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/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/pathfinder/CGPathNode.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/JsonNode.h"
  60. #include "CMusicHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/NetPacksBase.h"
  63. #include "../lib/NetPacks.h"//todo: remove
  64. #include "../lib/VCMIDirs.h"
  65. #include "../lib/CStopWatch.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/CPlayerState.h"
  68. #include "../lib/GameConstants.h"
  69. #include "gui/CGuiHandler.h"
  70. #include "gui/WindowHandler.h"
  71. #include "windows/InfoWindows.h"
  72. #include "../lib/UnlockGuard.h"
  73. #include "../lib/RoadHandler.h"
  74. #include "../lib/TerrainHandler.h"
  75. #include "CServerHandler.h"
  76. // FIXME: only needed for CGameState::mutex
  77. #include "../lib/gameState/CGameState.h"
  78. #include "eventsSDL/NotificationHandler.h"
  79. #include "adventureMap/CInGameConsole.h"
  80. // The macro below is used to mark functions that are called by client when game state changes.
  81. // They all assume that CPlayerInterface::pim mutex is locked.
  82. #define EVENT_HANDLER_CALLED_BY_CLIENT
  83. // The macro marks functions that are run on a new thread by client.
  84. // They do not own any mutexes intiially.
  85. #define THREAD_CREATED_BY_CLIENT
  86. #define RETURN_IF_QUICK_COMBAT \
  87. if (isAutoFightOn && !battleInt) \
  88. return;
  89. #define BATTLE_EVENT_POSSIBLE_RETURN\
  90. if (LOCPLINT != this) \
  91. return; \
  92. RETURN_IF_QUICK_COMBAT
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  97. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  98. struct HeroObjectRetriever
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  110. localState(std::make_unique<PlayerLocalState>(*this))
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  113. destinationTeleport = ObjectInstanceID();
  114. destinationTeleportPos = int3(-1);
  115. GH.defActionsDef = 0;
  116. LOCPLINT = this;
  117. curAction = nullptr;
  118. playerID=Player;
  119. human=true;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  136. delete showingDialog;
  137. delete cingconsole;
  138. if (LOCPLINT == this)
  139. LOCPLINT = nullptr;
  140. }
  141. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  142. {
  143. cb = CB;
  144. env = ENV;
  145. CCS->musich->loadTerrainMusicThemes();
  146. initializeHeroTownList();
  147. // always recreate advmap interface to avoid possible memory-corruption bugs
  148. adventureInt.reset(new AdventureMapInterface());
  149. }
  150. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  151. {
  152. EVENT_HANDLER_CALLED_BY_CLIENT;
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // remove all dialogs that do not expect query answer
  160. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  161. GH.windows().popWindows(1);
  162. if (player != playerID && LOCPLINT == this)
  163. {
  164. waitWhileDialog();
  165. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  166. adventureInt->onEnemyTurnStarted(player, isHuman);
  167. }
  168. }
  169. void CPlayerInterface::performAutosave()
  170. {
  171. std::string prefix = settings["session"]["saveprefix"].String();
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(firstCall)
  174. {
  175. autosaveCount = getLastIndex(prefix + "Autosave_");
  176. if(firstCall > 0) //new game, not loaded
  177. {
  178. int index = getLastIndex(prefix + "Newgame_");
  179. index %= SAVES_COUNT;
  180. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  181. }
  182. firstCall = 0;
  183. }
  184. else if(frequency > 0 && cb->getDate() % frequency == 0)
  185. {
  186. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  187. autosaveCount %= 5;
  188. }
  189. }
  190. void CPlayerInterface::yourTurn()
  191. {
  192. EVENT_HANDLER_CALLED_BY_CLIENT;
  193. {
  194. LOCPLINT = this;
  195. GH.curInt = this;
  196. NotificationHandler::notify("Your turn");
  197. performAutosave();
  198. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  199. {
  200. adventureInt->onHotseatWaitStarted(playerID);
  201. makingTurn = true;
  202. std::string msg = CGI->generaltexth->allTexts[13];
  203. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  204. std::vector<std::shared_ptr<CComponent>> cmp;
  205. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  206. showInfoDialog(msg, cmp);
  207. }
  208. else
  209. {
  210. makingTurn = true;
  211. adventureInt->onPlayerTurnStarted(playerID);
  212. }
  213. }
  214. acceptTurn();
  215. }
  216. void CPlayerInterface::acceptTurn()
  217. {
  218. if (settings["session"]["autoSkip"].Bool())
  219. {
  220. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  221. iw->close();
  222. }
  223. if(CSH->howManyPlayerInterfaces() > 1)
  224. {
  225. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. // warn player if he has no town
  229. if (cb->howManyTowns() == 0)
  230. {
  231. auto playerColor = *cb->getPlayerID();
  232. std::vector<Component> components;
  233. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  234. MetaString text;
  235. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  236. if(optDaysWithoutCastle)
  237. {
  238. auto daysWithoutCastle = optDaysWithoutCastle.value();
  239. if (daysWithoutCastle < 6)
  240. {
  241. text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  242. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  243. text.replaceNumber(7 - daysWithoutCastle);
  244. }
  245. else if (daysWithoutCastle == 6)
  246. {
  247. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  248. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  249. }
  250. showInfoDialogAndWait(components, text);
  251. }
  252. else
  253. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  254. }
  255. }
  256. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  257. {
  258. EVENT_HANDLER_CALLED_BY_CLIENT;
  259. waitWhileDialog();
  260. if(LOCPLINT != this)
  261. return;
  262. //FIXME: read once and store
  263. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  264. return;
  265. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  266. if (!hero)
  267. return;
  268. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  269. {
  270. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  271. CCS->soundh->playSound(hero->getRemovalSound().value());
  272. }
  273. std::unordered_set<int3> changedTiles {
  274. hero->convertToVisitablePos(details.start),
  275. hero->convertToVisitablePos(details.end)
  276. };
  277. adventureInt->onMapTilesChanged(changedTiles);
  278. adventureInt->onHeroMovementStarted(hero);
  279. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  280. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  281. {
  282. if(details.result == TryMoveHero::TELEPORTATION)
  283. {
  284. if(localState->hasPath(hero))
  285. {
  286. assert(localState->getPath(hero).nodes.size() >= 2);
  287. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  288. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  289. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  290. {
  291. //path was between entrance and exit of teleport -> OK, erase node as usual
  292. localState->removeLastNode(hero);
  293. }
  294. else
  295. {
  296. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  297. localState->erasePath(hero);
  298. }
  299. }
  300. }
  301. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  302. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  303. {
  304. localState->erasePath(hero);
  305. }
  306. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  307. {
  308. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  309. localState->removeLastNode(hero);
  310. }
  311. }
  312. if(details.stopMovement()) //hero failed to move
  313. {
  314. stillMoveHero.setn(STOP_MOVE);
  315. adventureInt->onHeroChanged(hero);
  316. return;
  317. }
  318. CGI->mh->waitForOngoingAnimations();
  319. //move finished
  320. adventureInt->onHeroChanged(hero);
  321. //check if user cancelled movement
  322. {
  323. if (GH.input().ignoreEventsUntilInput())
  324. stillMoveHero.setn(STOP_MOVE);
  325. }
  326. if (stillMoveHero.get() == WAITING_MOVE)
  327. stillMoveHero.setn(DURING_MOVE);
  328. // Hero attacked creature directly, set direction to face it.
  329. if (directlyAttackingCreature) {
  330. // Get direction to attacker.
  331. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  332. static const ui8 dirLookup[3][3] = {
  333. { 1, 2, 3 },
  334. { 8, 0, 4 },
  335. { 7, 6, 5 }
  336. };
  337. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  338. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  339. }
  340. }
  341. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  345. localState->removeWanderingHero(hero);
  346. adventureInt->onHeroChanged(hero);
  347. localState->erasePath(hero);
  348. }
  349. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  350. {
  351. EVENT_HANDLER_CALLED_BY_CLIENT;
  352. if(start && visitedObj)
  353. {
  354. if(visitedObj->getVisitSound())
  355. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  356. }
  357. }
  358. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. localState->addWanderingHero(hero);
  362. adventureInt->onHeroChanged(hero);
  363. }
  364. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  365. {
  366. if(castleInt)
  367. castleInt->close();
  368. castleInt = nullptr;
  369. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  370. GH.windows().pushWindow(newCastleInt);
  371. }
  372. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. if (which == 4)
  376. {
  377. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  378. ctw->setExpToLevel();
  379. }
  380. else
  381. adventureInt->onHeroChanged(hero);
  382. }
  383. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  387. cuw->redraw();
  388. }
  389. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. adventureInt->onHeroChanged(hero);
  393. if (makingTurn && hero->tempOwner == playerID)
  394. adventureInt->onHeroChanged(hero);
  395. }
  396. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. if (makingTurn && hero->tempOwner == playerID)
  400. adventureInt->onHeroChanged(hero);
  401. }
  402. void CPlayerInterface::receivedResource()
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  406. mw->resourceChanged();
  407. GH.windows().totalRedraw();
  408. }
  409. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. waitWhileDialog();
  413. CCS->soundh->playSound(soundBase::heroNewLevel);
  414. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  415. {
  416. cb->selectionMade(selection, queryID);
  417. });
  418. }
  419. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. waitWhileDialog();
  423. CCS->soundh->playSound(soundBase::heroNewLevel);
  424. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  425. {
  426. cb->selectionMade(selection, queryID);
  427. });
  428. }
  429. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. if(town->garrisonHero) //wandering hero moved to the garrison
  433. {
  434. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  435. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  436. localState->removeWanderingHero(town->garrisonHero);
  437. }
  438. if(town->visitingHero) //hero leaves garrison
  439. {
  440. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  441. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  442. localState->addWanderingHero(town->visitingHero);
  443. }
  444. adventureInt->onHeroChanged(nullptr);
  445. adventureInt->onTownChanged(town);
  446. if(castleInt)
  447. {
  448. castleInt->garr->selectSlot(nullptr);
  449. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  450. castleInt->garr->setArmy(town->visitingHero, 1);
  451. castleInt->garr->recreateSlots();
  452. castleInt->heroes->update();
  453. // Perform totalRedraw to update hero list on adventure map
  454. GH.windows().totalRedraw();
  455. }
  456. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  457. {
  458. ki->townChanged(town);
  459. ki->updateGarrisons();
  460. ki->redraw();
  461. }
  462. }
  463. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. if (hero->tempOwner != playerID )
  467. return;
  468. waitWhileDialog();
  469. openTownWindow(town);
  470. }
  471. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  472. {
  473. std::vector<const CGObjectInstance *> instances;
  474. if(auto obj = cb->getObj(id1))
  475. instances.push_back(obj);
  476. if(id2 != ObjectInstanceID() && id2 != id1)
  477. {
  478. if(auto obj = cb->getObj(id2))
  479. instances.push_back(obj);
  480. }
  481. garrisonsChanged(instances);
  482. }
  483. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  484. {
  485. boost::unique_lock<boost::recursive_mutex> un(*pim);
  486. for (auto object : objs)
  487. {
  488. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  489. auto * town = dynamic_cast<const CGTownInstance*>(object);
  490. if (hero)
  491. adventureInt->onHeroChanged(hero);
  492. if (town)
  493. adventureInt->onTownChanged(town);
  494. }
  495. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  496. cgh->updateGarrisons();
  497. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  498. {
  499. if (vstd::contains(objs, cmw->hero))
  500. cmw->garrisonChanged();
  501. }
  502. GH.windows().totalRedraw();
  503. }
  504. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  505. {
  506. EVENT_HANDLER_CALLED_BY_CLIENT;
  507. adventureInt->onTownChanged(town);
  508. if (castleInt)
  509. {
  510. castleInt->townlist->updateElement(town);
  511. if (castleInt->town == town)
  512. {
  513. switch(what)
  514. {
  515. case 1:
  516. CCS->soundh->playSound(soundBase::newBuilding);
  517. castleInt->addBuilding(buildingID);
  518. break;
  519. case 2:
  520. castleInt->removeBuilding(buildingID);
  521. break;
  522. }
  523. }
  524. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  525. GH.windows().totalRedraw();
  526. }
  527. }
  528. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  529. {
  530. //Don't wait for dialogs when we are non-active hot-seat player
  531. if (LOCPLINT == this)
  532. waitForAllDialogs();
  533. }
  534. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  535. {
  536. EVENT_HANDLER_CALLED_BY_CLIENT;
  537. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  538. lastBattleArmies.first = army1;
  539. lastBattleArmies.second = army2;
  540. //quick combat with neutral creatures only
  541. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  542. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  543. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  544. && settings["adventure"]["quickCombat"].Bool())
  545. || settings["adventure"]["alwaysSkipCombat"].Bool())
  546. {
  547. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  548. autofightingAI->initBattleInterface(env, cb);
  549. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  550. isAutoFightOn = true;
  551. cb->registerBattleInterface(autofightingAI);
  552. // Player shouldn't be able to move on adventure map if quick combat is going
  553. allowBattleReplay = true;
  554. }
  555. //Don't wait for dialogs when we are non-active hot-seat player
  556. if (LOCPLINT == this)
  557. waitForAllDialogs();
  558. BATTLE_EVENT_POSSIBLE_RETURN;
  559. }
  560. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  561. {
  562. EVENT_HANDLER_CALLED_BY_CLIENT;
  563. BATTLE_EVENT_POSSIBLE_RETURN;
  564. for(auto & info : units)
  565. {
  566. switch(info.operation)
  567. {
  568. case UnitChanges::EOperation::RESET_STATE:
  569. {
  570. const CStack * stack = cb->battleGetStackByID(info.id );
  571. if(!stack)
  572. {
  573. logGlobal->error("Invalid unit ID %d", info.id);
  574. continue;
  575. }
  576. battleInt->stackReset(stack);
  577. }
  578. break;
  579. case UnitChanges::EOperation::REMOVE:
  580. battleInt->stackRemoved(info.id);
  581. break;
  582. case UnitChanges::EOperation::ADD:
  583. {
  584. const CStack * unit = cb->battleGetStackByID(info.id);
  585. if(!unit)
  586. {
  587. logGlobal->error("Invalid unit ID %d", info.id);
  588. continue;
  589. }
  590. battleInt->stackAdded(unit);
  591. }
  592. break;
  593. default:
  594. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  595. break;
  596. }
  597. }
  598. }
  599. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  604. std::vector<ObstacleChanges> removedObstacles;
  605. for(auto & change : obstacles)
  606. {
  607. if(change.operation == BattleChanges::EOperation::ADD)
  608. {
  609. auto instance = cb->battleGetObstacleByID(change.id);
  610. if(instance)
  611. newObstacles.push_back(instance);
  612. else
  613. logNetwork->error("Invalid obstacle instance %d", change.id);
  614. }
  615. if(change.operation == BattleChanges::EOperation::REMOVE)
  616. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  617. }
  618. if (!newObstacles.empty())
  619. battleInt->obstaclePlaced(newObstacles);
  620. if (!removedObstacles.empty())
  621. battleInt->obstacleRemoved(removedObstacles);
  622. battleInt->fieldController->redrawBackgroundWithHexes();
  623. }
  624. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. BATTLE_EVENT_POSSIBLE_RETURN;
  628. battleInt->stackIsCatapulting(ca);
  629. }
  630. 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
  631. {
  632. EVENT_HANDLER_CALLED_BY_CLIENT;
  633. BATTLE_EVENT_POSSIBLE_RETURN;
  634. battleInt->newRound(round);
  635. }
  636. void CPlayerInterface::actionStarted(const BattleAction &action)
  637. {
  638. EVENT_HANDLER_CALLED_BY_CLIENT;
  639. BATTLE_EVENT_POSSIBLE_RETURN;
  640. curAction = new BattleAction(action);
  641. battleInt->startAction(curAction);
  642. }
  643. void CPlayerInterface::actionFinished(const BattleAction &action)
  644. {
  645. EVENT_HANDLER_CALLED_BY_CLIENT;
  646. BATTLE_EVENT_POSSIBLE_RETURN;
  647. battleInt->endAction(curAction);
  648. delete curAction;
  649. curAction = nullptr;
  650. }
  651. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  652. {
  653. THREAD_CREATED_BY_CLIENT;
  654. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  655. auto stackId = stack->unitId();
  656. auto stackName = stack->nodeName();
  657. if (autofightingAI)
  658. {
  659. if (isAutoFightOn)
  660. {
  661. auto ret = autofightingAI->activeStack(stack);
  662. if(cb->battleIsFinished())
  663. {
  664. return BattleAction::makeDefend(stack); // battle finished with spellcast
  665. }
  666. if (isAutoFightOn)
  667. {
  668. return ret;
  669. }
  670. }
  671. cb->unregisterBattleInterface(autofightingAI);
  672. autofightingAI.reset();
  673. }
  674. assert(battleInt);
  675. if(!battleInt)
  676. {
  677. return BattleAction::makeDefend(stack); // probably battle is finished already
  678. }
  679. if(BattleInterface::givenCommand.get())
  680. {
  681. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  682. vstd::clear_pointer(BattleInterface::givenCommand.data);
  683. }
  684. {
  685. boost::unique_lock<boost::recursive_mutex> un(*pim);
  686. battleInt->stackActivated(stack);
  687. //Regeneration & mana drain go there
  688. }
  689. //wait till BattleInterface sets its command
  690. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  691. while(!BattleInterface::givenCommand.data)
  692. {
  693. BattleInterface::givenCommand.cond.wait(lock);
  694. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  695. throw boost::thread_interrupted(); //will shut the thread peacefully
  696. }
  697. //tidy up
  698. BattleAction ret = *(BattleInterface::givenCommand.data);
  699. vstd::clear_pointer(BattleInterface::givenCommand.data);
  700. if(ret.actionType == EActionType::CANCEL)
  701. {
  702. if(stackId != ret.stackNumber)
  703. logGlobal->error("Not current active stack action canceled");
  704. logGlobal->trace("Canceled command for %s", stackName);
  705. }
  706. else
  707. logGlobal->trace("Giving command for %s", stackName);
  708. return ret;
  709. }
  710. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. if(isAutoFightOn || autofightingAI)
  714. {
  715. isAutoFightOn = false;
  716. cb->unregisterBattleInterface(autofightingAI);
  717. autofightingAI.reset();
  718. if(!battleInt)
  719. {
  720. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  721. allowBattleReplay = false;
  722. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  723. wnd->resultCallback = [=](ui32 selection)
  724. {
  725. cb->selectionMade(selection, queryID);
  726. };
  727. GH.windows().pushWindow(wnd);
  728. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  729. // Otherwise NewTurn causes freeze.
  730. waitWhileDialog();
  731. return;
  732. }
  733. }
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. battleInt->battleFinished(*br, queryID);
  736. }
  737. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. battleInt->displayBattleLog(lines);
  742. }
  743. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  744. {
  745. EVENT_HANDLER_CALLED_BY_CLIENT;
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. battleInt->stackMoved(stack, dest, distance, teleport);
  748. }
  749. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  750. {
  751. EVENT_HANDLER_CALLED_BY_CLIENT;
  752. BATTLE_EVENT_POSSIBLE_RETURN;
  753. battleInt->spellCast(sc);
  754. }
  755. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. BATTLE_EVENT_POSSIBLE_RETURN;
  759. battleInt->battleStacksEffectsSet(sse);
  760. }
  761. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. BATTLE_EVENT_POSSIBLE_RETURN;
  765. RETURN_IF_QUICK_COMBAT;
  766. battleInt->effectsController->battleTriggerEffect(bte);
  767. }
  768. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. BATTLE_EVENT_POSSIBLE_RETURN;
  772. std::vector<StackAttackedInfo> arg;
  773. for(auto & elem : bsa)
  774. {
  775. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  776. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  777. assert(defender);
  778. StackAttackedInfo info;
  779. info.defender = defender;
  780. info.attacker = attacker;
  781. info.damageDealt = elem.damageAmount;
  782. info.amountKilled = elem.killedAmount;
  783. info.spellEffect = SpellID::NONE;
  784. info.indirectAttack = ranged;
  785. info.killed = elem.killed();
  786. info.rebirth = elem.willRebirth();
  787. info.cloneKilled = elem.cloneKilled();
  788. info.fireShield = elem.fireShield();
  789. if (elem.isSpell())
  790. info.spellEffect = elem.spellID;
  791. arg.push_back(info);
  792. }
  793. battleInt->stacksAreAttacked(arg);
  794. }
  795. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. assert(curAction);
  800. StackAttackInfo info;
  801. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  802. info.defender = nullptr;
  803. info.indirectAttack = ba->shot();
  804. info.lucky = ba->lucky();
  805. info.unlucky = ba->unlucky();
  806. info.deathBlow = ba->deathBlow();
  807. info.lifeDrain = ba->lifeDrain();
  808. info.tile = ba->tile;
  809. info.spellEffect = SpellID::NONE;
  810. if (ba->spellLike())
  811. info.spellEffect = ba->spellID;
  812. for(auto & elem : ba->bsa)
  813. {
  814. if(!elem.isSecondary())
  815. {
  816. assert(info.defender == nullptr);
  817. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  818. }
  819. else
  820. {
  821. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  822. }
  823. }
  824. assert(info.defender != nullptr);
  825. assert(info.attacker != nullptr);
  826. battleInt->stackAttacking(info);
  827. }
  828. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  829. {
  830. EVENT_HANDLER_CALLED_BY_CLIENT;
  831. BATTLE_EVENT_POSSIBLE_RETURN;
  832. battleInt->gateStateChanged(state);
  833. }
  834. void CPlayerInterface::yourTacticPhase(int distance)
  835. {
  836. THREAD_CREATED_BY_CLIENT;
  837. while(battleInt && battleInt->tacticsMode)
  838. boost::this_thread::sleep(boost::posix_time::millisec(1));
  839. }
  840. void CPlayerInterface::forceEndTacticPhase()
  841. {
  842. if (battleInt)
  843. battleInt->tacticsMode = false;
  844. }
  845. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  846. {
  847. EVENT_HANDLER_CALLED_BY_CLIENT;
  848. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  849. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  850. if(autoTryHover || type == EInfoWindowMode::INFO)
  851. {
  852. waitWhileDialog(); //Fix for mantis #98
  853. adventureInt->showInfoBoxMessage(components, text, timer);
  854. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  855. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  856. return;
  857. }
  858. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  859. {
  860. return;
  861. }
  862. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  863. do
  864. {
  865. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  866. std::vector<std::shared_ptr<CComponent>> intComps;
  867. for (auto & component : sender)
  868. intComps.push_back(std::make_shared<CComponent>(component));
  869. showInfoDialog(text,intComps,soundID);
  870. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  871. }
  872. while(!vect.empty());
  873. }
  874. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  875. {
  876. std::vector<std::shared_ptr<CComponent>> intComps;
  877. intComps.push_back(component);
  878. showInfoDialog(text, intComps, soundBase::sound_todo);
  879. }
  880. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  881. {
  882. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  883. waitWhileDialog();
  884. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  885. {
  886. return;
  887. }
  888. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  889. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  890. {
  891. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  892. showingDialog->set(true);
  893. stopMovement(); // interrupt movement to show dialog
  894. GH.windows().pushWindow(temp);
  895. }
  896. else
  897. {
  898. dialogs.push_back(temp);
  899. }
  900. }
  901. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  902. {
  903. EVENT_HANDLER_CALLED_BY_CLIENT;
  904. std::string str = text.toString();
  905. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  906. waitWhileDialog();
  907. }
  908. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  909. {
  910. boost::unique_lock<boost::recursive_mutex> un(*pim);
  911. stopMovement();
  912. LOCPLINT->showingDialog->setn(true);
  913. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  914. }
  915. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. waitWhileDialog();
  919. stopMovement();
  920. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  921. if (!selection && cancel) //simple yes/no dialog
  922. {
  923. std::vector<std::shared_ptr<CComponent>> intComps;
  924. for (auto & component : components)
  925. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  926. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  927. }
  928. else if (selection)
  929. {
  930. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  931. for (auto & component : components)
  932. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  933. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  934. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  935. if (cancel)
  936. {
  937. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  938. }
  939. int charperline = 35;
  940. if (pom.size() > 1)
  941. charperline = 50;
  942. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  943. intComps[0]->clickPressed(GH.getCursorPosition());
  944. intComps[0]->clickReleased(GH.getCursorPosition());
  945. }
  946. }
  947. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. int choosenExit = -1;
  951. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  952. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  953. choosenExit = vstd::find_pos(exits, neededExit);
  954. cb->selectionMade(choosenExit, askID);
  955. }
  956. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  957. {
  958. EVENT_HANDLER_CALLED_BY_CLIENT;
  959. auto selectCallback = [=](int selection)
  960. {
  961. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  962. reply.Integer() = selection;
  963. cb->sendQueryReply(reply, askID);
  964. };
  965. auto cancelCallback = [=]()
  966. {
  967. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  968. cb->sendQueryReply(reply, askID);
  969. };
  970. const std::string localTitle = title.toString();
  971. const std::string localDescription = description.toString();
  972. std::vector<int> tempList;
  973. tempList.reserve(objects.size());
  974. for(auto item : objects)
  975. tempList.push_back(item.getNum());
  976. CComponent localIconC(icon);
  977. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  978. localIconC.removeChild(localIcon.get(), false);
  979. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  980. wnd->onExit = cancelCallback;
  981. GH.windows().pushWindow(wnd);
  982. }
  983. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  987. adventureInt->onMapTilesChanged(pos);
  988. }
  989. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. adventureInt->onMapTilesChanged(pos);
  993. }
  994. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  995. {
  996. boost::unique_lock<boost::recursive_mutex> un(*pim);
  997. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  998. }
  999. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1000. {
  1001. EVENT_HANDLER_CALLED_BY_CLIENT;
  1002. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1003. {
  1004. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1005. fortScreen->creaturesChangedEventHandler();
  1006. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1007. castleInterface->creaturesChangedEventHandler();
  1008. if (townObj)
  1009. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1010. ki->townChanged(townObj);
  1011. }
  1012. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1013. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1014. {
  1015. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1016. if (crw->dwelling == town)
  1017. crw->availableCreaturesChanged();
  1018. }
  1019. }
  1020. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1021. {
  1022. EVENT_HANDLER_CALLED_BY_CLIENT;
  1023. if (bonus.type == BonusType::NONE)
  1024. return;
  1025. adventureInt->onHeroChanged(hero);
  1026. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1027. {
  1028. //recalculate paths because hero has lost bonus influencing pathfinding
  1029. localState->erasePath(hero);
  1030. }
  1031. }
  1032. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. localState->serialize(h, version);
  1036. }
  1037. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1038. {
  1039. EVENT_HANDLER_CALLED_BY_CLIENT;
  1040. localState->serialize(h, version);
  1041. firstCall = -1;
  1042. }
  1043. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1044. {
  1045. LOG_TRACE(logGlobal);
  1046. if (!LOCPLINT->makingTurn)
  1047. return;
  1048. if (!h)
  1049. return; //can't find hero
  1050. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1051. if (showingDialog->get() || !dialogs.empty())
  1052. return;
  1053. setMovementStatus(true);
  1054. if (localState->isHeroSleeping(h))
  1055. localState->setHeroAwaken(h);
  1056. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1057. }
  1058. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1062. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1063. {
  1064. onEnd();
  1065. return;
  1066. }
  1067. waitForAllDialogs();
  1068. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1069. cgw->quit->addCallback(onEnd);
  1070. GH.windows().pushWindow(cgw);
  1071. }
  1072. /**
  1073. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1074. * into a combinational one on an artifact screen. Does not require the combination of
  1075. * artifacts to be legal.
  1076. */
  1077. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1078. {
  1079. std::string text = artifact->getDescriptionTranslated();
  1080. text += "\n\n";
  1081. std::vector<std::shared_ptr<CComponent>> scs;
  1082. if(assembledArtifact)
  1083. {
  1084. // You possess all of the components to...
  1085. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1086. // Picture of assembled artifact at bottom.
  1087. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1088. scs.push_back(sc);
  1089. }
  1090. else
  1091. {
  1092. // Do you wish to disassemble this artifact?
  1093. text += CGI->generaltexth->allTexts[733];
  1094. }
  1095. showYesNoDialog(text, onYes, nullptr, scs);
  1096. }
  1097. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1098. {
  1099. EVENT_HANDLER_CALLED_BY_CLIENT;
  1100. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1101. && destinationTeleport == ObjectInstanceID())
  1102. stillMoveHero.setn(CONTINUE_MOVE);
  1103. if (destinationTeleport != ObjectInstanceID()
  1104. && pa->packType == typeList.getTypeID<QueryReply>()
  1105. && stillMoveHero.get() == DURING_MOVE)
  1106. { // After teleportation via CGTeleport object is finished
  1107. destinationTeleport = ObjectInstanceID();
  1108. destinationTeleportPos = int3(-1);
  1109. stillMoveHero.setn(CONTINUE_MOVE);
  1110. }
  1111. }
  1112. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1113. {
  1114. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1115. }
  1116. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1117. {
  1118. EVENT_HANDLER_CALLED_BY_CLIENT;
  1119. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1120. }
  1121. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1122. {
  1123. if (sop->what == ObjProperty::OWNER)
  1124. {
  1125. const CGObjectInstance * obj = cb->getObj(sop->id);
  1126. if(obj->ID == Obj::TOWN)
  1127. {
  1128. auto town = static_cast<const CGTownInstance *>(obj);
  1129. if(obj->tempOwner == playerID)
  1130. {
  1131. localState->removeOwnedTown(town);
  1132. adventureInt->onTownChanged(town);
  1133. }
  1134. }
  1135. }
  1136. }
  1137. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1138. {
  1139. EVENT_HANDLER_CALLED_BY_CLIENT;
  1140. if (sop->what == ObjProperty::OWNER)
  1141. {
  1142. const CGObjectInstance * obj = cb->getObj(sop->id);
  1143. if(obj->ID == Obj::TOWN)
  1144. {
  1145. auto town = static_cast<const CGTownInstance *>(obj);
  1146. if(obj->tempOwner == playerID)
  1147. {
  1148. localState->addOwnedTown(town);
  1149. adventureInt->onTownChanged(town);
  1150. }
  1151. }
  1152. //redraw minimap if owner changed
  1153. std::set<int3> pos = obj->getBlockedPos();
  1154. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1155. adventureInt->onMapTilesChanged(upos);
  1156. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1157. }
  1158. }
  1159. void CPlayerInterface::initializeHeroTownList()
  1160. {
  1161. if(localState->getWanderingHeroes().empty())
  1162. {
  1163. for(auto & hero : cb->getHeroesInfo())
  1164. {
  1165. if(!hero->inTownGarrison)
  1166. localState->addWanderingHero(hero);
  1167. }
  1168. }
  1169. if(localState->getOwnedTowns().empty())
  1170. {
  1171. for(auto & town : cb->getTownsInfo())
  1172. localState->addOwnedTown(town);
  1173. }
  1174. if(adventureInt)
  1175. adventureInt->onHeroChanged(nullptr);
  1176. }
  1177. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. waitWhileDialog();
  1181. auto recruitCb = [=](CreatureID id, int count)
  1182. {
  1183. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1184. };
  1185. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1186. }
  1187. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1188. {
  1189. if (GH.amIGuiThread())
  1190. {
  1191. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1192. return;
  1193. }
  1194. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1195. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1196. while(showingDialog->data)
  1197. showingDialog->cond.wait(un);
  1198. }
  1199. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1200. {
  1201. EVENT_HANDLER_CALLED_BY_CLIENT;
  1202. auto state = obj->shipyardStatus();
  1203. TResources cost;
  1204. obj->getBoatCost(cost);
  1205. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1206. }
  1207. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1208. {
  1209. EVENT_HANDLER_CALLED_BY_CLIENT;
  1210. //we might have built a boat in shipyard in opened town screen
  1211. if (obj->ID == Obj::BOAT
  1212. && LOCPLINT->castleInt
  1213. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1214. {
  1215. CCS->soundh->playSound(soundBase::newBuilding);
  1216. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1217. }
  1218. }
  1219. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1220. {
  1221. EVENT_HANDLER_CALLED_BY_CLIENT;
  1222. waitWhileDialog();
  1223. CCS->curh->hide();
  1224. adventureInt->centerOnTile(pos);
  1225. if (focusTime)
  1226. {
  1227. GH.windows().totalRedraw();
  1228. {
  1229. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1230. IgnoreEvents ignore(*this);
  1231. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1232. }
  1233. }
  1234. CCS->curh->show();
  1235. }
  1236. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1237. {
  1238. EVENT_HANDLER_CALLED_BY_CLIENT;
  1239. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1240. {
  1241. waitWhileDialog();
  1242. CCS->soundh->playSound(obj->getRemovalSound().value());
  1243. }
  1244. CGI->mh->waitForOngoingAnimations();
  1245. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1246. {
  1247. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1248. heroKilled(h);
  1249. }
  1250. GH.fakeMouseMove();
  1251. }
  1252. void CPlayerInterface::objectRemovedAfter()
  1253. {
  1254. EVENT_HANDLER_CALLED_BY_CLIENT;
  1255. adventureInt->onMapTilesChanged(boost::none);
  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::tryDiggging(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. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1619. {
  1620. GH.input().ignoreEventsUntilInput();
  1621. return true;
  1622. }
  1623. return false;
  1624. }
  1625. void CPlayerInterface::setMovementStatus(bool value)
  1626. {
  1627. duringMovement = value;
  1628. if (value)
  1629. {
  1630. CCS->curh->hide();
  1631. }
  1632. else
  1633. {
  1634. CCS->curh->show();
  1635. }
  1636. }
  1637. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1638. {
  1639. int i = 1;
  1640. auto getObj = [&](int3 coord, bool ignoreHero)
  1641. {
  1642. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1643. };
  1644. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1645. {
  1646. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1647. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1648. action != EPathNodeAction::TELEPORT_BATTLE)
  1649. {
  1650. return false;
  1651. }
  1652. return true;
  1653. };
  1654. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1655. {
  1656. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1657. return nextObjectTop;
  1658. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1659. CGTeleport::isConnected(currentObject, nextObject))
  1660. {
  1661. return nextObject;
  1662. }
  1663. return nullptr;
  1664. };
  1665. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1666. stillMoveHero.data = CONTINUE_MOVE;
  1667. auto doMovement = [&](int3 dst, bool transit)
  1668. {
  1669. stillMoveHero.data = WAITING_MOVE;
  1670. cb->moveHero(h, dst, transit);
  1671. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1672. stillMoveHero.cond.wait(un);
  1673. };
  1674. {
  1675. for (auto & elem : path.nodes)
  1676. elem.coord = h->convertFromVisitablePos(elem.coord);
  1677. int soundChannel = -1;
  1678. std::string soundName;
  1679. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1680. {
  1681. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1682. return "";
  1683. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1684. return "";
  1685. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1686. return "";
  1687. // flying movement sound
  1688. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1689. return "HORSE10.wav";
  1690. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1691. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1692. auto prevRoad = prevTile->roadType;
  1693. auto nextRoad = nextTile->roadType;
  1694. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1695. if (movingOnRoad)
  1696. return nextTile->terType->horseSound;
  1697. else
  1698. return nextTile->terType->horseSoundPenalty;
  1699. };
  1700. auto canStop = [&](CGPathNode * node) -> bool
  1701. {
  1702. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1703. return true;
  1704. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1705. return true;
  1706. return false;
  1707. };
  1708. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1709. {
  1710. int3 prevCoord = path.nodes[i].coord;
  1711. int3 nextCoord = path.nodes[i-1].coord;
  1712. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1713. auto nextObjectTop = getObj(nextCoord, false);
  1714. auto nextObject = getObj(nextCoord, true);
  1715. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1716. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1717. {
  1718. CCS->soundh->stopSound(soundChannel);
  1719. destinationTeleport = destTeleportObj->id;
  1720. destinationTeleportPos = nextCoord;
  1721. doMovement(h->pos, false);
  1722. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1723. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1724. {
  1725. destinationTeleport = ObjectInstanceID();
  1726. destinationTeleportPos = int3(-1);
  1727. }
  1728. if(i != path.nodes.size() - 1)
  1729. {
  1730. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1731. if (!soundName.empty())
  1732. soundChannel = CCS->soundh->playSound(soundName, -1);
  1733. else
  1734. soundChannel = -1;
  1735. }
  1736. continue;
  1737. }
  1738. if (path.nodes[i-1].turns)
  1739. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1740. stillMoveHero.data = STOP_MOVE;
  1741. break;
  1742. }
  1743. {
  1744. // Start a new sound for the hero movement or let the existing one carry on.
  1745. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1746. if(newSoundName != soundName)
  1747. {
  1748. soundName = newSoundName;
  1749. CCS->soundh->stopSound(soundChannel);
  1750. if (!soundName.empty())
  1751. soundChannel = CCS->soundh->playSound(soundName, -1);
  1752. else
  1753. soundChannel = -1;
  1754. }
  1755. }
  1756. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  1757. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1758. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1759. bool useTransit = false;
  1760. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1761. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1762. || CGTeleport::isTeleport(nextObjectTop)))
  1763. { // Hero should be able to go through object if it's allow transit
  1764. useTransit = true;
  1765. }
  1766. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1767. useTransit = true;
  1768. doMovement(endpos, useTransit);
  1769. logGlobal->trace("Resuming %s", __FUNCTION__);
  1770. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1771. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1772. break;
  1773. }
  1774. CCS->soundh->stopSound(soundChannel);
  1775. }
  1776. //Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
  1777. if (!showingDialog->get())
  1778. GH.fakeMouseMove();
  1779. CGI->mh->waitForOngoingAnimations();
  1780. setMovementStatus(false);
  1781. }
  1782. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1783. {
  1784. EVENT_HANDLER_CALLED_BY_CLIENT;
  1785. adventureInt->openWorldView(objectPositions, showTerrain );
  1786. }