovedArts = numOfArts;
  1565. }
  1566. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1567. {
  1568. EVENT_HANDLER_CALLED_BY_CLIENT;
  1569. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1570. adventureInt->onHeroChanged(hero);
  1571. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1572. artWin->artifactAssembled(al);
  1573. }
  1574. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1575. {
  1576. EVENT_HANDLER_CALLED_BY_CLIENT;
  1577. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1578. adventureInt->onHeroChanged(hero);
  1579. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1580. artWin->artifactDisassembled(al);
  1581. }
  1582. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1583. {
  1584. while(!dialogs.empty())
  1585. {
  1586. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1587. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1588. }
  1589. waitWhileDialog(unlockPim);
  1590. }
  1591. void CPlayerInterface::proposeLoadingGame()
  1592. {
  1593. showYesNoDialog(
  1594. CGI->generaltexth->allTexts[68],
  1595. []()
  1596. {
  1597. GH.dispatchMainThread(
  1598. []()
  1599. {
  1600. CSH->endGameplay();
  1601. GH.defActionsDef = 63;
  1602. CMM->menu->switchToTab("load");
  1603. }
  1604. );
  1605. },
  1606. nullptr
  1607. );
  1608. }
  1609. bool CPlayerInterface::capturedAllEvents()
  1610. {
  1611. if(duringMovement)
  1612. {
  1613. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1614. return true;
  1615. }
  1616. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1617. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1618. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1619. {
  1620. GH.input().ignoreEventsUntilInput();
  1621. return true;
  1622. }
  1623. return false;
  1624. }
  1625. void CPlayerInterface::setMovementStatus(bool value)
  1626. {
  1627. duringMovement = value;
  1628. if (value)
  1629. {
  1630. CCS->curh->hide();
  1631. }
  1632. else
  1633. {
  1634. CCS->curh->show();
  1635. }
  1636. }
  1637. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1638. {
  1639. int i = 1;
  1640. auto getObj = [&](int3 coord, bool ignoreHero)
  1641. {
  1642. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1643. };
  1644. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1645. {
  1646. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1647. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1648. action != EPathNodeAction::TELEPORT_BATTLE)
  1649. {
  1650. return false;
  1651. }
  1652. return true;
  1653. };
  1654. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1655. {
  1656. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1657. return nextObjectTop;
  1658. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1659. CGTeleport::isConnected(currentObject, nextObject))
  1660. {
  1661. return nextObject;
  1662. }
  1663. return nullptr;
  1664. };
  1665. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1666. stillMoveHero.data = CONTINUE_MOVE;
  1667. auto doMovement = [&](int3 dst, bool transit)
  1668. {
  1669. stillMoveHero.data = WAITING_MOVE;
  1670. cb->moveHero(h, dst, transit);
  1671. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1672. stillMoveHero.cond.wait(un);
  1673. };
  1674. {
  1675. for (auto & elem : path.nodes)
  1676. elem.coord = h->convertFromVisitablePos(elem.coord);
  1677. int soundChannel = -1;
  1678. std::string soundName;
  1679. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1680. {
  1681. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1682. return "";
  1683. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1684. return "";
  1685. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1686. return "";
  1687. // flying movement sound
  1688. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1689. return "HORSE10.wav";
  1690. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1691. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1692. auto prevRoad = prevTile->roadType;
  1693. auto nextRoad = nextTile->roadType;
  1694. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1695. if (movingOnRoad)
  1696. return nextTile->terType->horseSound;
  1697. else
  1698. return nextTile->terType->horseSoundPenalty;
  1699. };
  1700. auto canStop = [&](CGPathNode * node) -> bool
  1701. {
  1702. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1703. return true;
  1704. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1705. return true;
  1706. return false;
  1707. };
  1708. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1709. {
  1710. int3 prevCoord = path.nodes[i].coord;
  1711. int3 nextCoord = path.nodes[i-1].coord;
  1712. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1713. auto nextObjectTop = getObj(nextCoord, false);
  1714. auto nextObject = getObj(nextCoord, true);
  1715. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1716. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1717. {
  1718. CCS->soundh->stopSound(soundChannel);
  1719. destinationTeleport = destTeleportObj->id;
  1720. destinationTeleportPos = nextCoord;
  1721. doMovement(h->pos, false);
  1722. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1723. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1724. {
  1725. destinationTeleport = ObjectInstanceID();
  1726. destinationTeleportPos = int3(-1);
  1727. }
  1728. if(i != path.nodes.size() - 1)
  1729. {
  1730. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1731. if (!soundName.empty())
  1732. soundChannel = CCS->soundh->playSound(soundName, -1);
  1733. else
  1734. soundChannel = -1;
  1735. }
  1736. continue;
  1737. }
  1738. if (path.nodes[i-1].turns)
  1739. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1740. stillMoveHero.data = STOP_MOVE;
  1741. break;
  1742. }
  1743. {
  1744. // Start a new sound for the hero movement or let the existing one carry on.
  1745. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1746. if(newSoundName != soundName)
  1747. {
  1748. soundName = newSoundName;
  1749. CCS->soundh->stopSound(soundChannel);
  1750. if (!soundName.empty())
  1751. soundChannel = CCS->soundh->playSound(soundName, -1);
  1752. else
  1753. soundChannel = -1;
  1754. }
  1755. }
  1756. 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
  1757. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1758. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1759. bool useTransit = false;
  1760. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1761. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1762. || CGTeleport::isTeleport(nextObjectTop)))
  1763. { // Hero should be able to go through object if it's allow transit
  1764. useTransit = true;
  1765. }
  1766. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1767. useTransit = true;
  1768. doMovement(endpos, useTransit);
  1769. logGlobal->trace("Resuming %s", __FUNCTION__);
  1770. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1771. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1772. break;
  1773. }
  1774. CCS->soundh->stopSound(soundChannel);
  1775. }
  1776. //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
  1777. if (!showingDialog->get())
  1778. GH.fakeMouseMove();
  1779. CGI->mh->waitForOngoingAnimations();
  1780. setMovementStatus(false);
  1781. }
  1782. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1783. {
  1784. EVENT_HANDLER_CALLED_BY_CLIENT;
  1785. adventureInt->openWorldView(objectPositions, showTerrain );
  1786. }