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. for (auto window : GH.windows().findWindows<BattleWindow>())
  413. window->heroManaPointsChanged(hero);
  414. }
  415. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. if (makingTurn && hero->tempOwner == playerID)
  419. adventureInt->onHeroChanged(hero);
  420. }
  421. void CPlayerInterface::receivedResource()
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  425. mw->resourceChanged();
  426. GH.windows().totalRedraw();
  427. }
  428. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  429. {
  430. EVENT_HANDLER_CALLED_BY_CLIENT;
  431. waitWhileDialog();
  432. CCS->soundh->playSound(soundBase::heroNewLevel);
  433. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  434. {
  435. cb->selectionMade(selection, queryID);
  436. });
  437. }
  438. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  439. {
  440. EVENT_HANDLER_CALLED_BY_CLIENT;
  441. waitWhileDialog();
  442. CCS->soundh->playSound(soundBase::heroNewLevel);
  443. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  444. {
  445. cb->selectionMade(selection, queryID);
  446. });
  447. }
  448. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  449. {
  450. EVENT_HANDLER_CALLED_BY_CLIENT;
  451. if(town->garrisonHero) //wandering hero moved to the garrison
  452. {
  453. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  454. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  455. localState->removeWanderingHero(town->garrisonHero);
  456. }
  457. if(town->visitingHero) //hero leaves garrison
  458. {
  459. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  460. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  461. localState->addWanderingHero(town->visitingHero);
  462. }
  463. adventureInt->onHeroChanged(nullptr);
  464. adventureInt->onTownChanged(town);
  465. if(castleInt)
  466. {
  467. castleInt->garr->selectSlot(nullptr);
  468. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  469. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  470. castleInt->garr->recreateSlots();
  471. castleInt->heroes->update();
  472. // Perform totalRedraw to update hero list on adventure map
  473. GH.windows().totalRedraw();
  474. }
  475. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  476. {
  477. ki->townChanged(town);
  478. ki->updateGarrisons();
  479. ki->redraw();
  480. }
  481. }
  482. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. if (hero->tempOwner != playerID )
  486. return;
  487. waitWhileDialog();
  488. openTownWindow(town);
  489. }
  490. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  491. {
  492. std::vector<const CGObjectInstance *> instances;
  493. if(auto obj = cb->getObj(id1))
  494. instances.push_back(obj);
  495. if(id2 != ObjectInstanceID() && id2 != id1)
  496. {
  497. if(auto obj = cb->getObj(id2))
  498. instances.push_back(obj);
  499. }
  500. garrisonsChanged(instances);
  501. }
  502. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  503. {
  504. boost::unique_lock<boost::recursive_mutex> un(*pim);
  505. for (auto object : objs)
  506. {
  507. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  508. auto * town = dynamic_cast<const CGTownInstance*>(object);
  509. if (hero)
  510. {
  511. adventureInt->onHeroChanged(hero);
  512. if(hero->inTownGarrison)
  513. {
  514. adventureInt->onTownChanged(hero->visitedTown);
  515. }
  516. }
  517. if (town)
  518. adventureInt->onTownChanged(town);
  519. }
  520. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  521. cgh->updateGarrisons();
  522. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  523. {
  524. if (vstd::contains(objs, cmw->hero))
  525. cmw->garrisonChanged();
  526. }
  527. GH.windows().totalRedraw();
  528. }
  529. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  530. {
  531. EVENT_HANDLER_CALLED_BY_CLIENT;
  532. adventureInt->onTownChanged(town);
  533. if (castleInt)
  534. {
  535. castleInt->townlist->updateElement(town);
  536. if (castleInt->town == town)
  537. {
  538. switch(what)
  539. {
  540. case 1:
  541. CCS->soundh->playSound(soundBase::newBuilding);
  542. castleInt->addBuilding(buildingID);
  543. break;
  544. case 2:
  545. castleInt->removeBuilding(buildingID);
  546. break;
  547. }
  548. }
  549. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  550. GH.windows().totalRedraw();
  551. }
  552. }
  553. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  554. {
  555. //Don't wait for dialogs when we are non-active hot-seat player
  556. if (LOCPLINT == this)
  557. waitForAllDialogs();
  558. }
  559. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  560. {
  561. EVENT_HANDLER_CALLED_BY_CLIENT;
  562. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  563. lastBattleArmies.first = army1;
  564. lastBattleArmies.second = army2;
  565. //quick combat with neutral creatures only
  566. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  567. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  568. && (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
  569. && settings["adventure"]["quickCombat"].Bool())
  570. || settings["adventure"]["alwaysSkipCombat"].Bool())
  571. {
  572. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  573. autofightingAI->initBattleInterface(env, cb);
  574. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  575. isAutoFightOn = true;
  576. cb->registerBattleInterface(autofightingAI);
  577. // Player shouldn't be able to move on adventure map if quick combat is going
  578. allowBattleReplay = true;
  579. }
  580. //Don't wait for dialogs when we are non-active hot-seat player
  581. if (LOCPLINT == this)
  582. waitForAllDialogs();
  583. BATTLE_EVENT_POSSIBLE_RETURN;
  584. }
  585. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  586. {
  587. EVENT_HANDLER_CALLED_BY_CLIENT;
  588. BATTLE_EVENT_POSSIBLE_RETURN;
  589. for(auto & info : units)
  590. {
  591. switch(info.operation)
  592. {
  593. case UnitChanges::EOperation::RESET_STATE:
  594. {
  595. const CStack * stack = cb->battleGetStackByID(info.id );
  596. if(!stack)
  597. {
  598. logGlobal->error("Invalid unit ID %d", info.id);
  599. continue;
  600. }
  601. battleInt->stackReset(stack);
  602. }
  603. break;
  604. case UnitChanges::EOperation::REMOVE:
  605. battleInt->stackRemoved(info.id);
  606. break;
  607. case UnitChanges::EOperation::ADD:
  608. {
  609. const CStack * unit = cb->battleGetStackByID(info.id);
  610. if(!unit)
  611. {
  612. logGlobal->error("Invalid unit ID %d", info.id);
  613. continue;
  614. }
  615. battleInt->stackAdded(unit);
  616. }
  617. break;
  618. default:
  619. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  620. break;
  621. }
  622. }
  623. }
  624. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. BATTLE_EVENT_POSSIBLE_RETURN;
  628. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  629. std::vector<ObstacleChanges> removedObstacles;
  630. for(auto & change : obstacles)
  631. {
  632. if(change.operation == BattleChanges::EOperation::ADD)
  633. {
  634. auto instance = cb->battleGetObstacleByID(change.id);
  635. if(instance)
  636. newObstacles.push_back(instance);
  637. else
  638. logNetwork->error("Invalid obstacle instance %d", change.id);
  639. }
  640. if(change.operation == BattleChanges::EOperation::REMOVE)
  641. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  642. }
  643. if (!newObstacles.empty())
  644. battleInt->obstaclePlaced(newObstacles);
  645. if (!removedObstacles.empty())
  646. battleInt->obstacleRemoved(removedObstacles);
  647. battleInt->fieldController->redrawBackgroundWithHexes();
  648. }
  649. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  650. {
  651. EVENT_HANDLER_CALLED_BY_CLIENT;
  652. BATTLE_EVENT_POSSIBLE_RETURN;
  653. battleInt->stackIsCatapulting(ca);
  654. }
  655. 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
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. battleInt->newRound(round);
  660. }
  661. void CPlayerInterface::actionStarted(const BattleAction &action)
  662. {
  663. EVENT_HANDLER_CALLED_BY_CLIENT;
  664. BATTLE_EVENT_POSSIBLE_RETURN;
  665. curAction = new BattleAction(action);
  666. battleInt->startAction(curAction);
  667. }
  668. void CPlayerInterface::actionFinished(const BattleAction &action)
  669. {
  670. EVENT_HANDLER_CALLED_BY_CLIENT;
  671. BATTLE_EVENT_POSSIBLE_RETURN;
  672. battleInt->endAction(curAction);
  673. delete curAction;
  674. curAction = nullptr;
  675. }
  676. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  677. {
  678. EVENT_HANDLER_CALLED_BY_CLIENT;
  679. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  680. assert(!cb->battleIsFinished());
  681. if (cb->battleIsFinished())
  682. {
  683. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  684. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  685. return ;
  686. }
  687. if (autofightingAI)
  688. {
  689. if (isAutoFightOn)
  690. {
  691. //FIXME: we want client rendering to proceed while AI is making actions
  692. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  693. auto unlockPim = vstd::makeUnlockGuard(*pim);
  694. autofightingAI->activeStack(stack);
  695. return;
  696. }
  697. cb->unregisterBattleInterface(autofightingAI);
  698. autofightingAI.reset();
  699. }
  700. assert(battleInt);
  701. if(!battleInt)
  702. {
  703. // probably battle is finished already
  704. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  705. }
  706. {
  707. boost::unique_lock<boost::recursive_mutex> un(*pim);
  708. battleInt->stackActivated(stack);
  709. //Regeneration & mana drain go there
  710. }
  711. }
  712. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  713. {
  714. EVENT_HANDLER_CALLED_BY_CLIENT;
  715. if(isAutoFightOn || autofightingAI)
  716. {
  717. isAutoFightOn = false;
  718. cb->unregisterBattleInterface(autofightingAI);
  719. autofightingAI.reset();
  720. if(!battleInt)
  721. {
  722. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  723. allowBattleReplay = false;
  724. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  725. wnd->resultCallback = [=](ui32 selection)
  726. {
  727. cb->selectionMade(selection, queryID);
  728. };
  729. GH.windows().pushWindow(wnd);
  730. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  731. // Otherwise NewTurn causes freeze.
  732. waitWhileDialog();
  733. return;
  734. }
  735. }
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. battleInt->battleFinished(*br, queryID);
  738. }
  739. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  740. {
  741. EVENT_HANDLER_CALLED_BY_CLIENT;
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->displayBattleLog(lines);
  744. }
  745. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->stackMoved(stack, dest, distance, teleport);
  750. }
  751. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->spellCast(sc);
  756. }
  757. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->battleStacksEffectsSet(sse);
  762. }
  763. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. RETURN_IF_QUICK_COMBAT;
  768. battleInt->effectsController->battleTriggerEffect(bte);
  769. }
  770. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  771. {
  772. EVENT_HANDLER_CALLED_BY_CLIENT;
  773. BATTLE_EVENT_POSSIBLE_RETURN;
  774. std::vector<StackAttackedInfo> arg;
  775. for(auto & elem : bsa)
  776. {
  777. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  778. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  779. assert(defender);
  780. StackAttackedInfo info;
  781. info.defender = defender;
  782. info.attacker = attacker;
  783. info.damageDealt = elem.damageAmount;
  784. info.amountKilled = elem.killedAmount;
  785. info.spellEffect = SpellID::NONE;
  786. info.indirectAttack = ranged;
  787. info.killed = elem.killed();
  788. info.rebirth = elem.willRebirth();
  789. info.cloneKilled = elem.cloneKilled();
  790. info.fireShield = elem.fireShield();
  791. if (elem.isSpell())
  792. info.spellEffect = elem.spellID;
  793. arg.push_back(info);
  794. }
  795. battleInt->stacksAreAttacked(arg);
  796. }
  797. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  798. {
  799. EVENT_HANDLER_CALLED_BY_CLIENT;
  800. BATTLE_EVENT_POSSIBLE_RETURN;
  801. assert(curAction);
  802. StackAttackInfo info;
  803. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  804. info.defender = nullptr;
  805. info.indirectAttack = ba->shot();
  806. info.lucky = ba->lucky();
  807. info.unlucky = ba->unlucky();
  808. info.deathBlow = ba->deathBlow();
  809. info.lifeDrain = ba->lifeDrain();
  810. info.tile = ba->tile;
  811. info.spellEffect = SpellID::NONE;
  812. if (ba->spellLike())
  813. info.spellEffect = ba->spellID;
  814. for(auto & elem : ba->bsa)
  815. {
  816. if(!elem.isSecondary())
  817. {
  818. assert(info.defender == nullptr);
  819. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  820. }
  821. else
  822. {
  823. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  824. }
  825. }
  826. assert(info.defender != nullptr);
  827. assert(info.attacker != nullptr);
  828. battleInt->stackAttacking(info);
  829. }
  830. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  831. {
  832. EVENT_HANDLER_CALLED_BY_CLIENT;
  833. BATTLE_EVENT_POSSIBLE_RETURN;
  834. battleInt->gateStateChanged(state);
  835. }
  836. void CPlayerInterface::yourTacticPhase(int distance)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. }
  840. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  841. {
  842. EVENT_HANDLER_CALLED_BY_CLIENT;
  843. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  844. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  845. if(autoTryHover || type == EInfoWindowMode::INFO)
  846. {
  847. waitWhileDialog(); //Fix for mantis #98
  848. adventureInt->showInfoBoxMessage(components, text, timer);
  849. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  850. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  851. return;
  852. }
  853. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  854. {
  855. return;
  856. }
  857. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  858. do
  859. {
  860. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  861. std::vector<std::shared_ptr<CComponent>> intComps;
  862. for (auto & component : sender)
  863. intComps.push_back(std::make_shared<CComponent>(component));
  864. showInfoDialog(text,intComps,soundID);
  865. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  866. }
  867. while(!vect.empty());
  868. }
  869. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  870. {
  871. std::vector<std::shared_ptr<CComponent>> intComps;
  872. intComps.push_back(component);
  873. showInfoDialog(text, intComps, soundBase::sound_todo);
  874. }
  875. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  876. {
  877. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  878. waitWhileDialog();
  879. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  880. {
  881. return;
  882. }
  883. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  884. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  885. {
  886. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  887. showingDialog->set(true);
  888. stopMovement(); // interrupt movement to show dialog
  889. GH.windows().pushWindow(temp);
  890. }
  891. else
  892. {
  893. dialogs.push_back(temp);
  894. }
  895. }
  896. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  897. {
  898. EVENT_HANDLER_CALLED_BY_CLIENT;
  899. std::string str = text.toString();
  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]->clickPressed(GH.getCursorPosition());
  939. intComps[0]->clickReleased(GH.getCursorPosition());
  940. }
  941. }
  942. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. int choosenExit = -1;
  946. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  947. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  948. choosenExit = vstd::find_pos(exits, neededExit);
  949. cb->selectionMade(choosenExit, askID);
  950. }
  951. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. auto selectCallback = [=](int selection)
  955. {
  956. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  957. reply.Integer() = selection;
  958. cb->sendQueryReply(reply, askID);
  959. };
  960. auto cancelCallback = [=]()
  961. {
  962. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  963. cb->sendQueryReply(reply, askID);
  964. };
  965. const std::string localTitle = title.toString();
  966. const std::string localDescription = description.toString();
  967. std::vector<int> tempList;
  968. tempList.reserve(objects.size());
  969. for(auto item : objects)
  970. tempList.push_back(item.getNum());
  971. CComponent localIconC(icon);
  972. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  973. localIconC.removeChild(localIcon.get(), false);
  974. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  975. wnd->onExit = cancelCallback;
  976. GH.windows().pushWindow(wnd);
  977. }
  978. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  979. {
  980. EVENT_HANDLER_CALLED_BY_CLIENT;
  981. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  982. adventureInt->onMapTilesChanged(pos);
  983. }
  984. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. adventureInt->onMapTilesChanged(pos);
  988. }
  989. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  990. {
  991. boost::unique_lock<boost::recursive_mutex> un(*pim);
  992. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  993. }
  994. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  995. {
  996. EVENT_HANDLER_CALLED_BY_CLIENT;
  997. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  998. {
  999. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1000. fortScreen->creaturesChangedEventHandler();
  1001. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1002. castleInterface->creaturesChangedEventHandler();
  1003. if (townObj)
  1004. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1005. ki->townChanged(townObj);
  1006. }
  1007. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1008. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1009. {
  1010. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1011. if (crw->dwelling == town)
  1012. crw->availableCreaturesChanged();
  1013. }
  1014. }
  1015. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1016. {
  1017. EVENT_HANDLER_CALLED_BY_CLIENT;
  1018. if (bonus.type == BonusType::NONE)
  1019. return;
  1020. adventureInt->onHeroChanged(hero);
  1021. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1022. {
  1023. //recalculate paths because hero has lost bonus influencing pathfinding
  1024. localState->erasePath(hero);
  1025. }
  1026. }
  1027. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1028. {
  1029. EVENT_HANDLER_CALLED_BY_CLIENT;
  1030. localState->serialize(h, version);
  1031. }
  1032. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. localState->serialize(h, version);
  1036. firstCall = -1;
  1037. }
  1038. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1039. {
  1040. LOG_TRACE(logGlobal);
  1041. if (!LOCPLINT->makingTurn)
  1042. return;
  1043. if (!h)
  1044. return; //can't find hero
  1045. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1046. if (showingDialog->get() || !dialogs.empty())
  1047. return;
  1048. setMovementStatus(true);
  1049. if (localState->isHeroSleeping(h))
  1050. localState->setHeroAwaken(h);
  1051. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1052. }
  1053. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1054. {
  1055. EVENT_HANDLER_CALLED_BY_CLIENT;
  1056. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1057. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1058. {
  1059. onEnd();
  1060. return;
  1061. }
  1062. waitForAllDialogs();
  1063. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1064. cgw->quit->addCallback(onEnd);
  1065. GH.windows().pushWindow(cgw);
  1066. }
  1067. /**
  1068. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1069. * into a combinational one on an artifact screen. Does not require the combination of
  1070. * artifacts to be legal.
  1071. */
  1072. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1073. {
  1074. std::string text = artifact->getDescriptionTranslated();
  1075. text += "\n\n";
  1076. std::vector<std::shared_ptr<CComponent>> scs;
  1077. if(assembledArtifact)
  1078. {
  1079. // You possess all of the components to...
  1080. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1081. // Picture of assembled artifact at bottom.
  1082. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1083. scs.push_back(sc);
  1084. }
  1085. else
  1086. {
  1087. // Do you wish to disassemble this artifact?
  1088. text += CGI->generaltexth->allTexts[733];
  1089. }
  1090. showYesNoDialog(text, onYes, nullptr, scs);
  1091. }
  1092. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1093. {
  1094. EVENT_HANDLER_CALLED_BY_CLIENT;
  1095. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1096. && destinationTeleport == ObjectInstanceID())
  1097. stillMoveHero.setn(CONTINUE_MOVE);
  1098. if (destinationTeleport != ObjectInstanceID()
  1099. && pa->packType == typeList.getTypeID<QueryReply>()
  1100. && stillMoveHero.get() == DURING_MOVE)
  1101. { // After teleportation via CGTeleport object is finished
  1102. destinationTeleport = ObjectInstanceID();
  1103. destinationTeleportPos = int3(-1);
  1104. stillMoveHero.setn(CONTINUE_MOVE);
  1105. }
  1106. }
  1107. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1108. {
  1109. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1110. }
  1111. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1112. {
  1113. EVENT_HANDLER_CALLED_BY_CLIENT;
  1114. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1115. }
  1116. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1117. {
  1118. if (sop->what == ObjProperty::OWNER)
  1119. {
  1120. const CGObjectInstance * obj = cb->getObj(sop->id);
  1121. if(obj->ID == Obj::TOWN)
  1122. {
  1123. auto town = static_cast<const CGTownInstance *>(obj);
  1124. if(obj->tempOwner == playerID)
  1125. {
  1126. localState->removeOwnedTown(town);
  1127. adventureInt->onTownChanged(town);
  1128. }
  1129. }
  1130. }
  1131. }
  1132. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1133. {
  1134. EVENT_HANDLER_CALLED_BY_CLIENT;
  1135. if (sop->what == ObjProperty::OWNER)
  1136. {
  1137. const CGObjectInstance * obj = cb->getObj(sop->id);
  1138. if(obj->ID == Obj::TOWN)
  1139. {
  1140. auto town = static_cast<const CGTownInstance *>(obj);
  1141. if(obj->tempOwner == playerID)
  1142. {
  1143. localState->addOwnedTown(town);
  1144. adventureInt->onTownChanged(town);
  1145. }
  1146. }
  1147. //redraw minimap if owner changed
  1148. std::set<int3> pos = obj->getBlockedPos();
  1149. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1150. adventureInt->onMapTilesChanged(upos);
  1151. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1152. }
  1153. }
  1154. void CPlayerInterface::initializeHeroTownList()
  1155. {
  1156. if(localState->getWanderingHeroes().empty())
  1157. {
  1158. for(auto & hero : cb->getHeroesInfo())
  1159. {
  1160. if(!hero->inTownGarrison)
  1161. localState->addWanderingHero(hero);
  1162. }
  1163. }
  1164. if(localState->getOwnedTowns().empty())
  1165. {
  1166. for(auto & town : cb->getTownsInfo())
  1167. localState->addOwnedTown(town);
  1168. }
  1169. if(adventureInt)
  1170. adventureInt->onHeroChanged(nullptr);
  1171. }
  1172. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1173. {
  1174. EVENT_HANDLER_CALLED_BY_CLIENT;
  1175. waitWhileDialog();
  1176. auto recruitCb = [=](CreatureID id, int count)
  1177. {
  1178. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1179. };
  1180. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1181. }
  1182. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1183. {
  1184. if (GH.amIGuiThread())
  1185. {
  1186. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1187. return;
  1188. }
  1189. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1190. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1191. while(showingDialog->data)
  1192. showingDialog->cond.wait(un);
  1193. }
  1194. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1195. {
  1196. EVENT_HANDLER_CALLED_BY_CLIENT;
  1197. auto state = obj->shipyardStatus();
  1198. TResources cost;
  1199. obj->getBoatCost(cost);
  1200. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1201. }
  1202. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. //we might have built a boat in shipyard in opened town screen
  1206. if (obj->ID == Obj::BOAT
  1207. && LOCPLINT->castleInt
  1208. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1209. {
  1210. CCS->soundh->playSound(soundBase::newBuilding);
  1211. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1212. }
  1213. }
  1214. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1215. {
  1216. EVENT_HANDLER_CALLED_BY_CLIENT;
  1217. waitWhileDialog();
  1218. CCS->curh->hide();
  1219. adventureInt->centerOnTile(pos);
  1220. if (focusTime)
  1221. {
  1222. GH.windows().totalRedraw();
  1223. {
  1224. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1225. IgnoreEvents ignore(*this);
  1226. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1227. }
  1228. }
  1229. CCS->curh->show();
  1230. }
  1231. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1232. {
  1233. EVENT_HANDLER_CALLED_BY_CLIENT;
  1234. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1235. {
  1236. waitWhileDialog();
  1237. CCS->soundh->playSound(obj->getRemovalSound().value());
  1238. }
  1239. CGI->mh->waitForOngoingAnimations();
  1240. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1241. {
  1242. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1243. heroKilled(h);
  1244. }
  1245. GH.fakeMouseMove();
  1246. }
  1247. void CPlayerInterface::objectRemovedAfter()
  1248. {
  1249. EVENT_HANDLER_CALLED_BY_CLIENT;
  1250. adventureInt->onMapTilesChanged(boost::none);
  1251. // visiting or garrisoned hero removed - recreate castle window
  1252. if (castleInt)
  1253. openTownWindow(castleInt->town);
  1254. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1255. ki->heroRemoved();
  1256. }
  1257. void CPlayerInterface::playerBlocked(int reason, bool start)
  1258. {
  1259. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1260. {
  1261. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1262. {
  1263. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1264. LOCPLINT = this;
  1265. GH.curInt = this;
  1266. adventureInt->onCurrentPlayerChanged(playerID);
  1267. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1268. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1269. std::vector<std::shared_ptr<CComponent>> cmp;
  1270. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1271. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1272. showInfoDialog(msg, cmp);
  1273. makingTurn = false;
  1274. }
  1275. }
  1276. }
  1277. void CPlayerInterface::update()
  1278. {
  1279. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1280. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1281. // While mutexes were locked away we may be have stopped being the active interface
  1282. if (LOCPLINT != this)
  1283. return;
  1284. //if there are any waiting dialogs, show them
  1285. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1286. {
  1287. showingDialog->set(true);
  1288. GH.windows().pushWindow(dialogs.front());
  1289. dialogs.pop_front();
  1290. }
  1291. assert(adventureInt);
  1292. // Handles mouse and key input
  1293. GH.handleEvents();
  1294. GH.windows().simpleRedraw();
  1295. }
  1296. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1297. {
  1298. using namespace boost::filesystem;
  1299. using namespace boost::algorithm;
  1300. path gamesDir = VCMIDirs::get().userSavePath();
  1301. std::map<std::time_t, int> dates; //save number => datestamp
  1302. const directory_iterator enddir;
  1303. if (!exists(gamesDir))
  1304. create_directory(gamesDir);
  1305. else
  1306. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1307. {
  1308. if (is_regular_file(dir->status()))
  1309. {
  1310. std::string name = dir->path().filename().string();
  1311. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1312. {
  1313. char nr = name[namePrefix.size()];
  1314. if (std::isdigit(nr))
  1315. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1316. }
  1317. }
  1318. }
  1319. if (!dates.empty())
  1320. return (--dates.end())->second; //return latest file number
  1321. return 0;
  1322. }
  1323. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1324. {
  1325. EVENT_HANDLER_CALLED_BY_CLIENT;
  1326. if (player == playerID)
  1327. {
  1328. if (victoryLossCheckResult.loss())
  1329. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1330. assert(GH.curInt == LOCPLINT);
  1331. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1332. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1333. GH.curInt = this; //waiting for dialogs requires this to get events
  1334. if(!makingTurn)
  1335. {
  1336. makingTurn = true; //also needed for dialog to show with current implementation
  1337. waitForAllDialogs();
  1338. makingTurn = false;
  1339. }
  1340. else
  1341. waitForAllDialogs();
  1342. GH.curInt = previousInterface;
  1343. LOCPLINT = previousInterface;
  1344. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1345. {
  1346. if(adventureInt)
  1347. {
  1348. GH.terminate_cond->setn(true);
  1349. GH.windows().popWindows(GH.windows().count());
  1350. adventureInt.reset();
  1351. }
  1352. }
  1353. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1354. {
  1355. // end game if current human player has won
  1356. CSH->sendClientDisconnecting();
  1357. requestReturningToMainMenu(true);
  1358. }
  1359. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1360. {
  1361. //all human players eliminated
  1362. CSH->sendClientDisconnecting();
  1363. requestReturningToMainMenu(false);
  1364. }
  1365. if (GH.curInt == this)
  1366. GH.curInt = nullptr;
  1367. }
  1368. else
  1369. {
  1370. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1371. {
  1372. MetaString message = victoryLossCheckResult.messageToSelf;
  1373. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1374. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1375. }
  1376. }
  1377. }
  1378. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. }
  1382. void CPlayerInterface::showPuzzleMap()
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. waitWhileDialog();
  1386. //TODO: interface should not know the real position of Grail...
  1387. double ratio = 0;
  1388. int3 grailPos = cb->getGrailPos(&ratio);
  1389. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1390. }
  1391. void CPlayerInterface::viewWorldMap()
  1392. {
  1393. adventureInt->openWorldView();
  1394. }
  1395. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. if(GH.windows().topWindow<CSpellWindow>())
  1399. GH.windows().popWindows(1);
  1400. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1401. localState->erasePath(caster);
  1402. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1403. auto castSoundPath = spell->getCastSound();
  1404. if(!castSoundPath.empty())
  1405. CCS->soundh->playSound(castSoundPath);
  1406. }
  1407. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1408. {
  1409. int msgToShow = -1;
  1410. const auto diggingStatus = h->diggingStatus();
  1411. switch(diggingStatus)
  1412. {
  1413. case EDiggingStatus::CAN_DIG:
  1414. break;
  1415. case EDiggingStatus::LACK_OF_MOVEMENT:
  1416. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1417. break;
  1418. case EDiggingStatus::TILE_OCCUPIED:
  1419. msgToShow = 97; //Try searching on clear ground.
  1420. break;
  1421. case EDiggingStatus::WRONG_TERRAIN:
  1422. msgToShow = 60; ////Try looking on land!
  1423. break;
  1424. case EDiggingStatus::BACKPACK_IS_FULL:
  1425. msgToShow = 247; //Searching for the Grail is fruitless...
  1426. break;
  1427. default:
  1428. assert(0);
  1429. }
  1430. if(msgToShow < 0)
  1431. cb->dig(h);
  1432. else
  1433. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1434. }
  1435. void CPlayerInterface::battleNewRoundFirst( int round )
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. BATTLE_EVENT_POSSIBLE_RETURN;
  1439. battleInt->newRoundFirst(round);
  1440. }
  1441. void CPlayerInterface::stopMovement()
  1442. {
  1443. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1444. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1445. }
  1446. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1450. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1451. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1452. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1453. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1454. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1455. else if(!market->availableModes().empty())
  1456. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1457. }
  1458. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1462. }
  1463. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1467. }
  1468. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1469. {
  1470. EVENT_HANDLER_CALLED_BY_CLIENT;
  1471. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1472. cmw->artifactsChanged(false);
  1473. }
  1474. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1478. }
  1479. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1483. }
  1484. void CPlayerInterface::showQuestLog()
  1485. {
  1486. EVENT_HANDLER_CALLED_BY_CLIENT;
  1487. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1488. }
  1489. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1490. {
  1491. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1492. {
  1493. MetaString txt;
  1494. obj->getProblemText(txt);
  1495. showInfoDialog(txt.toString());
  1496. }
  1497. else
  1498. showShipyardDialog(obj);
  1499. }
  1500. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1501. {
  1502. if(won && cb->getStartInfo()->campState)
  1503. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1504. else
  1505. {
  1506. GH.dispatchMainThread(
  1507. []()
  1508. {
  1509. CSH->endGameplay();
  1510. GH.defActionsDef = 63;
  1511. CMM->menu->switchToTab("main");
  1512. }
  1513. );
  1514. }
  1515. }
  1516. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1517. {
  1518. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1519. if(hero)
  1520. {
  1521. auto art = hero->getArt(al.slot);
  1522. if(art == nullptr)
  1523. {
  1524. logGlobal->error("artifact location %d points to nothing",
  1525. al.slot.num);
  1526. return;
  1527. }
  1528. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1529. }
  1530. }
  1531. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1532. {
  1533. EVENT_HANDLER_CALLED_BY_CLIENT;
  1534. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1535. adventureInt->onHeroChanged(hero);
  1536. }
  1537. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1538. {
  1539. EVENT_HANDLER_CALLED_BY_CLIENT;
  1540. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1541. adventureInt->onHeroChanged(hero);
  1542. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1543. artWin->artifactRemoved(al);
  1544. waitWhileDialog();
  1545. }
  1546. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1547. {
  1548. EVENT_HANDLER_CALLED_BY_CLIENT;
  1549. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1550. adventureInt->onHeroChanged(hero);
  1551. bool redraw = true;
  1552. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1553. if(numOfMovedArts != 0)
  1554. {
  1555. numOfMovedArts--;
  1556. if(numOfMovedArts != 0)
  1557. redraw = false;
  1558. }
  1559. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1560. artWin->artifactMoved(src, dst, redraw);
  1561. waitWhileDialog();
  1562. }
  1563. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1564. {
  1565. numOfMovedArts = numOfArts;
  1566. }
  1567. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1568. {
  1569. EVENT_HANDLER_CALLED_BY_CLIENT;
  1570. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1571. adventureInt->onHeroChanged(hero);
  1572. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1573. artWin->artifactAssembled(al);
  1574. }
  1575. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1576. {
  1577. EVENT_HANDLER_CALLED_BY_CLIENT;
  1578. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1579. adventureInt->onHeroChanged(hero);
  1580. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1581. artWin->artifactDisassembled(al);
  1582. }
  1583. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1584. {
  1585. while(!dialogs.empty())
  1586. {
  1587. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1588. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1589. }
  1590. waitWhileDialog(unlockPim);
  1591. }
  1592. void CPlayerInterface::proposeLoadingGame()
  1593. {
  1594. showYesNoDialog(
  1595. CGI->generaltexth->allTexts[68],
  1596. []()
  1597. {
  1598. GH.dispatchMainThread(
  1599. []()
  1600. {
  1601. CSH->endGameplay();
  1602. GH.defActionsDef = 63;
  1603. CMM->menu->switchToTab("load");
  1604. }
  1605. );
  1606. },
  1607. nullptr
  1608. );
  1609. }
  1610. bool CPlayerInterface::capturedAllEvents()
  1611. {
  1612. if(duringMovement)
  1613. {
  1614. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1615. return true;
  1616. }
  1617. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1618. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1619. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1620. {
  1621. GH.input().ignoreEventsUntilInput();
  1622. return true;
  1623. }
  1624. return false;
  1625. }
  1626. void CPlayerInterface::setMovementStatus(bool value)
  1627. {
  1628. duringMovement = value;
  1629. if (value)
  1630. {
  1631. CCS->curh->hide();
  1632. }
  1633. else
  1634. {
  1635. CCS->curh->show();
  1636. }
  1637. }
  1638. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1639. {
  1640. int i = 1;
  1641. auto getObj = [&](int3 coord, bool ignoreHero)
  1642. {
  1643. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1644. };
  1645. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1646. {
  1647. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1648. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1649. action != EPathNodeAction::TELEPORT_BATTLE)
  1650. {
  1651. return false;
  1652. }
  1653. return true;
  1654. };
  1655. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1656. {
  1657. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1658. return nextObjectTop;
  1659. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1660. CGTeleport::isConnected(currentObject, nextObject))
  1661. {
  1662. return nextObject;
  1663. }
  1664. return nullptr;
  1665. };
  1666. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1667. stillMoveHero.data = CONTINUE_MOVE;
  1668. auto doMovement = [&](int3 dst, bool transit)
  1669. {
  1670. stillMoveHero.data = WAITING_MOVE;
  1671. cb->moveHero(h, dst, transit);
  1672. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1673. stillMoveHero.cond.wait(un);
  1674. };
  1675. {
  1676. for (auto & elem : path.nodes)
  1677. elem.coord = h->convertFromVisitablePos(elem.coord);
  1678. int soundChannel = -1;
  1679. std::string soundName;
  1680. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1681. {
  1682. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1683. return "";
  1684. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1685. return "";
  1686. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1687. return "";
  1688. // flying movement sound
  1689. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1690. return "HORSE10.wav";
  1691. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1692. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1693. auto prevRoad = prevTile->roadType;
  1694. auto nextRoad = nextTile->roadType;
  1695. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1696. if (movingOnRoad)
  1697. return nextTile->terType->horseSound;
  1698. else
  1699. return nextTile->terType->horseSoundPenalty;
  1700. };
  1701. auto canStop = [&](CGPathNode * node) -> bool
  1702. {
  1703. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1704. return true;
  1705. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1706. return true;
  1707. return false;
  1708. };
  1709. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1710. {
  1711. int3 prevCoord = path.nodes[i].coord;
  1712. int3 nextCoord = path.nodes[i-1].coord;
  1713. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1714. auto nextObjectTop = getObj(nextCoord, false);
  1715. auto nextObject = getObj(nextCoord, true);
  1716. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1717. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1718. {
  1719. CCS->soundh->stopSound(soundChannel);
  1720. destinationTeleport = destTeleportObj->id;
  1721. destinationTeleportPos = nextCoord;
  1722. doMovement(h->pos, false);
  1723. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1724. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1725. {
  1726. destinationTeleport = ObjectInstanceID();
  1727. destinationTeleportPos = int3(-1);
  1728. }
  1729. if(i != path.nodes.size() - 1)
  1730. {
  1731. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1732. if (!soundName.empty())
  1733. soundChannel = CCS->soundh->playSound(soundName, -1);
  1734. else
  1735. soundChannel = -1;
  1736. }
  1737. continue;
  1738. }
  1739. if (path.nodes[i-1].turns)
  1740. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1741. stillMoveHero.data = STOP_MOVE;
  1742. break;
  1743. }
  1744. {
  1745. // Start a new sound for the hero movement or let the existing one carry on.
  1746. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1747. if(newSoundName != soundName)
  1748. {
  1749. soundName = newSoundName;
  1750. CCS->soundh->stopSound(soundChannel);
  1751. if (!soundName.empty())
  1752. soundChannel = CCS->soundh->playSound(soundName, -1);
  1753. else
  1754. soundChannel = -1;
  1755. }
  1756. }
  1757. 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
  1758. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1759. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1760. bool useTransit = false;
  1761. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1762. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1763. || CGTeleport::isTeleport(nextObjectTop)))
  1764. { // Hero should be able to go through object if it's allow transit
  1765. useTransit = true;
  1766. }
  1767. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1768. useTransit = true;
  1769. doMovement(endpos, useTransit);
  1770. logGlobal->trace("Resuming %s", __FUNCTION__);
  1771. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1772. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1773. break;
  1774. }
  1775. CCS->soundh->stopSound(soundChannel);
  1776. }
  1777. //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
  1778. if (!showingDialog->get())
  1779. GH.fakeMouseMove();
  1780. CGI->mh->waitForOngoingAnimations();
  1781. setMovementStatus(false);
  1782. }
  1783. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1784. {
  1785. EVENT_HANDLER_CALLED_BY_CLIENT;
  1786. adventureInt->openWorldView(objectPositions, showTerrain );
  1787. }