CPlayerInterface.cpp 61 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "PlayerLocalState.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "windows/CPuzzleWindow.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/bonuses/CBonusSystemNode.h"
  45. #include "../lib/bonuses/Limiters.h"
  46. #include "../lib/bonuses/Updaters.h"
  47. #include "../lib/bonuses/Propagators.h"
  48. #include "../lib/serializer/CTypeList.h"
  49. #include "../lib/serializer/BinaryDeserializer.h"
  50. #include "../lib/serializer/BinarySerializer.h"
  51. #include "../lib/spells/CSpellHandler.h"
  52. #include "../lib/CTownHandler.h"
  53. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  54. #include "../lib/CStack.h"
  55. #include "../lib/JsonNode.h"
  56. #include "CMusicHandler.h"
  57. #include "../lib/CondSh.h"
  58. #include "../lib/NetPacksBase.h"
  59. #include "../lib/NetPacks.h"//todo: remove
  60. #include "../lib/mapping/CMap.h"
  61. #include "../lib/VCMIDirs.h"
  62. #include "../lib/CStopWatch.h"
  63. #include "../lib/StartInfo.h"
  64. #include "../lib/CPlayerState.h"
  65. #include "../lib/GameConstants.h"
  66. #include "gui/CGuiHandler.h"
  67. #include "gui/WindowHandler.h"
  68. #include "windows/InfoWindows.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/CPathfinder.h"
  71. #include "../lib/RoadHandler.h"
  72. #include "../lib/TerrainHandler.h"
  73. #include "CServerHandler.h"
  74. // FIXME: only needed for CGameState::mutex
  75. #include "../lib/CGameState.h"
  76. #include "eventsSDL/NotificationHandler.h"
  77. #include "adventureMap/CInGameConsole.h"
  78. // The macro below is used to mark functions that are called by client when game state changes.
  79. // They all assume that CPlayerInterface::pim mutex is locked.
  80. #define EVENT_HANDLER_CALLED_BY_CLIENT
  81. // The macro marks functions that are run on a new thread by client.
  82. // They do not own any mutexes intiially.
  83. #define THREAD_CREATED_BY_CLIENT
  84. #define RETURN_IF_QUICK_COMBAT \
  85. if (isAutoFightOn && !battleInt) \
  86. return;
  87. #define BATTLE_EVENT_POSSIBLE_RETURN\
  88. if (LOCPLINT != this) \
  89. return; \
  90. RETURN_IF_QUICK_COMBAT
  91. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  92. CPlayerInterface * LOCPLINT;
  93. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  94. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  95. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  96. struct HeroObjectRetriever
  97. {
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  99. {
  100. return h;
  101. }
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  103. {
  104. return nullptr;
  105. }
  106. };
  107. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  108. localState(std::make_unique<PlayerLocalState>(*this))
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  111. destinationTeleport = ObjectInstanceID();
  112. destinationTeleportPos = int3(-1);
  113. GH.defActionsDef = 0;
  114. LOCPLINT = this;
  115. curAction = nullptr;
  116. playerID=Player;
  117. human=true;
  118. battleInt = nullptr;
  119. castleInt = nullptr;
  120. makingTurn = false;
  121. showingDialog = new CondSh<bool>(false);
  122. cingconsole = new CInGameConsole();
  123. GH.terminate_cond->set(false);
  124. firstCall = 1; //if loading will be overwritten in serialize
  125. autosaveCount = 0;
  126. isAutoFightOn = false;
  127. duringMovement = false;
  128. ignoreEvents = false;
  129. numOfMovedArts = 0;
  130. }
  131. CPlayerInterface::~CPlayerInterface()
  132. {
  133. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  134. delete showingDialog;
  135. delete cingconsole;
  136. if (LOCPLINT == this)
  137. LOCPLINT = nullptr;
  138. }
  139. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  140. {
  141. cb = CB;
  142. env = ENV;
  143. CCS->musich->loadTerrainMusicThemes();
  144. initializeHeroTownList();
  145. // always recreate advmap interface to avoid possible memory-corruption bugs
  146. adventureInt.reset(new AdventureMapInterface());
  147. }
  148. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  149. {
  150. EVENT_HANDLER_CALLED_BY_CLIENT;
  151. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  152. {
  153. // after map load - remove all active windows and replace them with adventure map
  154. GH.windows().clear();
  155. GH.windows().pushWindow(adventureInt);
  156. }
  157. // remove all dialogs that do not expect query answer
  158. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  159. GH.windows().popWindows(1);
  160. if (player != playerID && LOCPLINT == this)
  161. {
  162. waitWhileDialog();
  163. adventureInt->onEnemyTurnStarted(player);
  164. }
  165. }
  166. void CPlayerInterface::performAutosave()
  167. {
  168. std::string prefix = settings["session"]["saveprefix"].String();
  169. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  170. if(firstCall)
  171. {
  172. autosaveCount = getLastIndex(prefix + "Autosave_");
  173. if(firstCall > 0) //new game, not loaded
  174. {
  175. int index = getLastIndex(prefix + "Newgame_");
  176. index %= SAVES_COUNT;
  177. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  178. }
  179. firstCall = 0;
  180. }
  181. else if(frequency > 0 && cb->getDate() % frequency == 0)
  182. {
  183. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  184. autosaveCount %= 5;
  185. }
  186. }
  187. void CPlayerInterface::yourTurn()
  188. {
  189. EVENT_HANDLER_CALLED_BY_CLIENT;
  190. {
  191. LOCPLINT = this;
  192. GH.curInt = this;
  193. NotificationHandler::notify("Your turn");
  194. performAutosave();
  195. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  196. {
  197. adventureInt->onHotseatWaitStarted(playerID);
  198. makingTurn = true;
  199. std::string msg = CGI->generaltexth->allTexts[13];
  200. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  201. std::vector<std::shared_ptr<CComponent>> cmp;
  202. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  203. showInfoDialog(msg, cmp);
  204. }
  205. else
  206. {
  207. makingTurn = true;
  208. adventureInt->onPlayerTurnStarted(playerID);
  209. }
  210. }
  211. acceptTurn();
  212. }
  213. void CPlayerInterface::acceptTurn()
  214. {
  215. if (settings["session"]["autoSkip"].Bool())
  216. {
  217. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  218. iw->close();
  219. }
  220. if(CSH->howManyPlayerInterfaces() > 1)
  221. {
  222. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  223. adventureInt->onPlayerTurnStarted(playerID);
  224. }
  225. // warn player if he has no town
  226. if (cb->howManyTowns() == 0)
  227. {
  228. auto playerColor = *cb->getPlayerID();
  229. std::vector<Component> components;
  230. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  231. MetaString text;
  232. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  233. if(optDaysWithoutCastle)
  234. {
  235. auto daysWithoutCastle = optDaysWithoutCastle.value();
  236. if (daysWithoutCastle < 6)
  237. {
  238. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  239. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  240. text.addReplacement(7 - daysWithoutCastle);
  241. }
  242. else if (daysWithoutCastle == 6)
  243. {
  244. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  245. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  246. }
  247. showInfoDialogAndWait(components, text);
  248. }
  249. else
  250. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  251. }
  252. }
  253. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  254. {
  255. EVENT_HANDLER_CALLED_BY_CLIENT;
  256. waitWhileDialog();
  257. if(LOCPLINT != this)
  258. return;
  259. //FIXME: read once and store
  260. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  261. return;
  262. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  263. if (!hero)
  264. return;
  265. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  266. {
  267. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  268. CCS->soundh->playSound(hero->getRemovalSound().value());
  269. }
  270. std::unordered_set<int3> changedTiles {
  271. hero->convertToVisitablePos(details.start),
  272. hero->convertToVisitablePos(details.end)
  273. };
  274. adventureInt->onMapTilesChanged(changedTiles);
  275. adventureInt->onHeroMovementStarted(hero);
  276. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  277. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  278. {
  279. if(details.result == TryMoveHero::TELEPORTATION)
  280. {
  281. if(localState->hasPath(hero))
  282. {
  283. assert(localState->getPath(hero).nodes.size() >= 2);
  284. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  285. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  286. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  287. {
  288. //path was between entrance and exit of teleport -> OK, erase node as usual
  289. localState->removeLastNode(hero);
  290. }
  291. else
  292. {
  293. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  294. localState->erasePath(hero);
  295. }
  296. }
  297. }
  298. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  299. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  300. {
  301. localState->erasePath(hero);
  302. }
  303. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  304. {
  305. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  306. localState->removeLastNode(hero);
  307. }
  308. }
  309. if(details.stopMovement()) //hero failed to move
  310. {
  311. stillMoveHero.setn(STOP_MOVE);
  312. adventureInt->onHeroChanged(hero);
  313. return;
  314. }
  315. CGI->mh->waitForOngoingAnimations();
  316. //move finished
  317. adventureInt->onHeroChanged(hero);
  318. //check if user cancelled movement
  319. {
  320. if (GH.input().ignoreEventsUntilInput())
  321. stillMoveHero.setn(STOP_MOVE);
  322. }
  323. if (stillMoveHero.get() == WAITING_MOVE)
  324. stillMoveHero.setn(DURING_MOVE);
  325. // Hero attacked creature directly, set direction to face it.
  326. if (directlyAttackingCreature) {
  327. // Get direction to attacker.
  328. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  329. static const ui8 dirLookup[3][3] = {
  330. { 1, 2, 3 },
  331. { 8, 0, 4 },
  332. { 7, 6, 5 }
  333. };
  334. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  335. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  336. }
  337. }
  338. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  339. {
  340. EVENT_HANDLER_CALLED_BY_CLIENT;
  341. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  342. localState->removeWanderingHero(hero);
  343. adventureInt->onHeroChanged(hero);
  344. localState->erasePath(hero);
  345. }
  346. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  347. {
  348. EVENT_HANDLER_CALLED_BY_CLIENT;
  349. if(start && visitedObj)
  350. {
  351. if(visitedObj->getVisitSound())
  352. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  353. }
  354. }
  355. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. localState->addWanderingHero(hero);
  359. adventureInt->onHeroChanged(hero);
  360. }
  361. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  362. {
  363. if(castleInt)
  364. castleInt->close();
  365. castleInt = nullptr;
  366. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  367. GH.windows().pushWindow(newCastleInt);
  368. }
  369. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. if (which == 4)
  373. {
  374. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  375. ctw->setExpToLevel();
  376. }
  377. else
  378. adventureInt->onHeroChanged(hero);
  379. }
  380. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  384. cuw->redraw();
  385. }
  386. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. adventureInt->onHeroChanged(hero);
  390. if (makingTurn && hero->tempOwner == playerID)
  391. adventureInt->onHeroChanged(hero);
  392. }
  393. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  394. {
  395. EVENT_HANDLER_CALLED_BY_CLIENT;
  396. if (makingTurn && hero->tempOwner == playerID)
  397. adventureInt->onHeroChanged(hero);
  398. }
  399. void CPlayerInterface::receivedResource()
  400. {
  401. EVENT_HANDLER_CALLED_BY_CLIENT;
  402. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  403. mw->resourceChanged();
  404. GH.windows().totalRedraw();
  405. }
  406. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  407. {
  408. EVENT_HANDLER_CALLED_BY_CLIENT;
  409. waitWhileDialog();
  410. CCS->soundh->playSound(soundBase::heroNewLevel);
  411. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  412. {
  413. cb->selectionMade(selection, queryID);
  414. });
  415. }
  416. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  417. {
  418. EVENT_HANDLER_CALLED_BY_CLIENT;
  419. waitWhileDialog();
  420. CCS->soundh->playSound(soundBase::heroNewLevel);
  421. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  422. {
  423. cb->selectionMade(selection, queryID);
  424. });
  425. }
  426. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. if(town->garrisonHero) //wandering hero moved to the garrison
  430. {
  431. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  432. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  433. localState->removeWanderingHero(town->garrisonHero);
  434. }
  435. if(town->visitingHero) //hero leaves garrison
  436. {
  437. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  438. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  439. localState->addWanderingHero(town->visitingHero);
  440. }
  441. adventureInt->onHeroChanged(nullptr);
  442. adventureInt->onTownChanged(town);
  443. if(castleInt)
  444. {
  445. castleInt->garr->selectSlot(nullptr);
  446. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  447. castleInt->garr->setArmy(town->visitingHero, 1);
  448. castleInt->garr->recreateSlots();
  449. castleInt->heroes->update();
  450. castleInt->redraw();
  451. }
  452. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  453. {
  454. ki->townChanged(town);
  455. ki->updateGarrisons();
  456. ki->redraw();
  457. }
  458. }
  459. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  460. {
  461. EVENT_HANDLER_CALLED_BY_CLIENT;
  462. if (hero->tempOwner != playerID )
  463. return;
  464. waitWhileDialog();
  465. openTownWindow(town);
  466. }
  467. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  468. {
  469. std::vector<const CGObjectInstance *> instances;
  470. if(auto obj = cb->getObj(id1))
  471. instances.push_back(obj);
  472. if(id2 != ObjectInstanceID() && id2 != id1)
  473. {
  474. if(auto obj = cb->getObj(id2))
  475. instances.push_back(obj);
  476. }
  477. garrisonsChanged(instances);
  478. }
  479. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  480. {
  481. boost::unique_lock<boost::recursive_mutex> un(*pim);
  482. for (auto object : objs)
  483. {
  484. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  485. auto * town = dynamic_cast<const CGTownInstance*>(object);
  486. if (hero)
  487. adventureInt->onHeroChanged(hero);
  488. if (town)
  489. adventureInt->onTownChanged(town);
  490. }
  491. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  492. cgh->updateGarrisons();
  493. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  494. {
  495. if (vstd::contains(objs, cmw->hero))
  496. cmw->garrisonChanged();
  497. }
  498. GH.windows().totalRedraw();
  499. }
  500. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  501. {
  502. EVENT_HANDLER_CALLED_BY_CLIENT;
  503. if (castleInt)
  504. {
  505. castleInt->townlist->update(town);
  506. if (castleInt->town == town)
  507. {
  508. switch(what)
  509. {
  510. case 1:
  511. CCS->soundh->playSound(soundBase::newBuilding);
  512. castleInt->addBuilding(buildingID);
  513. break;
  514. case 2:
  515. castleInt->removeBuilding(buildingID);
  516. break;
  517. }
  518. }
  519. }
  520. adventureInt->onTownChanged(town);
  521. }
  522. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  523. {
  524. //Don't wait for dialogs when we are non-active hot-seat player
  525. if (LOCPLINT == this)
  526. waitForAllDialogs();
  527. }
  528. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  529. {
  530. EVENT_HANDLER_CALLED_BY_CLIENT;
  531. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  532. lastBattleArmies.first = army1;
  533. lastBattleArmies.second = army2;
  534. //quick combat with neutral creatures only
  535. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  536. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  537. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  538. && settings["adventure"]["quickCombat"].Bool())
  539. || settings["adventure"]["alwaysSkipCombat"].Bool())
  540. {
  541. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  542. autofightingAI->initBattleInterface(env, cb);
  543. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  544. isAutoFightOn = true;
  545. cb->registerBattleInterface(autofightingAI);
  546. // Player shouldn't be able to move on adventure map if quick combat is going
  547. allowBattleReplay = true;
  548. }
  549. //Don't wait for dialogs when we are non-active hot-seat player
  550. if (LOCPLINT == this)
  551. waitForAllDialogs();
  552. BATTLE_EVENT_POSSIBLE_RETURN;
  553. }
  554. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  555. {
  556. EVENT_HANDLER_CALLED_BY_CLIENT;
  557. BATTLE_EVENT_POSSIBLE_RETURN;
  558. for(auto & info : units)
  559. {
  560. switch(info.operation)
  561. {
  562. case UnitChanges::EOperation::RESET_STATE:
  563. {
  564. const CStack * stack = cb->battleGetStackByID(info.id );
  565. if(!stack)
  566. {
  567. logGlobal->error("Invalid unit ID %d", info.id);
  568. continue;
  569. }
  570. battleInt->stackReset(stack);
  571. }
  572. break;
  573. case UnitChanges::EOperation::REMOVE:
  574. battleInt->stackRemoved(info.id);
  575. break;
  576. case UnitChanges::EOperation::ADD:
  577. {
  578. const CStack * unit = cb->battleGetStackByID(info.id);
  579. if(!unit)
  580. {
  581. logGlobal->error("Invalid unit ID %d", info.id);
  582. continue;
  583. }
  584. battleInt->stackAdded(unit);
  585. }
  586. break;
  587. default:
  588. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  589. break;
  590. }
  591. }
  592. }
  593. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  598. std::vector<ObstacleChanges> removedObstacles;
  599. for(auto & change : obstacles)
  600. {
  601. if(change.operation == BattleChanges::EOperation::ADD)
  602. {
  603. auto instance = cb->battleGetObstacleByID(change.id);
  604. if(instance)
  605. newObstacles.push_back(instance);
  606. else
  607. logNetwork->error("Invalid obstacle instance %d", change.id);
  608. }
  609. if(change.operation == BattleChanges::EOperation::REMOVE)
  610. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  611. }
  612. if (!newObstacles.empty())
  613. battleInt->obstaclePlaced(newObstacles);
  614. if (!removedObstacles.empty())
  615. battleInt->obstacleRemoved(removedObstacles);
  616. battleInt->fieldController->redrawBackgroundWithHexes();
  617. }
  618. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. battleInt->stackIsCatapulting(ca);
  623. }
  624. 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
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. BATTLE_EVENT_POSSIBLE_RETURN;
  628. battleInt->newRound(round);
  629. }
  630. void CPlayerInterface::actionStarted(const BattleAction &action)
  631. {
  632. EVENT_HANDLER_CALLED_BY_CLIENT;
  633. BATTLE_EVENT_POSSIBLE_RETURN;
  634. curAction = new BattleAction(action);
  635. battleInt->startAction(curAction);
  636. }
  637. void CPlayerInterface::actionFinished(const BattleAction &action)
  638. {
  639. EVENT_HANDLER_CALLED_BY_CLIENT;
  640. BATTLE_EVENT_POSSIBLE_RETURN;
  641. battleInt->endAction(curAction);
  642. delete curAction;
  643. curAction = nullptr;
  644. }
  645. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  646. {
  647. THREAD_CREATED_BY_CLIENT;
  648. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  649. auto stackId = stack->unitId();
  650. auto stackName = stack->nodeName();
  651. if (autofightingAI)
  652. {
  653. if (isAutoFightOn)
  654. {
  655. auto ret = autofightingAI->activeStack(stack);
  656. if(cb->battleIsFinished())
  657. {
  658. return BattleAction::makeDefend(stack); // battle finished with spellcast
  659. }
  660. if (isAutoFightOn)
  661. {
  662. return ret;
  663. }
  664. }
  665. cb->unregisterBattleInterface(autofightingAI);
  666. autofightingAI.reset();
  667. }
  668. assert(battleInt);
  669. if(!battleInt)
  670. {
  671. return BattleAction::makeDefend(stack); // probably battle is finished already
  672. }
  673. if(BattleInterface::givenCommand.get())
  674. {
  675. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  676. vstd::clear_pointer(BattleInterface::givenCommand.data);
  677. }
  678. {
  679. boost::unique_lock<boost::recursive_mutex> un(*pim);
  680. battleInt->stackActivated(stack);
  681. //Regeneration & mana drain go there
  682. }
  683. //wait till BattleInterface sets its command
  684. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  685. while(!BattleInterface::givenCommand.data)
  686. {
  687. BattleInterface::givenCommand.cond.wait(lock);
  688. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  689. throw boost::thread_interrupted(); //will shut the thread peacefully
  690. }
  691. //tidy up
  692. BattleAction ret = *(BattleInterface::givenCommand.data);
  693. vstd::clear_pointer(BattleInterface::givenCommand.data);
  694. if(ret.actionType == EActionType::CANCEL)
  695. {
  696. if(stackId != ret.stackNumber)
  697. logGlobal->error("Not current active stack action canceled");
  698. logGlobal->trace("Canceled command for %s", stackName);
  699. }
  700. else
  701. logGlobal->trace("Giving command for %s", stackName);
  702. return ret;
  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 = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  715. allowBattleReplay = false;
  716. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  717. wnd->resultCallback = [=](ui32 selection)
  718. {
  719. cb->selectionMade(selection, queryID);
  720. };
  721. GH.windows().pushWindow(wnd);
  722. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  723. // Otherwise NewTurn causes freeze.
  724. waitWhileDialog();
  725. return;
  726. }
  727. }
  728. BATTLE_EVENT_POSSIBLE_RETURN;
  729. battleInt->battleFinished(*br, queryID);
  730. }
  731. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. battleInt->displayBattleLog(lines);
  736. }
  737. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. battleInt->stackMoved(stack, dest, distance, teleport);
  742. }
  743. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  744. {
  745. EVENT_HANDLER_CALLED_BY_CLIENT;
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. battleInt->spellCast(sc);
  748. }
  749. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  750. {
  751. EVENT_HANDLER_CALLED_BY_CLIENT;
  752. BATTLE_EVENT_POSSIBLE_RETURN;
  753. battleInt->battleStacksEffectsSet(sse);
  754. }
  755. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. BATTLE_EVENT_POSSIBLE_RETURN;
  759. RETURN_IF_QUICK_COMBAT;
  760. battleInt->effectsController->battleTriggerEffect(bte);
  761. }
  762. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  763. {
  764. EVENT_HANDLER_CALLED_BY_CLIENT;
  765. BATTLE_EVENT_POSSIBLE_RETURN;
  766. std::vector<StackAttackedInfo> arg;
  767. for(auto & elem : bsa)
  768. {
  769. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  770. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  771. assert(defender);
  772. StackAttackedInfo info;
  773. info.defender = defender;
  774. info.attacker = attacker;
  775. info.damageDealt = elem.damageAmount;
  776. info.amountKilled = elem.killedAmount;
  777. info.spellEffect = SpellID::NONE;
  778. info.indirectAttack = ranged;
  779. info.killed = elem.killed();
  780. info.rebirth = elem.willRebirth();
  781. info.cloneKilled = elem.cloneKilled();
  782. info.fireShield = elem.fireShield();
  783. if (elem.isSpell())
  784. info.spellEffect = elem.spellID;
  785. arg.push_back(info);
  786. }
  787. battleInt->stacksAreAttacked(arg);
  788. }
  789. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. assert(curAction);
  794. StackAttackInfo info;
  795. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  796. info.defender = nullptr;
  797. info.indirectAttack = ba->shot();
  798. info.lucky = ba->lucky();
  799. info.unlucky = ba->unlucky();
  800. info.deathBlow = ba->deathBlow();
  801. info.lifeDrain = ba->lifeDrain();
  802. info.tile = ba->tile;
  803. info.spellEffect = SpellID::NONE;
  804. if (ba->spellLike())
  805. info.spellEffect = ba->spellID;
  806. for(auto & elem : ba->bsa)
  807. {
  808. if(!elem.isSecondary())
  809. {
  810. assert(info.defender == nullptr);
  811. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  812. }
  813. else
  814. {
  815. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  816. }
  817. }
  818. assert(info.defender != nullptr);
  819. assert(info.attacker != nullptr);
  820. battleInt->stackAttacking(info);
  821. }
  822. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  823. {
  824. EVENT_HANDLER_CALLED_BY_CLIENT;
  825. BATTLE_EVENT_POSSIBLE_RETURN;
  826. battleInt->gateStateChanged(state);
  827. }
  828. void CPlayerInterface::yourTacticPhase(int distance)
  829. {
  830. THREAD_CREATED_BY_CLIENT;
  831. while(battleInt && battleInt->tacticsMode)
  832. boost::this_thread::sleep(boost::posix_time::millisec(1));
  833. }
  834. void CPlayerInterface::forceEndTacticPhase()
  835. {
  836. if (battleInt)
  837. battleInt->tacticsMode = false;
  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;
  899. text.toString(str);
  900. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  901. waitWhileDialog();
  902. }
  903. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  904. {
  905. boost::unique_lock<boost::recursive_mutex> un(*pim);
  906. stopMovement();
  907. LOCPLINT->showingDialog->setn(true);
  908. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  909. }
  910. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  911. {
  912. EVENT_HANDLER_CALLED_BY_CLIENT;
  913. waitWhileDialog();
  914. stopMovement();
  915. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  916. if (!selection && cancel) //simple yes/no dialog
  917. {
  918. std::vector<std::shared_ptr<CComponent>> intComps;
  919. for (auto & component : components)
  920. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  921. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  922. }
  923. else if (selection)
  924. {
  925. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  926. for (auto & component : components)
  927. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  928. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  929. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  930. if (cancel)
  931. {
  932. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  933. }
  934. int charperline = 35;
  935. if (pom.size() > 1)
  936. charperline = 50;
  937. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  938. intComps[0]->clickLeft(true, false);
  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::objectPropertyChanged(const SetObjectProperty * sop)
  1116. {
  1117. EVENT_HANDLER_CALLED_BY_CLIENT;
  1118. //redraw minimap if owner changed
  1119. if (sop->what == ObjProperty::OWNER)
  1120. {
  1121. const CGObjectInstance * obj = cb->getObj(sop->id);
  1122. if(obj->ID == Obj::TOWN)
  1123. {
  1124. auto town = static_cast<const CGTownInstance *>(obj);
  1125. if(obj->tempOwner == playerID)
  1126. localState->addOwnedTown(town);
  1127. else
  1128. localState->removeOwnedTown(town);
  1129. adventureInt->onTownChanged(town);
  1130. }
  1131. std::set<int3> pos = obj->getBlockedPos();
  1132. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1133. adventureInt->onMapTilesChanged(upos);
  1134. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1135. }
  1136. }
  1137. void CPlayerInterface::initializeHeroTownList()
  1138. {
  1139. if(localState->getWanderingHeroes().empty())
  1140. {
  1141. for(auto & hero : cb->getHeroesInfo())
  1142. {
  1143. if(!hero->inTownGarrison)
  1144. localState->addWanderingHero(hero);
  1145. }
  1146. }
  1147. if(localState->getOwnedTowns().empty())
  1148. {
  1149. for(auto & town : cb->getTownsInfo())
  1150. localState->addOwnedTown(town);
  1151. }
  1152. if(adventureInt)
  1153. adventureInt->onHeroChanged(nullptr);
  1154. }
  1155. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1156. {
  1157. EVENT_HANDLER_CALLED_BY_CLIENT;
  1158. waitWhileDialog();
  1159. auto recruitCb = [=](CreatureID id, int count)
  1160. {
  1161. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1162. };
  1163. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1164. }
  1165. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1166. {
  1167. if (GH.amIGuiThread())
  1168. {
  1169. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1170. return;
  1171. }
  1172. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1173. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1174. while(showingDialog->data)
  1175. showingDialog->cond.wait(un);
  1176. }
  1177. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. auto state = obj->shipyardStatus();
  1181. TResources cost;
  1182. obj->getBoatCost(cost);
  1183. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1184. }
  1185. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1186. {
  1187. EVENT_HANDLER_CALLED_BY_CLIENT;
  1188. //we might have built a boat in shipyard in opened town screen
  1189. if (obj->ID == Obj::BOAT
  1190. && LOCPLINT->castleInt
  1191. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1192. {
  1193. CCS->soundh->playSound(soundBase::newBuilding);
  1194. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1195. }
  1196. }
  1197. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1198. {
  1199. EVENT_HANDLER_CALLED_BY_CLIENT;
  1200. waitWhileDialog();
  1201. CCS->curh->hide();
  1202. adventureInt->centerOnTile(pos);
  1203. if (focusTime)
  1204. {
  1205. GH.windows().totalRedraw();
  1206. {
  1207. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1208. IgnoreEvents ignore(*this);
  1209. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1210. }
  1211. }
  1212. CCS->curh->show();
  1213. }
  1214. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1215. {
  1216. EVENT_HANDLER_CALLED_BY_CLIENT;
  1217. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1218. {
  1219. waitWhileDialog();
  1220. CCS->soundh->playSound(obj->getRemovalSound().value());
  1221. }
  1222. CGI->mh->waitForOngoingAnimations();
  1223. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1224. {
  1225. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1226. heroKilled(h);
  1227. }
  1228. GH.fakeMouseMove();
  1229. }
  1230. void CPlayerInterface::objectRemovedAfter()
  1231. {
  1232. EVENT_HANDLER_CALLED_BY_CLIENT;
  1233. adventureInt->onMapTilesChanged(boost::none);
  1234. }
  1235. void CPlayerInterface::playerBlocked(int reason, bool start)
  1236. {
  1237. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1238. {
  1239. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1240. {
  1241. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1242. LOCPLINT = this;
  1243. GH.curInt = this;
  1244. adventureInt->onCurrentPlayerChanged(playerID);
  1245. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1246. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1247. std::vector<std::shared_ptr<CComponent>> cmp;
  1248. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1249. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1250. showInfoDialog(msg, cmp);
  1251. makingTurn = false;
  1252. }
  1253. }
  1254. }
  1255. void CPlayerInterface::update()
  1256. {
  1257. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1258. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1259. // While mutexes were locked away we may be have stopped being the active interface
  1260. if (LOCPLINT != this)
  1261. return;
  1262. //if there are any waiting dialogs, show them
  1263. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1264. {
  1265. showingDialog->set(true);
  1266. GH.windows().pushWindow(dialogs.front());
  1267. dialogs.pop_front();
  1268. }
  1269. assert(adventureInt);
  1270. // Handles mouse and key input
  1271. GH.handleEvents();
  1272. GH.windows().simpleRedraw();
  1273. }
  1274. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1275. {
  1276. using namespace boost::filesystem;
  1277. using namespace boost::algorithm;
  1278. path gamesDir = VCMIDirs::get().userSavePath();
  1279. std::map<std::time_t, int> dates; //save number => datestamp
  1280. const directory_iterator enddir;
  1281. if (!exists(gamesDir))
  1282. create_directory(gamesDir);
  1283. else
  1284. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1285. {
  1286. if (is_regular_file(dir->status()))
  1287. {
  1288. std::string name = dir->path().filename().string();
  1289. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1290. {
  1291. char nr = name[namePrefix.size()];
  1292. if (std::isdigit(nr))
  1293. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1294. }
  1295. }
  1296. }
  1297. if (!dates.empty())
  1298. return (--dates.end())->second; //return latest file number
  1299. return 0;
  1300. }
  1301. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. if (player == playerID)
  1305. {
  1306. if (victoryLossCheckResult.loss())
  1307. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1308. assert(GH.curInt == LOCPLINT);
  1309. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1310. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1311. GH.curInt = this; //waiting for dialogs requires this to get events
  1312. if(!makingTurn)
  1313. {
  1314. makingTurn = true; //also needed for dialog to show with current implementation
  1315. waitForAllDialogs();
  1316. makingTurn = false;
  1317. }
  1318. else
  1319. waitForAllDialogs();
  1320. GH.curInt = previousInterface;
  1321. LOCPLINT = previousInterface;
  1322. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1323. {
  1324. if(adventureInt)
  1325. {
  1326. GH.terminate_cond->setn(true);
  1327. GH.windows().popWindows(GH.windows().count());
  1328. adventureInt.reset();
  1329. }
  1330. }
  1331. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1332. {
  1333. // end game if current human player has won
  1334. CSH->sendClientDisconnecting();
  1335. requestReturningToMainMenu(true);
  1336. }
  1337. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1338. {
  1339. //all human players eliminated
  1340. CSH->sendClientDisconnecting();
  1341. requestReturningToMainMenu(false);
  1342. }
  1343. if (GH.curInt == this)
  1344. GH.curInt = nullptr;
  1345. }
  1346. else
  1347. {
  1348. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1349. {
  1350. std::string str = victoryLossCheckResult.messageToSelf;
  1351. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1352. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1353. }
  1354. }
  1355. }
  1356. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1357. {
  1358. EVENT_HANDLER_CALLED_BY_CLIENT;
  1359. }
  1360. void CPlayerInterface::showPuzzleMap()
  1361. {
  1362. EVENT_HANDLER_CALLED_BY_CLIENT;
  1363. waitWhileDialog();
  1364. //TODO: interface should not know the real position of Grail...
  1365. double ratio = 0;
  1366. int3 grailPos = cb->getGrailPos(&ratio);
  1367. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1368. }
  1369. void CPlayerInterface::viewWorldMap()
  1370. {
  1371. adventureInt->openWorldView();
  1372. }
  1373. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1374. {
  1375. EVENT_HANDLER_CALLED_BY_CLIENT;
  1376. if(GH.windows().topWindow<CSpellWindow>())
  1377. GH.windows().popWindows(1);
  1378. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1379. localState->erasePath(caster);
  1380. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1381. auto castSoundPath = spell->getCastSound();
  1382. if(!castSoundPath.empty())
  1383. CCS->soundh->playSound(castSoundPath);
  1384. }
  1385. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1386. {
  1387. int msgToShow = -1;
  1388. const auto diggingStatus = h->diggingStatus();
  1389. switch(diggingStatus)
  1390. {
  1391. case EDiggingStatus::CAN_DIG:
  1392. break;
  1393. case EDiggingStatus::LACK_OF_MOVEMENT:
  1394. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1395. break;
  1396. case EDiggingStatus::TILE_OCCUPIED:
  1397. msgToShow = 97; //Try searching on clear ground.
  1398. break;
  1399. case EDiggingStatus::WRONG_TERRAIN:
  1400. msgToShow = 60; ////Try looking on land!
  1401. break;
  1402. case EDiggingStatus::BACKPACK_IS_FULL:
  1403. msgToShow = 247; //Searching for the Grail is fruitless...
  1404. break;
  1405. default:
  1406. assert(0);
  1407. }
  1408. if(msgToShow < 0)
  1409. cb->dig(h);
  1410. else
  1411. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1412. }
  1413. void CPlayerInterface::battleNewRoundFirst( int round )
  1414. {
  1415. EVENT_HANDLER_CALLED_BY_CLIENT;
  1416. BATTLE_EVENT_POSSIBLE_RETURN;
  1417. battleInt->newRoundFirst(round);
  1418. }
  1419. void CPlayerInterface::stopMovement()
  1420. {
  1421. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1422. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1423. }
  1424. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1425. {
  1426. EVENT_HANDLER_CALLED_BY_CLIENT;
  1427. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1428. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1429. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1430. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1431. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1432. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1433. else if(!market->availableModes().empty())
  1434. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1435. }
  1436. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1437. {
  1438. EVENT_HANDLER_CALLED_BY_CLIENT;
  1439. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1440. }
  1441. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1442. {
  1443. EVENT_HANDLER_CALLED_BY_CLIENT;
  1444. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1445. }
  1446. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1450. cmw->artifactsChanged(false);
  1451. }
  1452. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1453. {
  1454. EVENT_HANDLER_CALLED_BY_CLIENT;
  1455. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1456. }
  1457. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1461. }
  1462. void CPlayerInterface::showQuestLog()
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1466. }
  1467. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1468. {
  1469. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1470. {
  1471. MetaString txt;
  1472. obj->getProblemText(txt);
  1473. showInfoDialog(txt.toString());
  1474. }
  1475. else
  1476. showShipyardDialog(obj);
  1477. }
  1478. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1479. {
  1480. if(won && cb->getStartInfo()->campState)
  1481. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1482. else
  1483. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1484. }
  1485. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1486. {
  1487. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1488. if(hero)
  1489. {
  1490. auto art = hero->getArt(al.slot);
  1491. if(art == nullptr)
  1492. {
  1493. logGlobal->error("artifact location %d points to nothing",
  1494. al.slot.num);
  1495. return;
  1496. }
  1497. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1498. }
  1499. }
  1500. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1501. {
  1502. EVENT_HANDLER_CALLED_BY_CLIENT;
  1503. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1504. adventureInt->onHeroChanged(hero);
  1505. }
  1506. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1507. {
  1508. EVENT_HANDLER_CALLED_BY_CLIENT;
  1509. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1510. adventureInt->onHeroChanged(hero);
  1511. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1512. artWin->artifactRemoved(al);
  1513. waitWhileDialog();
  1514. }
  1515. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1516. {
  1517. EVENT_HANDLER_CALLED_BY_CLIENT;
  1518. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1519. adventureInt->onHeroChanged(hero);
  1520. bool redraw = true;
  1521. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1522. if(numOfMovedArts != 0)
  1523. {
  1524. numOfMovedArts--;
  1525. if(numOfMovedArts != 0)
  1526. redraw = false;
  1527. }
  1528. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1529. artWin->artifactMoved(src, dst, redraw);
  1530. waitWhileDialog();
  1531. }
  1532. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1533. {
  1534. numOfMovedArts = numOfArts;
  1535. }
  1536. void CPlayerInterface::artifactAssembled(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->artifactAssembled(al);
  1543. }
  1544. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1545. {
  1546. EVENT_HANDLER_CALLED_BY_CLIENT;
  1547. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1548. adventureInt->onHeroChanged(hero);
  1549. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1550. artWin->artifactDisassembled(al);
  1551. }
  1552. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1553. {
  1554. while(!dialogs.empty())
  1555. {
  1556. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1557. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1558. }
  1559. waitWhileDialog(unlockPim);
  1560. }
  1561. void CPlayerInterface::proposeLoadingGame()
  1562. {
  1563. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1564. }
  1565. bool CPlayerInterface::capturedAllEvents()
  1566. {
  1567. if(duringMovement)
  1568. {
  1569. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1570. return true;
  1571. }
  1572. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1573. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1574. {
  1575. GH.input().ignoreEventsUntilInput();
  1576. return true;
  1577. }
  1578. return false;
  1579. }
  1580. void CPlayerInterface::setMovementStatus(bool value)
  1581. {
  1582. duringMovement = value;
  1583. if (value)
  1584. {
  1585. CCS->curh->hide();
  1586. }
  1587. else
  1588. {
  1589. CCS->curh->show();
  1590. }
  1591. }
  1592. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1593. {
  1594. int i = 1;
  1595. auto getObj = [&](int3 coord, bool ignoreHero)
  1596. {
  1597. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1598. };
  1599. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1600. {
  1601. if (action != CGPathNode::TELEPORT_NORMAL &&
  1602. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1603. action != CGPathNode::TELEPORT_BATTLE)
  1604. {
  1605. return false;
  1606. }
  1607. return true;
  1608. };
  1609. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1610. {
  1611. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1612. return nextObjectTop;
  1613. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1614. CGTeleport::isConnected(currentObject, nextObject))
  1615. {
  1616. return nextObject;
  1617. }
  1618. return nullptr;
  1619. };
  1620. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1621. stillMoveHero.data = CONTINUE_MOVE;
  1622. auto doMovement = [&](int3 dst, bool transit)
  1623. {
  1624. stillMoveHero.data = WAITING_MOVE;
  1625. cb->moveHero(h, dst, transit);
  1626. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1627. stillMoveHero.cond.wait(un);
  1628. };
  1629. {
  1630. for (auto & elem : path.nodes)
  1631. elem.coord = h->convertFromVisitablePos(elem.coord);
  1632. TerrainId currentTerrain = ETerrainId::NONE;
  1633. TerrainId newTerrain;
  1634. bool wasOnRoad = true;
  1635. int sh = -1;
  1636. auto canStop = [&](CGPathNode * node) -> bool
  1637. {
  1638. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1639. return true;
  1640. if (node->accessible == CGPathNode::ACCESSIBLE)
  1641. return true;
  1642. return false;
  1643. };
  1644. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1645. {
  1646. int3 prevCoord = path.nodes[i].coord;
  1647. int3 nextCoord = path.nodes[i-1].coord;
  1648. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1649. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1650. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1651. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1652. auto nextObjectTop = getObj(nextCoord, false);
  1653. auto nextObject = getObj(nextCoord, true);
  1654. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1655. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1656. {
  1657. CCS->soundh->stopSound(sh);
  1658. destinationTeleport = destTeleportObj->id;
  1659. destinationTeleportPos = nextCoord;
  1660. doMovement(h->pos, false);
  1661. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1662. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1663. {
  1664. destinationTeleport = ObjectInstanceID();
  1665. destinationTeleportPos = int3(-1);
  1666. }
  1667. if(i != path.nodes.size() - 1)
  1668. {
  1669. if (movingOnRoad)
  1670. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1671. else
  1672. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1673. }
  1674. continue;
  1675. }
  1676. if (path.nodes[i-1].turns)
  1677. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1678. stillMoveHero.data = STOP_MOVE;
  1679. break;
  1680. }
  1681. // Start a new sound for the hero movement or let the existing one carry on.
  1682. #if 0
  1683. // TODO
  1684. if (hero is flying && sh == -1)
  1685. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1686. #endif
  1687. {
  1688. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1689. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1690. {
  1691. CCS->soundh->stopSound(sh);
  1692. if (movingOnRoad)
  1693. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1694. else
  1695. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1696. currentTerrain = newTerrain;
  1697. wasOnRoad = movingOnRoad;
  1698. }
  1699. }
  1700. 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
  1701. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1702. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1703. bool useTransit = false;
  1704. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1705. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1706. || CGTeleport::isTeleport(nextObjectTop)))
  1707. { // Hero should be able to go through object if it's allow transit
  1708. useTransit = true;
  1709. }
  1710. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1711. useTransit = true;
  1712. doMovement(endpos, useTransit);
  1713. logGlobal->trace("Resuming %s", __FUNCTION__);
  1714. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1715. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1716. break;
  1717. }
  1718. CCS->soundh->stopSound(sh);
  1719. }
  1720. //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
  1721. if (!showingDialog->get())
  1722. GH.fakeMouseMove();
  1723. CGI->mh->waitForOngoingAnimations();
  1724. setMovementStatus(false);
  1725. }
  1726. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1727. {
  1728. EVENT_HANDLER_CALLED_BY_CLIENT;
  1729. adventureInt->openWorldView(objectPositions, showTerrain );
  1730. }