CPlayerInterface.cpp 62 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/CGarrisonInt.h"
  36. #include "widgets/Buttons.h"
  37. #include "windows/CTradeWindow.h"
  38. #include "windows/CSpellWindow.h"
  39. #include "../lib/CConfigHandler.h"
  40. #include "windows/GUIClasses.h"
  41. #include "render/CAnimation.h"
  42. #include "render/IImage.h"
  43. #include "../lib/CArtHandler.h"
  44. #include "../lib/CGeneralTextHandler.h"
  45. #include "../lib/CHeroHandler.h"
  46. #include "../lib/bonuses/CBonusSystemNode.h"
  47. #include "../lib/bonuses/Limiters.h"
  48. #include "../lib/bonuses/Updaters.h"
  49. #include "../lib/bonuses/Propagators.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/BinaryDeserializer.h"
  52. #include "../lib/serializer/BinarySerializer.h"
  53. #include "../lib/spells/CSpellHandler.h"
  54. #include "../lib/CTownHandler.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjects/ObjectTemplate.h"
  58. #include "../lib/mapping/CMapHeader.h"
  59. #include "../lib/pathfinder/CGPathNode.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/JsonNode.h"
  62. #include "CMusicHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/NetPacks.h"//todo: remove
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/CStopWatch.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/CPlayerState.h"
  70. #include "../lib/GameConstants.h"
  71. #include "gui/CGuiHandler.h"
  72. #include "gui/WindowHandler.h"
  73. #include "windows/InfoWindows.h"
  74. #include "../lib/UnlockGuard.h"
  75. #include "../lib/RoadHandler.h"
  76. #include "../lib/TerrainHandler.h"
  77. #include "../lib/CThreadHelper.h"
  78. #include "CServerHandler.h"
  79. // FIXME: only needed for CGameState::mutex
  80. #include "../lib/gameState/CGameState.h"
  81. #include "eventsSDL/NotificationHandler.h"
  82. #include "adventureMap/CInGameConsole.h"
  83. // The macro below is used to mark functions that are called by client when game state changes.
  84. // They all assume that CPlayerInterface::pim mutex is locked.
  85. #define EVENT_HANDLER_CALLED_BY_CLIENT
  86. // The macro marks functions that are run on a new thread by client.
  87. // They do not own any mutexes intiially.
  88. #define THREAD_CREATED_BY_CLIENT
  89. #define RETURN_IF_QUICK_COMBAT \
  90. if (isAutoFightOn && !battleInt) \
  91. return;
  92. #define BATTLE_EVENT_POSSIBLE_RETURN\
  93. if (LOCPLINT != this) \
  94. return; \
  95. RETURN_IF_QUICK_COMBAT
  96. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  97. CPlayerInterface * LOCPLINT;
  98. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  99. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  100. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  101. struct HeroObjectRetriever
  102. {
  103. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  104. {
  105. return h;
  106. }
  107. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  108. {
  109. return nullptr;
  110. }
  111. };
  112. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  113. localState(std::make_unique<PlayerLocalState>(*this))
  114. {
  115. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  116. destinationTeleport = ObjectInstanceID();
  117. destinationTeleportPos = int3(-1);
  118. GH.defActionsDef = 0;
  119. LOCPLINT = this;
  120. playerID=Player;
  121. human=true;
  122. battleInt = nullptr;
  123. castleInt = nullptr;
  124. makingTurn = false;
  125. showingDialog = new CondSh<bool>(false);
  126. cingconsole = new CInGameConsole();
  127. GH.terminate_cond->set(false);
  128. firstCall = 1; //if loading will be overwritten in serialize
  129. autosaveCount = 0;
  130. isAutoFightOn = false;
  131. duringMovement = false;
  132. ignoreEvents = false;
  133. numOfMovedArts = 0;
  134. }
  135. CPlayerInterface::~CPlayerInterface()
  136. {
  137. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  138. delete showingDialog;
  139. delete cingconsole;
  140. if (LOCPLINT == this)
  141. LOCPLINT = nullptr;
  142. }
  143. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  144. {
  145. cb = CB;
  146. env = ENV;
  147. CCS->musich->loadTerrainMusicThemes();
  148. initializeHeroTownList();
  149. // always recreate advmap interface to avoid possible memory-corruption bugs
  150. adventureInt.reset(new AdventureMapInterface());
  151. }
  152. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. makingTurn = false;
  156. stillMoveHero.setn(STOP_MOVE);
  157. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  158. {
  159. // after map load - remove all active windows and replace them with adventure map
  160. GH.windows().clear();
  161. GH.windows().pushWindow(adventureInt);
  162. }
  163. //close window from another player
  164. if(auto w = GH.windows().topWindow<CInfoWindow>())
  165. if(w->ID == -1 && player != playerID)
  166. w->close();
  167. // remove all dialogs that do not expect query answer
  168. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  169. GH.windows().popWindows(1);
  170. if (player != playerID && LOCPLINT == this)
  171. {
  172. waitWhileDialog();
  173. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  174. adventureInt->onEnemyTurnStarted(player, isHuman);
  175. }
  176. }
  177. void CPlayerInterface::performAutosave()
  178. {
  179. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  180. if(frequency > 0 && cb->getDate() % frequency == 0)
  181. {
  182. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  183. std::string prefix = std::string();
  184. if(usePrefix)
  185. {
  186. prefix = settings["general"]["savePrefix"].String();
  187. if(prefix.empty())
  188. {
  189. prefix = cb->getMapHeader()->name.substr(0, 5) + "_";
  190. }
  191. }
  192. autosaveCount++;
  193. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  194. if(autosaveCountLimit > 0)
  195. {
  196. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  197. autosaveCount %= autosaveCountLimit;
  198. }
  199. else
  200. {
  201. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  202. + std::to_string(cb->getDate(Date::WEEK))
  203. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  204. cb->save("Saves/" + prefix + "Autosave_" + stringifiedDate);
  205. }
  206. }
  207. }
  208. void CPlayerInterface::yourTurn()
  209. {
  210. EVENT_HANDLER_CALLED_BY_CLIENT;
  211. {
  212. LOCPLINT = this;
  213. GH.curInt = this;
  214. NotificationHandler::notify("Your turn");
  215. if(settings["general"]["startTurnAutosave"].Bool())
  216. {
  217. performAutosave();
  218. }
  219. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  220. {
  221. adventureInt->onHotseatWaitStarted(playerID);
  222. makingTurn = true;
  223. std::string msg = CGI->generaltexth->allTexts[13];
  224. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  225. std::vector<std::shared_ptr<CComponent>> cmp;
  226. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  227. showInfoDialog(msg, cmp);
  228. }
  229. else
  230. {
  231. makingTurn = true;
  232. adventureInt->onPlayerTurnStarted(playerID);
  233. }
  234. }
  235. acceptTurn();
  236. }
  237. void CPlayerInterface::acceptTurn()
  238. {
  239. if (settings["session"]["autoSkip"].Bool())
  240. {
  241. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  242. iw->close();
  243. }
  244. if(CSH->howManyPlayerInterfaces() > 1)
  245. {
  246. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  247. adventureInt->onPlayerTurnStarted(playerID);
  248. }
  249. // warn player if he has no town
  250. if (cb->howManyTowns() == 0)
  251. {
  252. auto playerColor = *cb->getPlayerID();
  253. std::vector<Component> components;
  254. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  255. MetaString text;
  256. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  257. if(optDaysWithoutCastle)
  258. {
  259. auto daysWithoutCastle = optDaysWithoutCastle.value();
  260. if (daysWithoutCastle < 6)
  261. {
  262. 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.
  263. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  264. text.replaceNumber(7 - daysWithoutCastle);
  265. }
  266. else if (daysWithoutCastle == 6)
  267. {
  268. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  269. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  270. }
  271. showInfoDialogAndWait(components, text);
  272. }
  273. else
  274. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  275. }
  276. }
  277. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  278. {
  279. EVENT_HANDLER_CALLED_BY_CLIENT;
  280. waitWhileDialog();
  281. if(LOCPLINT != this)
  282. return;
  283. //FIXME: read once and store
  284. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  285. return;
  286. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  287. if (!hero)
  288. return;
  289. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  290. {
  291. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  292. CCS->soundh->playSound(hero->getRemovalSound().value());
  293. }
  294. std::unordered_set<int3> changedTiles {
  295. hero->convertToVisitablePos(details.start),
  296. hero->convertToVisitablePos(details.end)
  297. };
  298. adventureInt->onMapTilesChanged(changedTiles);
  299. adventureInt->onHeroMovementStarted(hero);
  300. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  301. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  302. {
  303. if(details.result == TryMoveHero::TELEPORTATION)
  304. {
  305. if(localState->hasPath(hero))
  306. {
  307. assert(localState->getPath(hero).nodes.size() >= 2);
  308. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  309. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  310. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  311. {
  312. //path was between entrance and exit of teleport -> OK, erase node as usual
  313. localState->removeLastNode(hero);
  314. }
  315. else
  316. {
  317. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  318. localState->erasePath(hero);
  319. }
  320. }
  321. }
  322. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  323. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  324. {
  325. localState->erasePath(hero);
  326. }
  327. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  328. {
  329. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  330. localState->removeLastNode(hero);
  331. }
  332. }
  333. if(details.stopMovement()) //hero failed to move
  334. {
  335. stillMoveHero.setn(STOP_MOVE);
  336. adventureInt->onHeroChanged(hero);
  337. return;
  338. }
  339. CGI->mh->waitForOngoingAnimations();
  340. //move finished
  341. adventureInt->onHeroChanged(hero);
  342. //check if user cancelled movement
  343. {
  344. if (GH.input().ignoreEventsUntilInput())
  345. stillMoveHero.setn(STOP_MOVE);
  346. }
  347. if (stillMoveHero.get() == WAITING_MOVE)
  348. stillMoveHero.setn(DURING_MOVE);
  349. // Hero attacked creature directly, set direction to face it.
  350. if (directlyAttackingCreature) {
  351. // Get direction to attacker.
  352. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  353. static const ui8 dirLookup[3][3] = {
  354. { 1, 2, 3 },
  355. { 8, 0, 4 },
  356. { 7, 6, 5 }
  357. };
  358. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  359. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  360. }
  361. }
  362. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  363. {
  364. EVENT_HANDLER_CALLED_BY_CLIENT;
  365. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  366. // if hero is not in town garrison
  367. if (vstd::contains(localState->getWanderingHeroes(), hero))
  368. localState->removeWanderingHero(hero);
  369. adventureInt->onHeroChanged(hero);
  370. localState->erasePath(hero);
  371. }
  372. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. if(start && visitedObj)
  376. {
  377. if(visitedObj->getVisitSound())
  378. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  379. }
  380. }
  381. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. localState->addWanderingHero(hero);
  385. adventureInt->onHeroChanged(hero);
  386. }
  387. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  388. {
  389. if(castleInt)
  390. castleInt->close();
  391. castleInt = nullptr;
  392. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  393. GH.windows().pushWindow(newCastleInt);
  394. }
  395. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if (which == 4)
  399. {
  400. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  401. ctw->setExpToLevel();
  402. }
  403. else
  404. adventureInt->onHeroChanged(hero);
  405. }
  406. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  407. {
  408. EVENT_HANDLER_CALLED_BY_CLIENT;
  409. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  410. cuw->redraw();
  411. }
  412. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. adventureInt->onHeroChanged(hero);
  416. if (makingTurn && hero->tempOwner == playerID)
  417. adventureInt->onHeroChanged(hero);
  418. for (auto window : GH.windows().findWindows<BattleWindow>())
  419. window->heroManaPointsChanged(hero);
  420. }
  421. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. if (makingTurn && hero->tempOwner == playerID)
  425. adventureInt->onHeroChanged(hero);
  426. }
  427. void CPlayerInterface::receivedResource()
  428. {
  429. EVENT_HANDLER_CALLED_BY_CLIENT;
  430. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  431. mw->resourceChanged();
  432. GH.windows().totalRedraw();
  433. }
  434. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. waitWhileDialog();
  438. CCS->soundh->playSound(soundBase::heroNewLevel);
  439. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  440. {
  441. cb->selectionMade(selection, queryID);
  442. });
  443. }
  444. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. waitWhileDialog();
  448. CCS->soundh->playSound(soundBase::heroNewLevel);
  449. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  450. {
  451. cb->selectionMade(selection, queryID);
  452. });
  453. }
  454. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  455. {
  456. EVENT_HANDLER_CALLED_BY_CLIENT;
  457. if(town->garrisonHero) //wandering hero moved to the garrison
  458. {
  459. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  460. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  461. localState->removeWanderingHero(town->garrisonHero);
  462. }
  463. if(town->visitingHero) //hero leaves garrison
  464. {
  465. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  466. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  467. localState->addWanderingHero(town->visitingHero);
  468. }
  469. adventureInt->onHeroChanged(nullptr);
  470. adventureInt->onTownChanged(town);
  471. if(castleInt)
  472. {
  473. castleInt->garr->selectSlot(nullptr);
  474. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  475. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  476. castleInt->garr->recreateSlots();
  477. castleInt->heroes->update();
  478. // Perform totalRedraw to update hero list on adventure map
  479. GH.windows().totalRedraw();
  480. }
  481. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  482. {
  483. ki->townChanged(town);
  484. ki->updateGarrisons();
  485. ki->redraw();
  486. }
  487. }
  488. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  489. {
  490. EVENT_HANDLER_CALLED_BY_CLIENT;
  491. if (hero->tempOwner != playerID )
  492. return;
  493. waitWhileDialog();
  494. openTownWindow(town);
  495. }
  496. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  497. {
  498. std::vector<const CGObjectInstance *> instances;
  499. if(auto obj = cb->getObj(id1))
  500. instances.push_back(obj);
  501. if(id2 != ObjectInstanceID() && id2 != id1)
  502. {
  503. if(auto obj = cb->getObj(id2))
  504. instances.push_back(obj);
  505. }
  506. garrisonsChanged(instances);
  507. }
  508. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  509. {
  510. boost::unique_lock<boost::recursive_mutex> un(*pim);
  511. for (auto object : objs)
  512. {
  513. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  514. auto * town = dynamic_cast<const CGTownInstance*>(object);
  515. if (hero)
  516. {
  517. adventureInt->onHeroChanged(hero);
  518. if(hero->inTownGarrison)
  519. {
  520. adventureInt->onTownChanged(hero->visitedTown);
  521. }
  522. }
  523. if (town)
  524. adventureInt->onTownChanged(town);
  525. }
  526. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  527. cgh->updateGarrisons();
  528. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  529. {
  530. if (vstd::contains(objs, cmw->hero))
  531. cmw->garrisonChanged();
  532. }
  533. GH.windows().totalRedraw();
  534. }
  535. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  536. {
  537. EVENT_HANDLER_CALLED_BY_CLIENT;
  538. adventureInt->onTownChanged(town);
  539. if (castleInt)
  540. {
  541. castleInt->townlist->updateElement(town);
  542. if (castleInt->town == town)
  543. {
  544. switch(what)
  545. {
  546. case 1:
  547. CCS->soundh->playSound(soundBase::newBuilding);
  548. castleInt->addBuilding(buildingID);
  549. break;
  550. case 2:
  551. castleInt->removeBuilding(buildingID);
  552. break;
  553. }
  554. }
  555. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  556. GH.windows().totalRedraw();
  557. }
  558. }
  559. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  560. {
  561. //Don't wait for dialogs when we are non-active hot-seat player
  562. if (LOCPLINT == this)
  563. waitForAllDialogs();
  564. }
  565. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  566. {
  567. EVENT_HANDLER_CALLED_BY_CLIENT;
  568. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  569. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  570. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  571. {
  572. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  573. autofightingAI->initBattleInterface(env, cb);
  574. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  575. isAutoFightOn = true;
  576. cb->registerBattleInterface(autofightingAI);
  577. }
  578. //Don't wait for dialogs when we are non-active hot-seat player
  579. if (LOCPLINT == this)
  580. waitForAllDialogs();
  581. BATTLE_EVENT_POSSIBLE_RETURN;
  582. }
  583. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  584. {
  585. EVENT_HANDLER_CALLED_BY_CLIENT;
  586. BATTLE_EVENT_POSSIBLE_RETURN;
  587. for(auto & info : units)
  588. {
  589. switch(info.operation)
  590. {
  591. case UnitChanges::EOperation::RESET_STATE:
  592. {
  593. const CStack * stack = cb->battleGetStackByID(info.id );
  594. if(!stack)
  595. {
  596. logGlobal->error("Invalid unit ID %d", info.id);
  597. continue;
  598. }
  599. battleInt->stackReset(stack);
  600. }
  601. break;
  602. case UnitChanges::EOperation::REMOVE:
  603. battleInt->stackRemoved(info.id);
  604. break;
  605. case UnitChanges::EOperation::ADD:
  606. {
  607. const CStack * unit = cb->battleGetStackByID(info.id);
  608. if(!unit)
  609. {
  610. logGlobal->error("Invalid unit ID %d", info.id);
  611. continue;
  612. }
  613. battleInt->stackAdded(unit);
  614. }
  615. break;
  616. default:
  617. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  618. break;
  619. }
  620. }
  621. }
  622. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  623. {
  624. EVENT_HANDLER_CALLED_BY_CLIENT;
  625. BATTLE_EVENT_POSSIBLE_RETURN;
  626. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  627. std::vector<ObstacleChanges> removedObstacles;
  628. for(auto & change : obstacles)
  629. {
  630. if(change.operation == BattleChanges::EOperation::ADD)
  631. {
  632. auto instance = cb->battleGetObstacleByID(change.id);
  633. if(instance)
  634. newObstacles.push_back(instance);
  635. else
  636. logNetwork->error("Invalid obstacle instance %d", change.id);
  637. }
  638. if(change.operation == BattleChanges::EOperation::REMOVE)
  639. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  640. }
  641. if (!newObstacles.empty())
  642. battleInt->obstaclePlaced(newObstacles);
  643. if (!removedObstacles.empty())
  644. battleInt->obstacleRemoved(removedObstacles);
  645. battleInt->fieldController->redrawBackgroundWithHexes();
  646. }
  647. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  648. {
  649. EVENT_HANDLER_CALLED_BY_CLIENT;
  650. BATTLE_EVENT_POSSIBLE_RETURN;
  651. battleInt->stackIsCatapulting(ca);
  652. }
  653. 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
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. BATTLE_EVENT_POSSIBLE_RETURN;
  657. battleInt->newRound(round);
  658. }
  659. void CPlayerInterface::actionStarted(const BattleAction &action)
  660. {
  661. EVENT_HANDLER_CALLED_BY_CLIENT;
  662. BATTLE_EVENT_POSSIBLE_RETURN;
  663. battleInt->startAction(action);
  664. }
  665. void CPlayerInterface::actionFinished(const BattleAction &action)
  666. {
  667. EVENT_HANDLER_CALLED_BY_CLIENT;
  668. BATTLE_EVENT_POSSIBLE_RETURN;
  669. battleInt->endAction(action);
  670. }
  671. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  672. {
  673. EVENT_HANDLER_CALLED_BY_CLIENT;
  674. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  675. assert(!cb->battleIsFinished());
  676. if (cb->battleIsFinished())
  677. {
  678. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  679. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  680. return ;
  681. }
  682. if (autofightingAI)
  683. {
  684. if (isAutoFightOn)
  685. {
  686. //FIXME: we want client rendering to proceed while AI is making actions
  687. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  688. auto unlockPim = vstd::makeUnlockGuard(*pim);
  689. autofightingAI->activeStack(stack);
  690. return;
  691. }
  692. cb->unregisterBattleInterface(autofightingAI);
  693. autofightingAI.reset();
  694. }
  695. assert(battleInt);
  696. if(!battleInt)
  697. {
  698. // probably battle is finished already
  699. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  700. }
  701. {
  702. boost::unique_lock<boost::recursive_mutex> un(*pim);
  703. battleInt->stackActivated(stack);
  704. //Regeneration & mana drain go there
  705. }
  706. }
  707. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. if(isAutoFightOn || autofightingAI)
  711. {
  712. isAutoFightOn = false;
  713. cb->unregisterBattleInterface(autofightingAI);
  714. autofightingAI.reset();
  715. if(!battleInt)
  716. {
  717. bool allowManualReplay = queryID != -1;
  718. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  719. if (allowManualReplay)
  720. {
  721. wnd->resultCallback = [=](ui32 selection)
  722. {
  723. cb->selectionMade(selection, queryID);
  724. };
  725. }
  726. GH.windows().pushWindow(wnd);
  727. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  728. // Otherwise NewTurn causes freeze.
  729. waitWhileDialog();
  730. return;
  731. }
  732. }
  733. BATTLE_EVENT_POSSIBLE_RETURN;
  734. battleInt->battleFinished(*br, queryID);
  735. }
  736. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  737. {
  738. EVENT_HANDLER_CALLED_BY_CLIENT;
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. battleInt->displayBattleLog(lines);
  741. }
  742. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  743. {
  744. EVENT_HANDLER_CALLED_BY_CLIENT;
  745. BATTLE_EVENT_POSSIBLE_RETURN;
  746. battleInt->stackMoved(stack, dest, distance, teleport);
  747. }
  748. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. BATTLE_EVENT_POSSIBLE_RETURN;
  752. battleInt->spellCast(sc);
  753. }
  754. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  755. {
  756. EVENT_HANDLER_CALLED_BY_CLIENT;
  757. BATTLE_EVENT_POSSIBLE_RETURN;
  758. battleInt->battleStacksEffectsSet(sse);
  759. }
  760. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. BATTLE_EVENT_POSSIBLE_RETURN;
  764. RETURN_IF_QUICK_COMBAT;
  765. battleInt->effectsController->battleTriggerEffect(bte);
  766. }
  767. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. std::vector<StackAttackedInfo> arg;
  772. for(auto & elem : bsa)
  773. {
  774. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  775. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  776. assert(defender);
  777. StackAttackedInfo info;
  778. info.defender = defender;
  779. info.attacker = attacker;
  780. info.damageDealt = elem.damageAmount;
  781. info.amountKilled = elem.killedAmount;
  782. info.spellEffect = SpellID::NONE;
  783. info.indirectAttack = ranged;
  784. info.killed = elem.killed();
  785. info.rebirth = elem.willRebirth();
  786. info.cloneKilled = elem.cloneKilled();
  787. info.fireShield = elem.fireShield();
  788. if (elem.isSpell())
  789. info.spellEffect = elem.spellID;
  790. arg.push_back(info);
  791. }
  792. battleInt->stacksAreAttacked(arg);
  793. }
  794. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  795. {
  796. EVENT_HANDLER_CALLED_BY_CLIENT;
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. StackAttackInfo info;
  799. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  800. info.defender = nullptr;
  801. info.indirectAttack = ba->shot();
  802. info.lucky = ba->lucky();
  803. info.unlucky = ba->unlucky();
  804. info.deathBlow = ba->deathBlow();
  805. info.lifeDrain = ba->lifeDrain();
  806. info.tile = ba->tile;
  807. info.spellEffect = SpellID::NONE;
  808. if (ba->spellLike())
  809. info.spellEffect = ba->spellID;
  810. for(auto & elem : ba->bsa)
  811. {
  812. if(!elem.isSecondary())
  813. {
  814. assert(info.defender == nullptr);
  815. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  816. }
  817. else
  818. {
  819. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  820. }
  821. }
  822. assert(info.defender != nullptr);
  823. assert(info.attacker != nullptr);
  824. battleInt->stackAttacking(info);
  825. }
  826. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  827. {
  828. EVENT_HANDLER_CALLED_BY_CLIENT;
  829. BATTLE_EVENT_POSSIBLE_RETURN;
  830. battleInt->gateStateChanged(state);
  831. }
  832. void CPlayerInterface::yourTacticPhase(int distance)
  833. {
  834. EVENT_HANDLER_CALLED_BY_CLIENT;
  835. }
  836. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  840. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  841. if(autoTryHover || type == EInfoWindowMode::INFO)
  842. {
  843. waitWhileDialog(); //Fix for mantis #98
  844. adventureInt->showInfoBoxMessage(components, text, timer);
  845. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  846. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  847. return;
  848. }
  849. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  850. {
  851. return;
  852. }
  853. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  854. do
  855. {
  856. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  857. std::vector<std::shared_ptr<CComponent>> intComps;
  858. for (auto & component : sender)
  859. intComps.push_back(std::make_shared<CComponent>(component));
  860. showInfoDialog(text,intComps,soundID);
  861. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  862. }
  863. while(!vect.empty());
  864. }
  865. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  866. {
  867. std::vector<std::shared_ptr<CComponent>> intComps;
  868. intComps.push_back(component);
  869. showInfoDialog(text, intComps, soundBase::sound_todo);
  870. }
  871. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  872. {
  873. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  874. waitWhileDialog();
  875. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  876. {
  877. return;
  878. }
  879. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  880. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  881. {
  882. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  883. showingDialog->set(true);
  884. stopMovement(); // interrupt movement to show dialog
  885. GH.windows().pushWindow(temp);
  886. }
  887. else
  888. {
  889. dialogs.push_back(temp);
  890. }
  891. }
  892. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. std::string str = text.toString();
  896. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  897. waitWhileDialog();
  898. }
  899. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  900. {
  901. boost::unique_lock<boost::recursive_mutex> un(*pim);
  902. stopMovement();
  903. LOCPLINT->showingDialog->setn(true);
  904. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  905. }
  906. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  907. {
  908. EVENT_HANDLER_CALLED_BY_CLIENT;
  909. waitWhileDialog();
  910. stopMovement();
  911. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  912. if (!selection && cancel) //simple yes/no dialog
  913. {
  914. std::vector<std::shared_ptr<CComponent>> intComps;
  915. for (auto & component : components)
  916. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  917. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  918. }
  919. else if (selection)
  920. {
  921. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  922. for (auto & component : components)
  923. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  924. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  925. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  926. if (cancel)
  927. {
  928. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  929. }
  930. int charperline = 35;
  931. if (pom.size() > 1)
  932. charperline = 50;
  933. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  934. intComps[0]->clickPressed(GH.getCursorPosition());
  935. intComps[0]->clickReleased(GH.getCursorPosition());
  936. }
  937. }
  938. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  939. {
  940. EVENT_HANDLER_CALLED_BY_CLIENT;
  941. int choosenExit = -1;
  942. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  943. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  944. choosenExit = vstd::find_pos(exits, neededExit);
  945. cb->selectionMade(choosenExit, askID);
  946. }
  947. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. auto selectCallback = [=](int selection)
  951. {
  952. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  953. reply.Integer() = selection;
  954. cb->sendQueryReply(reply, askID);
  955. };
  956. auto cancelCallback = [=]()
  957. {
  958. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  959. cb->sendQueryReply(reply, askID);
  960. };
  961. const std::string localTitle = title.toString();
  962. const std::string localDescription = description.toString();
  963. std::vector<int> tempList;
  964. tempList.reserve(objects.size());
  965. for(auto item : objects)
  966. tempList.push_back(item.getNum());
  967. CComponent localIconC(icon);
  968. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  969. localIconC.removeChild(localIcon.get(), false);
  970. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  971. wnd->onExit = cancelCallback;
  972. GH.windows().pushWindow(wnd);
  973. }
  974. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  975. {
  976. EVENT_HANDLER_CALLED_BY_CLIENT;
  977. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  978. adventureInt->onMapTilesChanged(pos);
  979. }
  980. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. adventureInt->onMapTilesChanged(pos);
  984. }
  985. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  986. {
  987. boost::unique_lock<boost::recursive_mutex> un(*pim);
  988. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  989. }
  990. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  994. {
  995. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  996. fortScreen->creaturesChangedEventHandler();
  997. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  998. castleInterface->creaturesChangedEventHandler();
  999. if (townObj)
  1000. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1001. ki->townChanged(townObj);
  1002. }
  1003. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1004. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1005. {
  1006. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1007. if (crw->dwelling == town)
  1008. crw->availableCreaturesChanged();
  1009. }
  1010. }
  1011. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1012. {
  1013. EVENT_HANDLER_CALLED_BY_CLIENT;
  1014. if (bonus.type == BonusType::NONE)
  1015. return;
  1016. adventureInt->onHeroChanged(hero);
  1017. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1018. {
  1019. //recalculate paths because hero has lost bonus influencing pathfinding
  1020. localState->erasePath(hero);
  1021. }
  1022. }
  1023. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1024. {
  1025. EVENT_HANDLER_CALLED_BY_CLIENT;
  1026. localState->serialize(h, version);
  1027. }
  1028. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1029. {
  1030. EVENT_HANDLER_CALLED_BY_CLIENT;
  1031. localState->serialize(h, version);
  1032. firstCall = -1;
  1033. }
  1034. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1035. {
  1036. LOG_TRACE(logGlobal);
  1037. if (!LOCPLINT->makingTurn)
  1038. return;
  1039. if (!h)
  1040. return; //can't find hero
  1041. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1042. if (showingDialog->get() || !dialogs.empty())
  1043. return;
  1044. setMovementStatus(true);
  1045. if (localState->isHeroSleeping(h))
  1046. localState->setHeroAwaken(h);
  1047. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1048. }
  1049. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1050. {
  1051. EVENT_HANDLER_CALLED_BY_CLIENT;
  1052. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1053. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1054. {
  1055. onEnd();
  1056. return;
  1057. }
  1058. waitForAllDialogs();
  1059. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1060. cgw->quit->addCallback(onEnd);
  1061. GH.windows().pushWindow(cgw);
  1062. }
  1063. /**
  1064. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1065. * into a combinational one on an artifact screen. Does not require the combination of
  1066. * artifacts to be legal.
  1067. */
  1068. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1069. {
  1070. std::string text = artifact->getDescriptionTranslated();
  1071. text += "\n\n";
  1072. std::vector<std::shared_ptr<CComponent>> scs;
  1073. if(assembledArtifact)
  1074. {
  1075. // You possess all of the components to...
  1076. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1077. // Picture of assembled artifact at bottom.
  1078. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1079. scs.push_back(sc);
  1080. }
  1081. else
  1082. {
  1083. // Do you wish to disassemble this artifact?
  1084. text += CGI->generaltexth->allTexts[733];
  1085. }
  1086. showYesNoDialog(text, onYes, nullptr, scs);
  1087. }
  1088. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1089. {
  1090. EVENT_HANDLER_CALLED_BY_CLIENT;
  1091. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1092. && destinationTeleport == ObjectInstanceID())
  1093. stillMoveHero.setn(CONTINUE_MOVE);
  1094. if (destinationTeleport != ObjectInstanceID()
  1095. && pa->packType == typeList.getTypeID<QueryReply>()
  1096. && stillMoveHero.get() == DURING_MOVE)
  1097. { // After teleportation via CGTeleport object is finished
  1098. destinationTeleport = ObjectInstanceID();
  1099. destinationTeleportPos = int3(-1);
  1100. stillMoveHero.setn(CONTINUE_MOVE);
  1101. }
  1102. }
  1103. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1104. {
  1105. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1106. }
  1107. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1108. {
  1109. EVENT_HANDLER_CALLED_BY_CLIENT;
  1110. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1111. }
  1112. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1113. {
  1114. if (sop->what == ObjProperty::OWNER)
  1115. {
  1116. const CGObjectInstance * obj = cb->getObj(sop->id);
  1117. if(obj->ID == Obj::TOWN)
  1118. {
  1119. auto town = static_cast<const CGTownInstance *>(obj);
  1120. if(obj->tempOwner == playerID)
  1121. {
  1122. localState->removeOwnedTown(town);
  1123. adventureInt->onTownChanged(town);
  1124. }
  1125. }
  1126. }
  1127. }
  1128. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1129. {
  1130. EVENT_HANDLER_CALLED_BY_CLIENT;
  1131. if (sop->what == ObjProperty::OWNER)
  1132. {
  1133. const CGObjectInstance * obj = cb->getObj(sop->id);
  1134. if(obj->ID == Obj::TOWN)
  1135. {
  1136. auto town = static_cast<const CGTownInstance *>(obj);
  1137. if(obj->tempOwner == playerID)
  1138. {
  1139. localState->addOwnedTown(town);
  1140. adventureInt->onTownChanged(town);
  1141. }
  1142. }
  1143. //redraw minimap if owner changed
  1144. std::set<int3> pos = obj->getBlockedPos();
  1145. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1146. adventureInt->onMapTilesChanged(upos);
  1147. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1148. }
  1149. }
  1150. void CPlayerInterface::initializeHeroTownList()
  1151. {
  1152. if(localState->getWanderingHeroes().empty())
  1153. {
  1154. for(auto & hero : cb->getHeroesInfo())
  1155. {
  1156. if(!hero->inTownGarrison)
  1157. localState->addWanderingHero(hero);
  1158. }
  1159. }
  1160. if(localState->getOwnedTowns().empty())
  1161. {
  1162. for(auto & town : cb->getTownsInfo())
  1163. localState->addOwnedTown(town);
  1164. }
  1165. if(adventureInt)
  1166. adventureInt->onHeroChanged(nullptr);
  1167. }
  1168. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1169. {
  1170. EVENT_HANDLER_CALLED_BY_CLIENT;
  1171. waitWhileDialog();
  1172. auto recruitCb = [=](CreatureID id, int count)
  1173. {
  1174. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1175. };
  1176. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1177. }
  1178. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1179. {
  1180. if (GH.amIGuiThread())
  1181. {
  1182. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1183. return;
  1184. }
  1185. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1186. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1187. while(showingDialog->data)
  1188. showingDialog->cond.wait(un);
  1189. }
  1190. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1191. {
  1192. EVENT_HANDLER_CALLED_BY_CLIENT;
  1193. auto state = obj->shipyardStatus();
  1194. TResources cost;
  1195. obj->getBoatCost(cost);
  1196. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1197. }
  1198. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1199. {
  1200. EVENT_HANDLER_CALLED_BY_CLIENT;
  1201. //we might have built a boat in shipyard in opened town screen
  1202. if (obj->ID == Obj::BOAT
  1203. && LOCPLINT->castleInt
  1204. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1205. {
  1206. CCS->soundh->playSound(soundBase::newBuilding);
  1207. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1208. }
  1209. }
  1210. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1211. {
  1212. EVENT_HANDLER_CALLED_BY_CLIENT;
  1213. waitWhileDialog();
  1214. CCS->curh->hide();
  1215. adventureInt->centerOnTile(pos);
  1216. if (focusTime)
  1217. {
  1218. GH.windows().totalRedraw();
  1219. {
  1220. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1221. IgnoreEvents ignore(*this);
  1222. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1223. }
  1224. }
  1225. CCS->curh->show();
  1226. }
  1227. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1228. {
  1229. EVENT_HANDLER_CALLED_BY_CLIENT;
  1230. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1231. {
  1232. waitWhileDialog();
  1233. CCS->soundh->playSound(obj->getRemovalSound().value());
  1234. }
  1235. CGI->mh->waitForOngoingAnimations();
  1236. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1237. {
  1238. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1239. heroKilled(h);
  1240. }
  1241. GH.fakeMouseMove();
  1242. }
  1243. void CPlayerInterface::objectRemovedAfter()
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. adventureInt->onMapTilesChanged(boost::none);
  1247. // visiting or garrisoned hero removed - recreate castle window
  1248. if (castleInt)
  1249. openTownWindow(castleInt->town);
  1250. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1251. ki->heroRemoved();
  1252. }
  1253. void CPlayerInterface::playerBlocked(int reason, bool start)
  1254. {
  1255. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1256. {
  1257. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1258. {
  1259. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1260. LOCPLINT = this;
  1261. GH.curInt = this;
  1262. adventureInt->onCurrentPlayerChanged(playerID);
  1263. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1264. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1265. std::vector<std::shared_ptr<CComponent>> cmp;
  1266. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1267. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1268. showInfoDialog(msg, cmp);
  1269. makingTurn = false;
  1270. }
  1271. }
  1272. }
  1273. void CPlayerInterface::update()
  1274. {
  1275. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1276. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1277. // While mutexes were locked away we may be have stopped being the active interface
  1278. if (LOCPLINT != this)
  1279. return;
  1280. //if there are any waiting dialogs, show them
  1281. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1282. {
  1283. showingDialog->set(true);
  1284. GH.windows().pushWindow(dialogs.front());
  1285. dialogs.pop_front();
  1286. }
  1287. assert(adventureInt);
  1288. // Handles mouse and key input
  1289. GH.handleEvents();
  1290. GH.windows().simpleRedraw();
  1291. }
  1292. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1293. {
  1294. using namespace boost::filesystem;
  1295. using namespace boost::algorithm;
  1296. path gamesDir = VCMIDirs::get().userSavePath();
  1297. std::map<std::time_t, int> dates; //save number => datestamp
  1298. const directory_iterator enddir;
  1299. if (!exists(gamesDir))
  1300. create_directory(gamesDir);
  1301. else
  1302. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1303. {
  1304. if (is_regular_file(dir->status()))
  1305. {
  1306. std::string name = dir->path().filename().string();
  1307. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1308. {
  1309. char nr = name[namePrefix.size()];
  1310. if (std::isdigit(nr))
  1311. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1312. }
  1313. }
  1314. }
  1315. if (!dates.empty())
  1316. return (--dates.end())->second; //return latest file number
  1317. return 0;
  1318. }
  1319. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1320. {
  1321. EVENT_HANDLER_CALLED_BY_CLIENT;
  1322. if (player == playerID)
  1323. {
  1324. if (victoryLossCheckResult.loss())
  1325. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1326. assert(GH.curInt == LOCPLINT);
  1327. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1328. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1329. GH.curInt = this; //waiting for dialogs requires this to get events
  1330. if(!makingTurn)
  1331. {
  1332. makingTurn = true; //also needed for dialog to show with current implementation
  1333. waitForAllDialogs();
  1334. makingTurn = false;
  1335. }
  1336. else
  1337. waitForAllDialogs();
  1338. GH.curInt = previousInterface;
  1339. LOCPLINT = previousInterface;
  1340. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1341. {
  1342. if(adventureInt)
  1343. {
  1344. GH.terminate_cond->setn(true);
  1345. GH.windows().popWindows(GH.windows().count());
  1346. adventureInt.reset();
  1347. }
  1348. }
  1349. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1350. {
  1351. // end game if current human player has won
  1352. CSH->sendClientDisconnecting();
  1353. requestReturningToMainMenu(true);
  1354. }
  1355. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1356. {
  1357. //all human players eliminated
  1358. CSH->sendClientDisconnecting();
  1359. requestReturningToMainMenu(false);
  1360. }
  1361. if (GH.curInt == this)
  1362. GH.curInt = nullptr;
  1363. }
  1364. else
  1365. {
  1366. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1367. {
  1368. MetaString message = victoryLossCheckResult.messageToSelf;
  1369. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1370. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1371. }
  1372. }
  1373. }
  1374. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. }
  1378. void CPlayerInterface::showPuzzleMap()
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. waitWhileDialog();
  1382. //TODO: interface should not know the real position of Grail...
  1383. double ratio = 0;
  1384. int3 grailPos = cb->getGrailPos(&ratio);
  1385. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1386. }
  1387. void CPlayerInterface::viewWorldMap()
  1388. {
  1389. adventureInt->openWorldView();
  1390. }
  1391. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. if(GH.windows().topWindow<CSpellWindow>())
  1395. GH.windows().popWindows(1);
  1396. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1397. localState->erasePath(caster);
  1398. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1399. auto castSoundPath = spell->getCastSound();
  1400. if(!castSoundPath.empty())
  1401. CCS->soundh->playSound(castSoundPath);
  1402. }
  1403. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1404. {
  1405. int msgToShow = -1;
  1406. const auto diggingStatus = h->diggingStatus();
  1407. switch(diggingStatus)
  1408. {
  1409. case EDiggingStatus::CAN_DIG:
  1410. break;
  1411. case EDiggingStatus::LACK_OF_MOVEMENT:
  1412. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1413. break;
  1414. case EDiggingStatus::TILE_OCCUPIED:
  1415. msgToShow = 97; //Try searching on clear ground.
  1416. break;
  1417. case EDiggingStatus::WRONG_TERRAIN:
  1418. msgToShow = 60; ////Try looking on land!
  1419. break;
  1420. case EDiggingStatus::BACKPACK_IS_FULL:
  1421. msgToShow = 247; //Searching for the Grail is fruitless...
  1422. break;
  1423. default:
  1424. assert(0);
  1425. }
  1426. if(msgToShow < 0)
  1427. cb->dig(h);
  1428. else
  1429. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1430. }
  1431. void CPlayerInterface::battleNewRoundFirst( int round )
  1432. {
  1433. EVENT_HANDLER_CALLED_BY_CLIENT;
  1434. BATTLE_EVENT_POSSIBLE_RETURN;
  1435. battleInt->newRoundFirst(round);
  1436. }
  1437. void CPlayerInterface::stopMovement()
  1438. {
  1439. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1440. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1441. }
  1442. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1446. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1447. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1448. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1449. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1450. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1451. else if(!market->availableModes().empty())
  1452. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1453. }
  1454. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1455. {
  1456. EVENT_HANDLER_CALLED_BY_CLIENT;
  1457. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1458. }
  1459. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1463. }
  1464. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1465. {
  1466. EVENT_HANDLER_CALLED_BY_CLIENT;
  1467. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1468. cmw->artifactsChanged(false);
  1469. }
  1470. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1471. {
  1472. EVENT_HANDLER_CALLED_BY_CLIENT;
  1473. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1474. }
  1475. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1479. }
  1480. void CPlayerInterface::showQuestLog()
  1481. {
  1482. EVENT_HANDLER_CALLED_BY_CLIENT;
  1483. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1484. }
  1485. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1486. {
  1487. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1488. {
  1489. MetaString txt;
  1490. obj->getProblemText(txt);
  1491. showInfoDialog(txt.toString());
  1492. }
  1493. else
  1494. showShipyardDialog(obj);
  1495. }
  1496. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1497. {
  1498. if(won && cb->getStartInfo()->campState)
  1499. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1500. else
  1501. {
  1502. GH.dispatchMainThread(
  1503. []()
  1504. {
  1505. CSH->endGameplay();
  1506. GH.defActionsDef = 63;
  1507. CMM->menu->switchToTab("main");
  1508. }
  1509. );
  1510. }
  1511. }
  1512. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1513. {
  1514. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1515. if(hero)
  1516. {
  1517. auto art = hero->getArt(al.slot);
  1518. if(art == nullptr)
  1519. {
  1520. logGlobal->error("artifact location %d points to nothing",
  1521. al.slot.num);
  1522. return;
  1523. }
  1524. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1525. }
  1526. }
  1527. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1528. {
  1529. EVENT_HANDLER_CALLED_BY_CLIENT;
  1530. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1531. adventureInt->onHeroChanged(hero);
  1532. }
  1533. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1534. {
  1535. EVENT_HANDLER_CALLED_BY_CLIENT;
  1536. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1537. adventureInt->onHeroChanged(hero);
  1538. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1539. artWin->artifactRemoved(al);
  1540. waitWhileDialog();
  1541. }
  1542. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1543. {
  1544. EVENT_HANDLER_CALLED_BY_CLIENT;
  1545. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1546. adventureInt->onHeroChanged(hero);
  1547. bool redraw = true;
  1548. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1549. if(numOfMovedArts != 0)
  1550. {
  1551. numOfMovedArts--;
  1552. if(numOfMovedArts != 0)
  1553. redraw = false;
  1554. }
  1555. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1556. artWin->artifactMoved(src, dst, redraw);
  1557. waitWhileDialog();
  1558. }
  1559. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1560. {
  1561. numOfMovedArts = numOfArts;
  1562. }
  1563. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1564. {
  1565. EVENT_HANDLER_CALLED_BY_CLIENT;
  1566. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1567. adventureInt->onHeroChanged(hero);
  1568. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1569. artWin->artifactAssembled(al);
  1570. }
  1571. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1572. {
  1573. EVENT_HANDLER_CALLED_BY_CLIENT;
  1574. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1575. adventureInt->onHeroChanged(hero);
  1576. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1577. artWin->artifactDisassembled(al);
  1578. }
  1579. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1580. {
  1581. while(!dialogs.empty())
  1582. {
  1583. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1584. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1585. }
  1586. waitWhileDialog(unlockPim);
  1587. }
  1588. void CPlayerInterface::proposeLoadingGame()
  1589. {
  1590. showYesNoDialog(
  1591. CGI->generaltexth->allTexts[68],
  1592. []()
  1593. {
  1594. GH.dispatchMainThread(
  1595. []()
  1596. {
  1597. CSH->endGameplay();
  1598. GH.defActionsDef = 63;
  1599. CMM->menu->switchToTab("load");
  1600. }
  1601. );
  1602. },
  1603. nullptr
  1604. );
  1605. }
  1606. bool CPlayerInterface::capturedAllEvents()
  1607. {
  1608. if(duringMovement)
  1609. {
  1610. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1611. return true;
  1612. }
  1613. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1614. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1615. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1616. {
  1617. GH.input().ignoreEventsUntilInput();
  1618. return true;
  1619. }
  1620. return false;
  1621. }
  1622. void CPlayerInterface::setMovementStatus(bool value)
  1623. {
  1624. duringMovement = value;
  1625. if (value)
  1626. {
  1627. CCS->curh->hide();
  1628. }
  1629. else
  1630. {
  1631. CCS->curh->show();
  1632. }
  1633. }
  1634. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1635. {
  1636. setThreadName("doMoveHero");
  1637. int i = 1;
  1638. auto getObj = [&](int3 coord, bool ignoreHero)
  1639. {
  1640. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1641. };
  1642. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1643. {
  1644. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1645. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1646. action != EPathNodeAction::TELEPORT_BATTLE)
  1647. {
  1648. return false;
  1649. }
  1650. return true;
  1651. };
  1652. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1653. {
  1654. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1655. return nextObjectTop;
  1656. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1657. CGTeleport::isConnected(currentObject, nextObject))
  1658. {
  1659. return nextObject;
  1660. }
  1661. return nullptr;
  1662. };
  1663. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1664. stillMoveHero.data = CONTINUE_MOVE;
  1665. auto doMovement = [&](int3 dst, bool transit)
  1666. {
  1667. stillMoveHero.data = WAITING_MOVE;
  1668. cb->moveHero(h, dst, transit);
  1669. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1670. stillMoveHero.cond.wait(un);
  1671. };
  1672. {
  1673. for (auto & elem : path.nodes)
  1674. elem.coord = h->convertFromVisitablePos(elem.coord);
  1675. int soundChannel = -1;
  1676. std::string soundName;
  1677. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1678. {
  1679. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1680. return "";
  1681. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1682. return "";
  1683. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1684. return "";
  1685. // flying movement sound
  1686. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1687. return "HORSE10.wav";
  1688. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1689. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1690. auto prevRoad = prevTile->roadType;
  1691. auto nextRoad = nextTile->roadType;
  1692. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1693. if (movingOnRoad)
  1694. return nextTile->terType->horseSound;
  1695. else
  1696. return nextTile->terType->horseSoundPenalty;
  1697. };
  1698. auto canStop = [&](CGPathNode * node) -> bool
  1699. {
  1700. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1701. return true;
  1702. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1703. return true;
  1704. return false;
  1705. };
  1706. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1707. {
  1708. int3 prevCoord = path.nodes[i].coord;
  1709. int3 nextCoord = path.nodes[i-1].coord;
  1710. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1711. auto nextObjectTop = getObj(nextCoord, false);
  1712. auto nextObject = getObj(nextCoord, true);
  1713. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1714. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1715. {
  1716. CCS->soundh->stopSound(soundChannel);
  1717. destinationTeleport = destTeleportObj->id;
  1718. destinationTeleportPos = nextCoord;
  1719. doMovement(h->pos, false);
  1720. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1721. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1722. {
  1723. destinationTeleport = ObjectInstanceID();
  1724. destinationTeleportPos = int3(-1);
  1725. }
  1726. if(i != path.nodes.size() - 1)
  1727. {
  1728. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1729. if (!soundName.empty())
  1730. soundChannel = CCS->soundh->playSound(soundName, -1);
  1731. else
  1732. soundChannel = -1;
  1733. }
  1734. continue;
  1735. }
  1736. if (path.nodes[i-1].turns)
  1737. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1738. stillMoveHero.data = STOP_MOVE;
  1739. break;
  1740. }
  1741. {
  1742. // Start a new sound for the hero movement or let the existing one carry on.
  1743. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1744. if(newSoundName != soundName)
  1745. {
  1746. soundName = newSoundName;
  1747. CCS->soundh->stopSound(soundChannel);
  1748. if (!soundName.empty())
  1749. soundChannel = CCS->soundh->playSound(soundName, -1);
  1750. else
  1751. soundChannel = -1;
  1752. }
  1753. }
  1754. 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
  1755. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1756. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1757. bool useTransit = false;
  1758. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1759. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1760. || CGTeleport::isTeleport(nextObjectTop)))
  1761. { // Hero should be able to go through object if it's allow transit
  1762. useTransit = true;
  1763. }
  1764. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1765. useTransit = true;
  1766. doMovement(endpos, useTransit);
  1767. logGlobal->trace("Resuming %s", __FUNCTION__);
  1768. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1769. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1770. break;
  1771. }
  1772. CCS->soundh->stopSound(soundChannel);
  1773. }
  1774. //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
  1775. if (!showingDialog->get())
  1776. GH.fakeMouseMove();
  1777. CGI->mh->waitForOngoingAnimations();
  1778. setMovementStatus(false);
  1779. }
  1780. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1781. {
  1782. EVENT_HANDLER_CALLED_BY_CLIENT;
  1783. adventureInt->openWorldView(objectPositions, showTerrain );
  1784. }
  1785. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1786. {
  1787. return std::nullopt;
  1788. }