CPlayerInterface.cpp 65 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 <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.h"
  16. #include "adventureMap/CMinimap.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "CMT.h"
  28. #include "windows/CHeroWindow.h"
  29. #include "windows/CCreatureWindow.h"
  30. #include "windows/CQuestLog.h"
  31. #include "windows/CPuzzleWindow.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. template<typename Handler>
  152. void HeroPathStorage::serialize(Handler & h, int version)
  153. {
  154. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  155. if (h.saving)
  156. {
  157. for (auto &p : paths)
  158. {
  159. if (p.second.nodes.size())
  160. pathsMap[p.first] = p.second.endPos();
  161. else
  162. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  163. }
  164. h & pathsMap;
  165. }
  166. else
  167. {
  168. h & pathsMap;
  169. if (owner.cb)
  170. {
  171. for (auto &p : pathsMap)
  172. {
  173. CGPath path;
  174. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  175. paths[p.first] = path;
  176. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  177. }
  178. }
  179. }
  180. }
  181. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  182. paths(*this)
  183. {
  184. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  185. destinationTeleport = ObjectInstanceID();
  186. destinationTeleportPos = int3(-1);
  187. GH.defActionsDef = 0;
  188. LOCPLINT = this;
  189. curAction = nullptr;
  190. playerID=Player;
  191. human=true;
  192. battleInt = nullptr;
  193. castleInt = nullptr;
  194. makingTurn = false;
  195. showingDialog = new CondSh<bool>(false);
  196. cingconsole = new CInGameConsole();
  197. GH.terminate_cond->set(false);
  198. firstCall = 1; //if loading will be overwritten in serialize
  199. autosaveCount = 0;
  200. isAutoFightOn = false;
  201. duringMovement = false;
  202. ignoreEvents = false;
  203. numOfMovedArts = 0;
  204. }
  205. CPlayerInterface::~CPlayerInterface()
  206. {
  207. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  208. delete showingDialog;
  209. delete cingconsole;
  210. if (LOCPLINT == this)
  211. LOCPLINT = nullptr;
  212. }
  213. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  214. {
  215. cb = CB;
  216. env = ENV;
  217. CCS->musich->loadTerrainMusicThemes();
  218. initializeHeroTownList();
  219. // always recreate advmap interface to avoid possible memory-corruption bugs
  220. adventureInt.reset(new CAdvMapInt());
  221. }
  222. void CPlayerInterface::yourTurn()
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. adventureInt->selection = nullptr;
  230. NotificationHandler::notify("Your turn");
  231. std::string prefix = settings["session"]["saveprefix"].String();
  232. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  233. if (firstCall)
  234. {
  235. if(CSH->howManyPlayerInterfaces() == 1)
  236. adventureInt->setPlayer(playerID);
  237. autosaveCount = getLastIndex(prefix + "Autosave_");
  238. if (firstCall > 0) //new game, not loaded
  239. {
  240. int index = getLastIndex(prefix + "Newgame_");
  241. index %= SAVES_COUNT;
  242. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  243. }
  244. firstCall = 0;
  245. }
  246. else if(frequency > 0 && cb->getDate() % frequency == 0)
  247. {
  248. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  249. autosaveCount %= 5;
  250. }
  251. adventureInt->setPlayer(playerID);
  252. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  253. {
  254. adventureInt->startHotSeatWait(playerID);
  255. makingTurn = true;
  256. std::string msg = CGI->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->startTurn();
  266. }
  267. }
  268. acceptTurn();
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. adventureInt->infoBar->requestPopAll();
  283. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  284. {
  285. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  286. CCS->soundh->playSound(hero->getRemovalSound().get());
  287. }
  288. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  289. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  290. bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
  291. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  292. {
  293. if(details.result == TryMoveHero::TELEPORTATION)
  294. {
  295. if(paths.hasPath(hero))
  296. {
  297. assert(paths.getPath(hero).nodes.size() >= 2);
  298. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  299. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  300. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  301. {
  302. //path was between entrance and exit of teleport -> OK, erase node as usual
  303. paths.removeLastNode(hero);
  304. }
  305. else
  306. {
  307. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  308. paths.erasePath(hero);
  309. }
  310. }
  311. }
  312. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  313. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  314. {
  315. paths.erasePath(hero);
  316. }
  317. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  318. {
  319. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  320. paths.removeLastNode(hero);
  321. }
  322. }
  323. if(details.stopMovement()) //hero failed to move
  324. {
  325. stillMoveHero.setn(STOP_MOVE);
  326. adventureInt->heroList->update(hero);
  327. return;
  328. }
  329. adventureInt->heroList->redraw();
  330. CGI->mh->waitForOngoingAnimations();
  331. //move finished
  332. adventureInt->heroList->update(hero);
  333. //check if user cancelled movement
  334. {
  335. boost::unique_lock<boost::mutex> un(eventsM);
  336. while(!SDLEventsQueue.empty())
  337. {
  338. SDL_Event ev = SDLEventsQueue.front();
  339. SDLEventsQueue.pop();
  340. switch(ev.type)
  341. {
  342. case SDL_MOUSEBUTTONDOWN:
  343. stillMoveHero.setn(STOP_MOVE);
  344. break;
  345. case SDL_KEYDOWN:
  346. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  347. stillMoveHero.setn(STOP_MOVE);
  348. break;
  349. }
  350. }
  351. }
  352. if (stillMoveHero.get() == WAITING_MOVE)
  353. stillMoveHero.setn(DURING_MOVE);
  354. // Hero attacked creature directly, set direction to face it.
  355. if (directlyAttackingCreature) {
  356. // Get direction to attacker.
  357. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  358. static const ui8 dirLookup[3][3] = {
  359. { 1, 2, 3 },
  360. { 8, 0, 4 },
  361. { 7, 6, 5 }
  362. };
  363. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  364. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  365. }
  366. }
  367. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  371. const CArmedInstance *newSelection = nullptr;
  372. if (makingTurn)
  373. {
  374. //find new object for selection: either hero
  375. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  376. if (next >= 0)
  377. newSelection = wanderingHeroes[next];
  378. //or town
  379. if (!newSelection || newSelection == hero)
  380. {
  381. if (towns.empty())
  382. newSelection = nullptr;
  383. else
  384. newSelection = towns.front();
  385. }
  386. }
  387. wanderingHeroes -= hero;
  388. adventureInt->heroList->update(hero);
  389. if (makingTurn && newSelection)
  390. adventureInt->select(newSelection, true);
  391. else if (adventureInt->selection == hero)
  392. adventureInt->selection = nullptr;
  393. paths.erasePath(hero);
  394. }
  395. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if(start && visitedObj)
  399. {
  400. if(visitedObj->getVisitSound())
  401. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  402. }
  403. }
  404. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. wanderingHeroes.push_back(hero);
  408. adventureInt->heroList->update(hero);
  409. }
  410. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  411. {
  412. if(castleInt)
  413. castleInt->close();
  414. castleInt = nullptr;
  415. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  416. GH.pushInt(newCastleInt);
  417. }
  418. void CPlayerInterface::activateForSpectator()
  419. {
  420. adventureInt->state = CAdvMapInt::INGAME;
  421. adventureInt->activate();
  422. adventureInt->minimap->activate();
  423. }
  424. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. if (which == 4)
  428. {
  429. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  430. ctw->setExpToLevel();
  431. }
  432. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  433. updateInfo(hero);
  434. }
  435. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  439. if (cuw) //university window is open
  440. {
  441. GH.totalRedraw();
  442. }
  443. }
  444. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. updateInfo(hero);
  448. if (makingTurn && hero->tempOwner == playerID)
  449. adventureInt->heroList->update(hero);
  450. }
  451. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  452. {
  453. EVENT_HANDLER_CALLED_BY_CLIENT;
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::receivedResource()
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  461. mw->resourceChanged();
  462. GH.totalRedraw();
  463. }
  464. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  465. {
  466. EVENT_HANDLER_CALLED_BY_CLIENT;
  467. waitWhileDialog();
  468. CCS->soundh->playSound(soundBase::heroNewLevel);
  469. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  470. {
  471. cb->selectionMade(selection, queryID);
  472. });
  473. }
  474. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  475. {
  476. EVENT_HANDLER_CALLED_BY_CLIENT;
  477. waitWhileDialog();
  478. CCS->soundh->playSound(soundBase::heroNewLevel);
  479. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  480. {
  481. cb->selectionMade(selection, queryID);
  482. });
  483. }
  484. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  485. {
  486. EVENT_HANDLER_CALLED_BY_CLIENT;
  487. updateInfo(town);
  488. if (town->garrisonHero) //wandering hero moved to the garrison
  489. {
  490. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  491. wanderingHeroes -= town->garrisonHero;
  492. }
  493. if (town->visitingHero) //hero leaves garrison
  494. {
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList->update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. castleInt->redraw();
  508. }
  509. for (auto isa : GH.listInt)
  510. {
  511. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  512. if (ki)
  513. {
  514. ki->townChanged(town);
  515. ki->updateGarrisons();
  516. ki->redraw();
  517. }
  518. }
  519. }
  520. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. if (hero->tempOwner != playerID )
  524. return;
  525. waitWhileDialog();
  526. openTownWindow(town);
  527. }
  528. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  529. {
  530. std::vector<const CGObjectInstance *> instances;
  531. if(auto obj = cb->getObj(id1))
  532. instances.push_back(obj);
  533. if(id2 != ObjectInstanceID() && id2 != id1)
  534. {
  535. if(auto obj = cb->getObj(id2))
  536. instances.push_back(obj);
  537. }
  538. garrisonsChanged(instances);
  539. }
  540. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  541. {
  542. boost::unique_lock<boost::recursive_mutex> un(*pim);
  543. for (auto object : objs)
  544. updateInfo(object);
  545. for (auto & elem : GH.listInt)
  546. {
  547. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  548. if (cgh)
  549. cgh->updateGarrisons();
  550. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  551. {
  552. if (vstd::contains(objs, cmw->hero))
  553. cmw->garrisonChanged();
  554. }
  555. }
  556. GH.totalRedraw();
  557. }
  558. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  559. {
  560. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  561. }
  562. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. switch (buildingID)
  566. {
  567. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  568. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  569. case BuildingID::RESOURCE_SILO:
  570. updateInfo(town);
  571. break;
  572. }
  573. if (castleInt)
  574. {
  575. castleInt->townlist->update(town);
  576. if (castleInt->town == town)
  577. {
  578. switch(what)
  579. {
  580. case 1:
  581. CCS->soundh->playSound(soundBase::newBuilding);
  582. castleInt->addBuilding(buildingID);
  583. break;
  584. case 2:
  585. castleInt->removeBuilding(buildingID);
  586. break;
  587. }
  588. }
  589. }
  590. adventureInt->townList->update(town);
  591. }
  592. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  593. {
  594. //Don't wait for dialogs when we are non-active hot-seat player
  595. if (LOCPLINT == this)
  596. waitForAllDialogs();
  597. }
  598. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  599. {
  600. EVENT_HANDLER_CALLED_BY_CLIENT;
  601. if (settings["adventure"]["quickCombat"].Bool())
  602. {
  603. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  604. autofightingAI->initBattleInterface(env, cb);
  605. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  606. isAutoFightOn = true;
  607. cb->registerBattleInterface(autofightingAI);
  608. // Player shouldn't be able to move on adventure map if quick combat is going
  609. adventureInt->quickCombatLock();
  610. }
  611. //Don't wait for dialogs when we are non-active hot-seat player
  612. if (LOCPLINT == this)
  613. waitForAllDialogs();
  614. BATTLE_EVENT_POSSIBLE_RETURN;
  615. }
  616. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  617. {
  618. EVENT_HANDLER_CALLED_BY_CLIENT;
  619. BATTLE_EVENT_POSSIBLE_RETURN;
  620. for(auto & info : units)
  621. {
  622. switch(info.operation)
  623. {
  624. case UnitChanges::EOperation::RESET_STATE:
  625. {
  626. const CStack * stack = cb->battleGetStackByID(info.id );
  627. if(!stack)
  628. {
  629. logGlobal->error("Invalid unit ID %d", info.id);
  630. continue;
  631. }
  632. battleInt->stackReset(stack);
  633. }
  634. break;
  635. case UnitChanges::EOperation::REMOVE:
  636. battleInt->stackRemoved(info.id);
  637. break;
  638. case UnitChanges::EOperation::ADD:
  639. {
  640. const CStack * unit = cb->battleGetStackByID(info.id);
  641. if(!unit)
  642. {
  643. logGlobal->error("Invalid unit ID %d", info.id);
  644. continue;
  645. }
  646. battleInt->stackAdded(unit);
  647. }
  648. break;
  649. default:
  650. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  651. break;
  652. }
  653. }
  654. }
  655. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  660. std::vector<ObstacleChanges> removedObstacles;
  661. for(auto & change : obstacles)
  662. {
  663. if(change.operation == BattleChanges::EOperation::ADD)
  664. {
  665. auto instance = cb->battleGetObstacleByID(change.id);
  666. if(instance)
  667. newObstacles.push_back(instance);
  668. else
  669. logNetwork->error("Invalid obstacle instance %d", change.id);
  670. }
  671. if(change.operation == BattleChanges::EOperation::REMOVE)
  672. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  673. }
  674. if (!newObstacles.empty())
  675. battleInt->obstaclePlaced(newObstacles);
  676. if (!removedObstacles.empty())
  677. battleInt->obstacleRemoved(removedObstacles);
  678. battleInt->fieldController->redrawBackgroundWithHexes();
  679. }
  680. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->stackIsCatapulting(ca);
  685. }
  686. 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
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. battleInt->newRound(round);
  691. }
  692. void CPlayerInterface::actionStarted(const BattleAction &action)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. curAction = new BattleAction(action);
  697. battleInt->startAction(curAction);
  698. }
  699. void CPlayerInterface::actionFinished(const BattleAction &action)
  700. {
  701. EVENT_HANDLER_CALLED_BY_CLIENT;
  702. BATTLE_EVENT_POSSIBLE_RETURN;
  703. battleInt->endAction(curAction);
  704. delete curAction;
  705. curAction = nullptr;
  706. }
  707. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  708. {
  709. THREAD_CREATED_BY_CLIENT;
  710. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  711. auto stackId = stack->ID;
  712. auto stackName = stack->nodeName();
  713. if (autofightingAI)
  714. {
  715. if (isAutoFightOn)
  716. {
  717. auto ret = autofightingAI->activeStack(stack);
  718. if(cb->battleIsFinished())
  719. {
  720. return BattleAction::makeDefend(stack); // battle finished with spellcast
  721. }
  722. if (isAutoFightOn)
  723. {
  724. return ret;
  725. }
  726. }
  727. cb->unregisterBattleInterface(autofightingAI);
  728. autofightingAI.reset();
  729. }
  730. assert(battleInt);
  731. if(!battleInt)
  732. {
  733. return BattleAction::makeDefend(stack); // probably battle is finished already
  734. }
  735. if(BattleInterface::givenCommand.get())
  736. {
  737. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  738. vstd::clear_pointer(BattleInterface::givenCommand.data);
  739. }
  740. {
  741. boost::unique_lock<boost::recursive_mutex> un(*pim);
  742. battleInt->stackActivated(stack);
  743. //Regeneration & mana drain go there
  744. }
  745. //wait till BattleInterface sets its command
  746. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  747. while(!BattleInterface::givenCommand.data)
  748. {
  749. BattleInterface::givenCommand.cond.wait(lock);
  750. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  751. throw boost::thread_interrupted(); //will shut the thread peacefully
  752. }
  753. //tidy up
  754. BattleAction ret = *(BattleInterface::givenCommand.data);
  755. vstd::clear_pointer(BattleInterface::givenCommand.data);
  756. if(ret.actionType == EActionType::CANCEL)
  757. {
  758. if(stackId != ret.stackNumber)
  759. logGlobal->error("Not current active stack action canceled");
  760. logGlobal->trace("Canceled command for %s", stackName);
  761. }
  762. else
  763. logGlobal->trace("Giving command for %s", stackName);
  764. return ret;
  765. }
  766. void CPlayerInterface::battleEnd(const BattleResult *br)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. if(isAutoFightOn || autofightingAI)
  770. {
  771. isAutoFightOn = false;
  772. cb->unregisterBattleInterface(autofightingAI);
  773. autofightingAI.reset();
  774. if(!battleInt)
  775. {
  776. GH.pushIntT<BattleResultWindow>(*br, *this);
  777. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  778. // Otherwise NewTurn causes freeze.
  779. waitWhileDialog();
  780. adventureInt->quickCombatUnlock();
  781. return;
  782. }
  783. }
  784. BATTLE_EVENT_POSSIBLE_RETURN;
  785. battleInt->battleFinished(*br);
  786. adventureInt->quickCombatUnlock();
  787. }
  788. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  789. {
  790. EVENT_HANDLER_CALLED_BY_CLIENT;
  791. BATTLE_EVENT_POSSIBLE_RETURN;
  792. battleInt->displayBattleLog(lines);
  793. }
  794. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  795. {
  796. EVENT_HANDLER_CALLED_BY_CLIENT;
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. battleInt->stackMoved(stack, dest, distance, teleport);
  799. }
  800. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. BATTLE_EVENT_POSSIBLE_RETURN;
  804. battleInt->spellCast(sc);
  805. }
  806. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  807. {
  808. EVENT_HANDLER_CALLED_BY_CLIENT;
  809. BATTLE_EVENT_POSSIBLE_RETURN;
  810. battleInt->battleStacksEffectsSet(sse);
  811. }
  812. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  813. {
  814. EVENT_HANDLER_CALLED_BY_CLIENT;
  815. //TODO why is this different (no return on LOPLINT != this) ?
  816. RETURN_IF_QUICK_COMBAT;
  817. battleInt->effectsController->battleTriggerEffect(bte);
  818. }
  819. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  820. {
  821. EVENT_HANDLER_CALLED_BY_CLIENT;
  822. BATTLE_EVENT_POSSIBLE_RETURN;
  823. std::vector<StackAttackedInfo> arg;
  824. for(auto & elem : bsa)
  825. {
  826. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  827. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  828. assert(defender);
  829. StackAttackedInfo info;
  830. info.defender = defender;
  831. info.attacker = attacker;
  832. info.damageDealt = elem.damageAmount;
  833. info.amountKilled = elem.killedAmount;
  834. info.spellEffect = SpellID::NONE;
  835. info.indirectAttack = ranged;
  836. info.killed = elem.killed();
  837. info.rebirth = elem.willRebirth();
  838. info.cloneKilled = elem.cloneKilled();
  839. info.fireShield = elem.fireShield();
  840. if (elem.isSpell())
  841. info.spellEffect = elem.spellID;
  842. arg.push_back(info);
  843. }
  844. battleInt->stacksAreAttacked(arg);
  845. }
  846. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  847. {
  848. EVENT_HANDLER_CALLED_BY_CLIENT;
  849. BATTLE_EVENT_POSSIBLE_RETURN;
  850. assert(curAction);
  851. StackAttackInfo info;
  852. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  853. info.defender = nullptr;
  854. info.indirectAttack = ba->shot();
  855. info.lucky = ba->lucky();
  856. info.unlucky = ba->unlucky();
  857. info.deathBlow = ba->deathBlow();
  858. info.lifeDrain = ba->lifeDrain();
  859. info.tile = ba->tile;
  860. info.spellEffect = SpellID::NONE;
  861. if (ba->spellLike())
  862. info.spellEffect = ba->spellID;
  863. for(auto & elem : ba->bsa)
  864. {
  865. if(!elem.isSecondary())
  866. {
  867. assert(info.defender == nullptr);
  868. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  869. }
  870. else
  871. {
  872. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  873. }
  874. }
  875. assert(info.defender != nullptr);
  876. assert(info.attacker != nullptr);
  877. battleInt->stackAttacking(info);
  878. }
  879. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  880. {
  881. EVENT_HANDLER_CALLED_BY_CLIENT;
  882. BATTLE_EVENT_POSSIBLE_RETURN;
  883. battleInt->gateStateChanged(state);
  884. }
  885. void CPlayerInterface::yourTacticPhase(int distance)
  886. {
  887. THREAD_CREATED_BY_CLIENT;
  888. while(battleInt && battleInt->tacticsMode)
  889. boost::this_thread::sleep(boost::posix_time::millisec(1));
  890. }
  891. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  892. {
  893. EVENT_HANDLER_CALLED_BY_CLIENT;
  894. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  895. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  896. if(autoTryHover || type == EInfoWindowMode::INFO)
  897. {
  898. waitWhileDialog(); //Fix for mantis #98
  899. adventureInt->infoBar->pushComponents(components, text, timer);
  900. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  901. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  902. return;
  903. }
  904. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  905. {
  906. return;
  907. }
  908. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  909. do
  910. {
  911. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  912. std::vector<std::shared_ptr<CComponent>> intComps;
  913. for (auto & component : sender)
  914. intComps.push_back(std::make_shared<CComponent>(component));
  915. showInfoDialog(text,intComps,soundID);
  916. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  917. }
  918. while(!vect.empty());
  919. }
  920. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  921. {
  922. std::vector<std::shared_ptr<CComponent>> intComps;
  923. intComps.push_back(component);
  924. showInfoDialog(text, intComps, soundBase::sound_todo);
  925. }
  926. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  927. {
  928. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  929. waitWhileDialog();
  930. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  931. {
  932. return;
  933. }
  934. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  935. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  936. {
  937. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  938. showingDialog->set(true);
  939. stopMovement(); // interrupt movement to show dialog
  940. GH.pushInt(temp);
  941. }
  942. else
  943. {
  944. dialogs.push_back(temp);
  945. }
  946. }
  947. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. std::string str;
  951. text.toString(str);
  952. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  953. waitWhileDialog();
  954. }
  955. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  956. {
  957. boost::unique_lock<boost::recursive_mutex> un(*pim);
  958. stopMovement();
  959. LOCPLINT->showingDialog->setn(true);
  960. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  961. }
  962. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  963. {
  964. EVENT_HANDLER_CALLED_BY_CLIENT;
  965. waitWhileDialog();
  966. stopMovement();
  967. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  968. if (!selection && cancel) //simple yes/no dialog
  969. {
  970. std::vector<std::shared_ptr<CComponent>> intComps;
  971. for (auto & component : components)
  972. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  973. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  974. }
  975. else if (selection)
  976. {
  977. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  978. for (auto & component : components)
  979. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  980. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  981. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  982. if (cancel)
  983. {
  984. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  985. }
  986. int charperline = 35;
  987. if (pom.size() > 1)
  988. charperline = 50;
  989. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  990. intComps[0]->clickLeft(true, false);
  991. }
  992. }
  993. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  994. {
  995. EVENT_HANDLER_CALLED_BY_CLIENT;
  996. int choosenExit = -1;
  997. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  998. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  999. choosenExit = vstd::find_pos(exits, neededExit);
  1000. cb->selectionMade(choosenExit, askID);
  1001. }
  1002. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1003. {
  1004. EVENT_HANDLER_CALLED_BY_CLIENT;
  1005. auto selectCallback = [=](int selection)
  1006. {
  1007. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1008. reply.Integer() = selection;
  1009. cb->sendQueryReply(reply, askID);
  1010. };
  1011. auto cancelCallback = [=]()
  1012. {
  1013. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1014. cb->sendQueryReply(reply, askID);
  1015. };
  1016. const std::string localTitle = title.toString();
  1017. const std::string localDescription = description.toString();
  1018. std::vector<int> tempList;
  1019. tempList.reserve(objects.size());
  1020. for(auto item : objects)
  1021. tempList.push_back(item.getNum());
  1022. CComponent localIconC(icon);
  1023. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1024. localIconC.removeChild(localIcon.get(), false);
  1025. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1026. wnd->onExit = cancelCallback;
  1027. GH.pushInt(wnd);
  1028. }
  1029. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1030. {
  1031. EVENT_HANDLER_CALLED_BY_CLIENT;
  1032. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1033. for (auto & po : pos)
  1034. adventureInt->minimap->updateTile(po);
  1035. }
  1036. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1037. {
  1038. EVENT_HANDLER_CALLED_BY_CLIENT;
  1039. for (auto & po : pos)
  1040. adventureInt->minimap->updateTile(po);
  1041. }
  1042. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1043. {
  1044. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1045. GH.pushIntT<CHeroWindow>(hero);
  1046. }
  1047. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1048. {
  1049. EVENT_HANDLER_CALLED_BY_CLIENT;
  1050. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1051. {
  1052. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1053. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1054. if (fortScreen)
  1055. fortScreen->creaturesChangedEventHandler();
  1056. else if(castleInterface)
  1057. castleInterface->creaturesChangedEventHandler();
  1058. for(auto isa : GH.listInt)
  1059. {
  1060. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1061. if (ki && townObj)
  1062. ki->townChanged(townObj);
  1063. }
  1064. }
  1065. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1066. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1067. {
  1068. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1069. if (crw && crw->dwelling == town)
  1070. crw->availableCreaturesChanged();
  1071. }
  1072. }
  1073. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1074. {
  1075. EVENT_HANDLER_CALLED_BY_CLIENT;
  1076. if (bonus.type == Bonus::NONE)
  1077. return;
  1078. updateInfo(hero);
  1079. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1080. {
  1081. //recalculate paths because hero has lost bonus influencing pathfinding
  1082. paths.erasePath(hero);
  1083. }
  1084. }
  1085. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1086. {
  1087. h & wanderingHeroes;
  1088. h & towns;
  1089. h & sleepingHeroes;
  1090. h & paths;
  1091. h & spellbookSettings;
  1092. }
  1093. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1094. {
  1095. EVENT_HANDLER_CALLED_BY_CLIENT;
  1096. serializeTempl(h,version);
  1097. }
  1098. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. serializeTempl(h,version);
  1102. firstCall = -1;
  1103. }
  1104. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1105. {
  1106. LOG_TRACE(logGlobal);
  1107. if (!LOCPLINT->makingTurn)
  1108. return;
  1109. if (!h)
  1110. return; //can't find hero
  1111. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1112. if (showingDialog->get() || !dialogs.empty())
  1113. return;
  1114. setMovementStatus(true);
  1115. if (adventureInt && adventureInt->isHeroSleeping(h))
  1116. {
  1117. adventureInt->sleepWake->clickLeft(true, false);
  1118. adventureInt->sleepWake->clickLeft(false, true);
  1119. //could've just called
  1120. //adventureInt->fsleepWake();
  1121. //but no authentic button click/sound ;-)
  1122. }
  1123. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1124. }
  1125. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1126. {
  1127. EVENT_HANDLER_CALLED_BY_CLIENT;
  1128. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1129. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1130. {
  1131. onEnd();
  1132. return;
  1133. }
  1134. waitForAllDialogs();
  1135. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1136. cgw->quit->addCallback(onEnd);
  1137. GH.pushInt(cgw);
  1138. }
  1139. /**
  1140. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1141. * into a combinational one on an artifact screen. Does not require the combination of
  1142. * artifacts to be legal.
  1143. */
  1144. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1145. {
  1146. std::string text = artifact->getDescriptionTranslated();
  1147. text += "\n\n";
  1148. std::vector<std::shared_ptr<CComponent>> scs;
  1149. if(assembledArtifact)
  1150. {
  1151. // You possess all of the components to...
  1152. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1153. // Picture of assembled artifact at bottom.
  1154. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1155. scs.push_back(sc);
  1156. }
  1157. else
  1158. {
  1159. // Do you wish to disassemble this artifact?
  1160. text += CGI->generaltexth->allTexts[733];
  1161. }
  1162. showYesNoDialog(text, onYes, nullptr, scs);
  1163. }
  1164. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1165. {
  1166. EVENT_HANDLER_CALLED_BY_CLIENT;
  1167. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1168. && destinationTeleport == ObjectInstanceID())
  1169. stillMoveHero.setn(CONTINUE_MOVE);
  1170. if (destinationTeleport != ObjectInstanceID()
  1171. && pa->packType == typeList.getTypeID<QueryReply>()
  1172. && stillMoveHero.get() == DURING_MOVE)
  1173. { // After teleportation via CGTeleport object is finished
  1174. destinationTeleport = ObjectInstanceID();
  1175. destinationTeleportPos = int3(-1);
  1176. stillMoveHero.setn(CONTINUE_MOVE);
  1177. }
  1178. }
  1179. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1183. }
  1184. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1185. {
  1186. EVENT_HANDLER_CALLED_BY_CLIENT;
  1187. //redraw minimap if owner changed
  1188. if (sop->what == ObjProperty::OWNER)
  1189. {
  1190. const CGObjectInstance * obj = cb->getObj(sop->id);
  1191. std::set<int3> pos = obj->getBlockedPos();
  1192. for(auto & po : pos)
  1193. {
  1194. if(cb->isVisible(po))
  1195. adventureInt->minimap->updateTile(po);
  1196. }
  1197. if(obj->ID == Obj::TOWN)
  1198. {
  1199. if(obj->tempOwner == playerID)
  1200. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1201. else
  1202. towns -= obj;
  1203. adventureInt->townList->update();
  1204. adventureInt->minimap->update();
  1205. }
  1206. assert(cb->getTownsInfo().size() == towns.size());
  1207. }
  1208. }
  1209. void CPlayerInterface::initializeHeroTownList()
  1210. {
  1211. if(!wanderingHeroes.size())
  1212. {
  1213. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1214. for(auto & hero : heroes)
  1215. {
  1216. if(!hero->inTownGarrison)
  1217. wanderingHeroes.push_back(hero);
  1218. }
  1219. }
  1220. if(!towns.size())
  1221. towns = cb->getTownsInfo();
  1222. if(adventureInt)
  1223. adventureInt->updateNextHero(nullptr);
  1224. }
  1225. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1226. {
  1227. EVENT_HANDLER_CALLED_BY_CLIENT;
  1228. waitWhileDialog();
  1229. auto recruitCb = [=](CreatureID id, int count)
  1230. {
  1231. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1232. };
  1233. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1234. }
  1235. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1236. {
  1237. if (GH.amIGuiThread())
  1238. {
  1239. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1240. return;
  1241. }
  1242. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1243. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1244. while(showingDialog->data)
  1245. showingDialog->cond.wait(un);
  1246. }
  1247. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1248. {
  1249. EVENT_HANDLER_CALLED_BY_CLIENT;
  1250. auto state = obj->shipyardStatus();
  1251. TResources cost;
  1252. obj->getBoatCost(cost);
  1253. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1254. }
  1255. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1256. {
  1257. EVENT_HANDLER_CALLED_BY_CLIENT;
  1258. //we might have built a boat in shipyard in opened town screen
  1259. if (obj->ID == Obj::BOAT
  1260. && LOCPLINT->castleInt
  1261. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1262. {
  1263. CCS->soundh->playSound(soundBase::newBuilding);
  1264. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1265. }
  1266. }
  1267. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1268. {
  1269. EVENT_HANDLER_CALLED_BY_CLIENT;
  1270. waitWhileDialog();
  1271. CCS->curh->hide();
  1272. adventureInt->centerOnTile(pos);
  1273. if (focusTime)
  1274. {
  1275. GH.totalRedraw();
  1276. {
  1277. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1278. IgnoreEvents ignore(*this);
  1279. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1280. }
  1281. }
  1282. CCS->curh->show();
  1283. }
  1284. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1288. {
  1289. waitWhileDialog();
  1290. CCS->soundh->playSound(obj->getRemovalSound().get());
  1291. }
  1292. CGI->mh->waitForOngoingAnimations();
  1293. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1294. {
  1295. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1296. heroKilled(h);
  1297. }
  1298. GH.fakeMouseMove();
  1299. }
  1300. void CPlayerInterface::objectRemovedAfter()
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. adventureInt->minimap->update();
  1304. }
  1305. void CPlayerInterface::playerBlocked(int reason, bool start)
  1306. {
  1307. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1308. {
  1309. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1310. {
  1311. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1312. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1313. LOCPLINT = this;
  1314. GH.curInt = this;
  1315. adventureInt->selection = nullptr;
  1316. adventureInt->setPlayer(playerID);
  1317. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1318. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1319. std::vector<std::shared_ptr<CComponent>> cmp;
  1320. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1321. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1322. showInfoDialog(msg, cmp);
  1323. makingTurn = false;
  1324. }
  1325. }
  1326. }
  1327. void CPlayerInterface::update()
  1328. {
  1329. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1330. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1331. // While mutexes were locked away we may be have stopped being the active interface
  1332. if (LOCPLINT != this)
  1333. return;
  1334. //if there are any waiting dialogs, show them
  1335. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1336. {
  1337. showingDialog->set(true);
  1338. GH.pushInt(dialogs.front());
  1339. dialogs.pop_front();
  1340. }
  1341. assert(adventureInt);
  1342. // Handles mouse and key input
  1343. GH.updateTime();
  1344. GH.handleEvents();
  1345. GH.simpleRedraw();
  1346. }
  1347. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1348. {
  1349. using namespace boost::filesystem;
  1350. using namespace boost::algorithm;
  1351. path gamesDir = VCMIDirs::get().userSavePath();
  1352. std::map<std::time_t, int> dates; //save number => datestamp
  1353. const directory_iterator enddir;
  1354. if (!exists(gamesDir))
  1355. create_directory(gamesDir);
  1356. else
  1357. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1358. {
  1359. if (is_regular_file(dir->status()))
  1360. {
  1361. std::string name = dir->path().filename().string();
  1362. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1363. {
  1364. char nr = name[namePrefix.size()];
  1365. if (std::isdigit(nr))
  1366. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1367. }
  1368. }
  1369. }
  1370. if (!dates.empty())
  1371. return (--dates.end())->second; //return latest file number
  1372. return 0;
  1373. }
  1374. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. if (player == playerID)
  1378. {
  1379. if (victoryLossCheckResult.loss())
  1380. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1381. //we assume GH.curInt == LOCPLINT
  1382. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1383. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1384. GH.curInt = this; //waiting for dialogs requires this to get events
  1385. if(!makingTurn)
  1386. {
  1387. makingTurn = true; //also needed for dialog to show with current implementation
  1388. waitForAllDialogs();
  1389. makingTurn = false;
  1390. }
  1391. else
  1392. waitForAllDialogs();
  1393. GH.curInt = previousInterface;
  1394. LOCPLINT = previousInterface;
  1395. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1396. {
  1397. if(adventureInt)
  1398. {
  1399. GH.terminate_cond->setn(true);
  1400. adventureInt->deactivate();
  1401. if (GH.topInt() == adventureInt)
  1402. GH.popInt(adventureInt);
  1403. adventureInt.reset();
  1404. }
  1405. }
  1406. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1407. {
  1408. // end game if current human player has won
  1409. CSH->sendClientDisconnecting();
  1410. requestReturningToMainMenu(true);
  1411. }
  1412. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1413. {
  1414. //all human players eliminated
  1415. CSH->sendClientDisconnecting();
  1416. requestReturningToMainMenu(false);
  1417. }
  1418. if (GH.curInt == this) GH.curInt = nullptr;
  1419. }
  1420. else
  1421. {
  1422. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1423. {
  1424. std::string str = victoryLossCheckResult.messageToSelf;
  1425. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1426. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1427. }
  1428. }
  1429. }
  1430. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1431. {
  1432. EVENT_HANDLER_CALLED_BY_CLIENT;
  1433. }
  1434. void CPlayerInterface::showPuzzleMap()
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. waitWhileDialog();
  1438. //TODO: interface should not know the real position of Grail...
  1439. double ratio = 0;
  1440. int3 grailPos = cb->getGrailPos(&ratio);
  1441. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1442. }
  1443. void CPlayerInterface::viewWorldMap()
  1444. {
  1445. adventureInt->openWorldView();
  1446. }
  1447. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1448. {
  1449. EVENT_HANDLER_CALLED_BY_CLIENT;
  1450. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1451. GH.popInts(1);
  1452. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1453. paths.erasePath(caster);
  1454. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1455. auto castSoundPath = spell->getCastSound();
  1456. if(!castSoundPath.empty())
  1457. CCS->soundh->playSound(castSoundPath);
  1458. }
  1459. void CPlayerInterface::acceptTurn()
  1460. {
  1461. if (settings["session"]["autoSkip"].Bool())
  1462. {
  1463. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1464. iw->close();
  1465. }
  1466. if(CSH->howManyPlayerInterfaces() > 1)
  1467. {
  1468. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1469. adventureInt->startTurn();
  1470. }
  1471. adventureInt->initializeNewTurn();
  1472. // warn player if he has no town
  1473. if (cb->howManyTowns() == 0)
  1474. {
  1475. auto playerColor = *cb->getPlayerID();
  1476. std::vector<Component> components;
  1477. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  1478. MetaString text;
  1479. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1480. if(optDaysWithoutCastle)
  1481. {
  1482. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1483. if (daysWithoutCastle < 6)
  1484. {
  1485. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1486. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1487. text.addReplacement(7 - daysWithoutCastle);
  1488. }
  1489. else if (daysWithoutCastle == 6)
  1490. {
  1491. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1492. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1493. }
  1494. showInfoDialogAndWait(components, text);
  1495. }
  1496. else
  1497. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1498. }
  1499. }
  1500. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1501. {
  1502. int msgToShow = -1;
  1503. const auto diggingStatus = h->diggingStatus();
  1504. switch(diggingStatus)
  1505. {
  1506. case EDiggingStatus::CAN_DIG:
  1507. break;
  1508. case EDiggingStatus::LACK_OF_MOVEMENT:
  1509. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1510. break;
  1511. case EDiggingStatus::TILE_OCCUPIED:
  1512. msgToShow = 97; //Try searching on clear ground.
  1513. break;
  1514. case EDiggingStatus::WRONG_TERRAIN:
  1515. msgToShow = 60; ////Try looking on land!
  1516. break;
  1517. case EDiggingStatus::BACKPACK_IS_FULL:
  1518. msgToShow = 247; //Searching for the Grail is fruitless...
  1519. break;
  1520. default:
  1521. assert(0);
  1522. }
  1523. if(msgToShow < 0)
  1524. cb->dig(h);
  1525. else
  1526. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1527. }
  1528. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1529. {
  1530. bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
  1531. bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
  1532. bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
  1533. bool update = (isHero && changedHero) || (isTown);
  1534. // If infobar is showing components and we request an update to hero
  1535. // do not force infobar tick here, it will prevents us to show components just picked up
  1536. if(adventureInt->infoBar->showingComponents() && !update)
  1537. return;
  1538. adventureInt->infoBar->showSelection();
  1539. }
  1540. void CPlayerInterface::battleNewRoundFirst( int round )
  1541. {
  1542. EVENT_HANDLER_CALLED_BY_CLIENT;
  1543. BATTLE_EVENT_POSSIBLE_RETURN;
  1544. battleInt->newRoundFirst(round);
  1545. }
  1546. void CPlayerInterface::stopMovement()
  1547. {
  1548. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1549. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1550. }
  1551. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1552. {
  1553. EVENT_HANDLER_CALLED_BY_CLIENT;
  1554. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1555. {
  1556. //EEMarketMode mode = market->availableModes().front();
  1557. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1558. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1559. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1560. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1561. }
  1562. else
  1563. {
  1564. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1565. }
  1566. }
  1567. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1568. {
  1569. EVENT_HANDLER_CALLED_BY_CLIENT;
  1570. GH.pushIntT<CUniversityWindow>(visitor, market);
  1571. }
  1572. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1573. {
  1574. EVENT_HANDLER_CALLED_BY_CLIENT;
  1575. GH.pushIntT<CHillFortWindow>(visitor, object);
  1576. }
  1577. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1578. {
  1579. EVENT_HANDLER_CALLED_BY_CLIENT;
  1580. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1581. cmw->artifactsChanged(false);
  1582. }
  1583. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1584. {
  1585. EVENT_HANDLER_CALLED_BY_CLIENT;
  1586. GH.pushIntT<CTavernWindow>(townOrTavern);
  1587. }
  1588. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1589. {
  1590. EVENT_HANDLER_CALLED_BY_CLIENT;
  1591. GH.pushIntT<CThievesGuildWindow>(obj);
  1592. }
  1593. void CPlayerInterface::showQuestLog()
  1594. {
  1595. EVENT_HANDLER_CALLED_BY_CLIENT;
  1596. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1597. }
  1598. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1599. {
  1600. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1601. {
  1602. MetaString txt;
  1603. obj->getProblemText(txt);
  1604. showInfoDialog(txt.toString());
  1605. }
  1606. else
  1607. showShipyardDialog(obj);
  1608. }
  1609. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1610. {
  1611. if(won && cb->getStartInfo()->campState)
  1612. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1613. else
  1614. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1615. }
  1616. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1617. {
  1618. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1619. if(hero)
  1620. {
  1621. auto art = hero->getArt(al.slot);
  1622. if(art == nullptr)
  1623. {
  1624. logGlobal->error("artifact location %d points to nothing",
  1625. al.slot.num);
  1626. return;
  1627. }
  1628. CHeroArtPlace::askToAssemble(hero, al.slot);
  1629. }
  1630. }
  1631. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1632. {
  1633. EVENT_HANDLER_CALLED_BY_CLIENT;
  1634. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1635. updateInfo(hero);
  1636. }
  1637. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1638. {
  1639. EVENT_HANDLER_CALLED_BY_CLIENT;
  1640. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1641. updateInfo(hero);
  1642. for(auto isa : GH.listInt)
  1643. {
  1644. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1645. if (artWin)
  1646. artWin->artifactRemoved(al);
  1647. }
  1648. waitWhileDialog();
  1649. }
  1650. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1651. {
  1652. EVENT_HANDLER_CALLED_BY_CLIENT;
  1653. auto hero = boost::apply_visitor(HeroObjectRetriever(), dst.artHolder);
  1654. updateInfo(hero);
  1655. bool redraw = true;
  1656. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1657. if(numOfMovedArts != 0)
  1658. {
  1659. numOfMovedArts--;
  1660. if(numOfMovedArts != 0)
  1661. redraw = false;
  1662. }
  1663. for(auto isa : GH.listInt)
  1664. {
  1665. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1666. if (artWin)
  1667. artWin->artifactMoved(src, dst, redraw);
  1668. }
  1669. waitWhileDialog();
  1670. }
  1671. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1672. {
  1673. numOfMovedArts = numOfArts;
  1674. }
  1675. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1676. {
  1677. EVENT_HANDLER_CALLED_BY_CLIENT;
  1678. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1679. updateInfo(hero);
  1680. for(auto isa : GH.listInt)
  1681. {
  1682. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1683. if (artWin)
  1684. artWin->artifactAssembled(al);
  1685. }
  1686. }
  1687. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1688. {
  1689. EVENT_HANDLER_CALLED_BY_CLIENT;
  1690. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1691. updateInfo(hero);
  1692. for(auto isa : GH.listInt)
  1693. {
  1694. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1695. if (artWin)
  1696. artWin->artifactDisassembled(al);
  1697. }
  1698. }
  1699. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1700. {
  1701. EVENT_HANDLER_CALLED_BY_CLIENT;
  1702. if (!vstd::contains (GH.listInt, adventureInt))
  1703. {
  1704. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1705. GH.pushInt (adventureInt);
  1706. }
  1707. else
  1708. {
  1709. if (player == playerID)
  1710. adventureInt->infoBar->showSelection();
  1711. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1712. GH.popInts(1);
  1713. }
  1714. if(CSH->howManyPlayerInterfaces() == 1)
  1715. {
  1716. GH.curInt = this;
  1717. adventureInt->startTurn();
  1718. }
  1719. if (player != playerID && this == LOCPLINT)
  1720. {
  1721. waitWhileDialog();
  1722. adventureInt->aiTurnStarted();
  1723. }
  1724. }
  1725. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1726. {
  1727. while(!dialogs.empty())
  1728. {
  1729. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1730. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1731. }
  1732. waitWhileDialog(unlockPim);
  1733. }
  1734. void CPlayerInterface::proposeLoadingGame()
  1735. {
  1736. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1737. }
  1738. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1739. {
  1740. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1741. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1742. }
  1743. bool CPlayerInterface::capturedAllEvents()
  1744. {
  1745. if (duringMovement)
  1746. {
  1747. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1748. return true;
  1749. }
  1750. bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
  1751. if (ignoreEvents || needToLockAdventureMap)
  1752. {
  1753. boost::unique_lock<boost::mutex> un(eventsM);
  1754. while(!SDLEventsQueue.empty())
  1755. {
  1756. SDLEventsQueue.pop();
  1757. }
  1758. return true;
  1759. }
  1760. return false;
  1761. }
  1762. void CPlayerInterface::setMovementStatus(bool value)
  1763. {
  1764. duringMovement = value;
  1765. if (value)
  1766. {
  1767. CCS->curh->hide();
  1768. }
  1769. else
  1770. {
  1771. CCS->curh->show();
  1772. }
  1773. }
  1774. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1775. {
  1776. int i = 1;
  1777. auto getObj = [&](int3 coord, bool ignoreHero)
  1778. {
  1779. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1780. };
  1781. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1782. {
  1783. if (action != CGPathNode::TELEPORT_NORMAL &&
  1784. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1785. action != CGPathNode::TELEPORT_BATTLE)
  1786. {
  1787. return false;
  1788. }
  1789. return true;
  1790. };
  1791. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1792. {
  1793. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1794. return nextObjectTop;
  1795. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1796. CGTeleport::isConnected(currentObject, nextObject))
  1797. {
  1798. return nextObject;
  1799. }
  1800. return nullptr;
  1801. };
  1802. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1803. stillMoveHero.data = CONTINUE_MOVE;
  1804. auto doMovement = [&](int3 dst, bool transit)
  1805. {
  1806. stillMoveHero.data = WAITING_MOVE;
  1807. cb->moveHero(h, dst, transit);
  1808. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1809. stillMoveHero.cond.wait(un);
  1810. };
  1811. {
  1812. for (auto & elem : path.nodes)
  1813. elem.coord = h->convertFromVisitablePos(elem.coord);
  1814. TerrainId currentTerrain = ETerrainId::NONE;
  1815. TerrainId newTerrain;
  1816. bool wasOnRoad = true;
  1817. int sh = -1;
  1818. auto canStop = [&](CGPathNode * node) -> bool
  1819. {
  1820. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1821. return true;
  1822. if (node->accessible == CGPathNode::ACCESSIBLE)
  1823. return true;
  1824. return false;
  1825. };
  1826. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1827. {
  1828. int3 prevCoord = path.nodes[i].coord;
  1829. int3 nextCoord = path.nodes[i-1].coord;
  1830. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1831. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1832. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1833. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1834. auto nextObjectTop = getObj(nextCoord, false);
  1835. auto nextObject = getObj(nextCoord, true);
  1836. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1837. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1838. {
  1839. CCS->soundh->stopSound(sh);
  1840. destinationTeleport = destTeleportObj->id;
  1841. destinationTeleportPos = nextCoord;
  1842. doMovement(h->pos, false);
  1843. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1844. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1845. {
  1846. destinationTeleport = ObjectInstanceID();
  1847. destinationTeleportPos = int3(-1);
  1848. }
  1849. if(i != path.nodes.size() - 1)
  1850. {
  1851. if (movingOnRoad)
  1852. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1853. else
  1854. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1855. }
  1856. continue;
  1857. }
  1858. if (path.nodes[i-1].turns)
  1859. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1860. stillMoveHero.data = STOP_MOVE;
  1861. break;
  1862. }
  1863. // Start a new sound for the hero movement or let the existing one carry on.
  1864. #if 0
  1865. // TODO
  1866. if (hero is flying && sh == -1)
  1867. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1868. #endif
  1869. {
  1870. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1871. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1872. {
  1873. CCS->soundh->stopSound(sh);
  1874. if (movingOnRoad)
  1875. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1876. else
  1877. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1878. currentTerrain = newTerrain;
  1879. wasOnRoad = movingOnRoad;
  1880. }
  1881. }
  1882. 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
  1883. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1884. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1885. bool useTransit = false;
  1886. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1887. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1888. || CGTeleport::isTeleport(nextObjectTop)))
  1889. { // Hero should be able to go through object if it's allow transit
  1890. useTransit = true;
  1891. }
  1892. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1893. useTransit = true;
  1894. doMovement(endpos, useTransit);
  1895. logGlobal->trace("Resuming %s", __FUNCTION__);
  1896. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1897. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1898. break;
  1899. }
  1900. CCS->soundh->stopSound(sh);
  1901. }
  1902. //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
  1903. if (!showingDialog->get())
  1904. GH.fakeMouseMove();
  1905. //todo: this should be in main thread
  1906. if (adventureInt)
  1907. {
  1908. // (i == 0) means hero went through all the path
  1909. adventureInt->updateMoveHero(h, (i != 0));
  1910. adventureInt->updateNextHero(h);
  1911. }
  1912. CGI->mh->waitForOngoingAnimations();
  1913. setMovementStatus(false);
  1914. }
  1915. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1916. {
  1917. EVENT_HANDLER_CALLED_BY_CLIENT;
  1918. adventureInt->openWorldView(objectPositions, showTerrain );
  1919. }