CPlayerInterface.cpp 63 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. firstCall = 1; //if loading will be overwritten in serialize
  128. autosaveCount = 0;
  129. isAutoFightOn = false;
  130. duringMovement = false;
  131. ignoreEvents = false;
  132. numOfMovedArts = 0;
  133. }
  134. CPlayerInterface::~CPlayerInterface()
  135. {
  136. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  137. delete showingDialog;
  138. delete cingconsole;
  139. if (LOCPLINT == this)
  140. LOCPLINT = nullptr;
  141. }
  142. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  143. {
  144. cb = CB;
  145. env = ENV;
  146. CCS->musich->loadTerrainMusicThemes();
  147. initializeHeroTownList();
  148. // always recreate advmap interface to avoid possible memory-corruption bugs
  149. adventureInt.reset(new AdventureMapInterface());
  150. }
  151. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. makingTurn = false;
  155. stillMoveHero.setn(STOP_MOVE);
  156. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  157. {
  158. // after map load - remove all active windows and replace them with adventure map
  159. GH.windows().clear();
  160. GH.windows().pushWindow(adventureInt);
  161. }
  162. // close window from another player
  163. if(auto w = GH.windows().topWindow<CInfoWindow>())
  164. if(w->ID == -1 && player != playerID)
  165. w->close();
  166. // remove all dialogs that do not expect query answer
  167. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  168. GH.windows().popWindows(1);
  169. if (player != playerID && LOCPLINT == this)
  170. {
  171. waitWhileDialog();
  172. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  173. adventureInt->onEnemyTurnStarted(player, isHuman);
  174. }
  175. }
  176. void CPlayerInterface::performAutosave()
  177. {
  178. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  179. if(frequency > 0 && cb->getDate() % frequency == 0)
  180. {
  181. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  182. std::string prefix = std::string();
  183. if(usePrefix)
  184. {
  185. prefix = settings["general"]["savePrefix"].String();
  186. if(prefix.empty())
  187. {
  188. std::string name = cb->getMapHeader()->name.substr(0, 15);
  189. std::string forbiddenChars("\\/:?\"<>| ");
  190. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  191. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  192. }
  193. }
  194. autosaveCount++;
  195. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  196. if(autosaveCountLimit > 0)
  197. {
  198. cb->save("Saves/Autosave/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  199. autosaveCount %= autosaveCountLimit;
  200. }
  201. else
  202. {
  203. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  204. + std::to_string(cb->getDate(Date::WEEK))
  205. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  206. cb->save("Saves/Autosave/" + prefix + "Autosave_" + stringifiedDate);
  207. }
  208. }
  209. }
  210. void CPlayerInterface::yourTurn()
  211. {
  212. EVENT_HANDLER_CALLED_BY_CLIENT;
  213. {
  214. LOCPLINT = this;
  215. GH.curInt = this;
  216. NotificationHandler::notify("Your turn");
  217. if(settings["general"]["startTurnAutosave"].Bool())
  218. {
  219. performAutosave();
  220. }
  221. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  222. {
  223. adventureInt->onHotseatWaitStarted(playerID);
  224. makingTurn = true;
  225. std::string msg = CGI->generaltexth->allTexts[13];
  226. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  227. std::vector<std::shared_ptr<CComponent>> cmp;
  228. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  229. showInfoDialog(msg, cmp);
  230. }
  231. else
  232. {
  233. makingTurn = true;
  234. adventureInt->onPlayerTurnStarted(playerID);
  235. }
  236. }
  237. acceptTurn();
  238. }
  239. void CPlayerInterface::acceptTurn()
  240. {
  241. if (settings["session"]["autoSkip"].Bool())
  242. {
  243. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  244. iw->close();
  245. }
  246. if(CSH->howManyPlayerInterfaces() > 1)
  247. {
  248. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  249. adventureInt->onPlayerTurnStarted(playerID);
  250. }
  251. // warn player if he has no town
  252. if (cb->howManyTowns() == 0)
  253. {
  254. auto playerColor = *cb->getPlayerID();
  255. std::vector<Component> components;
  256. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  257. MetaString text;
  258. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  259. if(optDaysWithoutCastle)
  260. {
  261. auto daysWithoutCastle = optDaysWithoutCastle.value();
  262. if (daysWithoutCastle < 6)
  263. {
  264. 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.
  265. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  266. text.replaceNumber(7 - daysWithoutCastle);
  267. }
  268. else if (daysWithoutCastle == 6)
  269. {
  270. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  271. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  272. }
  273. showInfoDialogAndWait(components, text);
  274. }
  275. else
  276. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  277. }
  278. }
  279. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  280. {
  281. EVENT_HANDLER_CALLED_BY_CLIENT;
  282. waitWhileDialog();
  283. if(LOCPLINT != this)
  284. return;
  285. //FIXME: read once and store
  286. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  287. return;
  288. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  289. if (!hero)
  290. return;
  291. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  292. {
  293. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  294. CCS->soundh->playSound(hero->getRemovalSound().value());
  295. }
  296. std::unordered_set<int3> changedTiles {
  297. hero->convertToVisitablePos(details.start),
  298. hero->convertToVisitablePos(details.end)
  299. };
  300. adventureInt->onMapTilesChanged(changedTiles);
  301. adventureInt->onHeroMovementStarted(hero);
  302. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  303. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  304. {
  305. if(details.result == TryMoveHero::TELEPORTATION)
  306. {
  307. if(localState->hasPath(hero))
  308. {
  309. assert(localState->getPath(hero).nodes.size() >= 2);
  310. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  311. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  312. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  313. {
  314. //path was between entrance and exit of teleport -> OK, erase node as usual
  315. localState->removeLastNode(hero);
  316. }
  317. else
  318. {
  319. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  320. localState->erasePath(hero);
  321. }
  322. }
  323. }
  324. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  325. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  326. {
  327. localState->erasePath(hero);
  328. }
  329. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  330. {
  331. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  332. localState->removeLastNode(hero);
  333. }
  334. }
  335. if(details.stopMovement()) //hero failed to move
  336. {
  337. stillMoveHero.setn(STOP_MOVE);
  338. adventureInt->onHeroChanged(hero);
  339. return;
  340. }
  341. CGI->mh->waitForOngoingAnimations();
  342. //move finished
  343. adventureInt->onHeroChanged(hero);
  344. //check if user cancelled movement
  345. {
  346. if (GH.input().ignoreEventsUntilInput())
  347. stillMoveHero.setn(STOP_MOVE);
  348. }
  349. if (stillMoveHero.get() == WAITING_MOVE)
  350. stillMoveHero.setn(DURING_MOVE);
  351. // Hero attacked creature directly, set direction to face it.
  352. if (directlyAttackingCreature) {
  353. // Get direction to attacker.
  354. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  355. static const ui8 dirLookup[3][3] = {
  356. { 1, 2, 3 },
  357. { 8, 0, 4 },
  358. { 7, 6, 5 }
  359. };
  360. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  361. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  362. }
  363. }
  364. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  365. {
  366. EVENT_HANDLER_CALLED_BY_CLIENT;
  367. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  368. // if hero is not in town garrison
  369. if (vstd::contains(localState->getWanderingHeroes(), hero))
  370. localState->removeWanderingHero(hero);
  371. adventureInt->onHeroChanged(hero);
  372. localState->erasePath(hero);
  373. }
  374. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. if(start && visitedObj)
  378. {
  379. if(visitedObj->getVisitSound())
  380. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  381. }
  382. }
  383. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. localState->addWanderingHero(hero);
  387. adventureInt->onHeroChanged(hero);
  388. }
  389. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  390. {
  391. if(castleInt)
  392. castleInt->close();
  393. castleInt = nullptr;
  394. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  395. GH.windows().pushWindow(newCastleInt);
  396. }
  397. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. if (which == 4)
  401. {
  402. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  403. ctw->setExpToLevel();
  404. }
  405. else
  406. adventureInt->onHeroChanged(hero);
  407. }
  408. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  409. {
  410. EVENT_HANDLER_CALLED_BY_CLIENT;
  411. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  412. cuw->redraw();
  413. }
  414. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. adventureInt->onHeroChanged(hero);
  418. if (makingTurn && hero->tempOwner == playerID)
  419. adventureInt->onHeroChanged(hero);
  420. for (auto window : GH.windows().findWindows<BattleWindow>())
  421. window->heroManaPointsChanged(hero);
  422. }
  423. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  424. {
  425. EVENT_HANDLER_CALLED_BY_CLIENT;
  426. if (makingTurn && hero->tempOwner == playerID)
  427. adventureInt->onHeroChanged(hero);
  428. }
  429. void CPlayerInterface::receivedResource()
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  433. mw->resourceChanged();
  434. GH.windows().totalRedraw();
  435. }
  436. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. waitWhileDialog();
  440. CCS->soundh->playSound(soundBase::heroNewLevel);
  441. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  442. {
  443. cb->selectionMade(selection, queryID);
  444. });
  445. }
  446. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  447. {
  448. EVENT_HANDLER_CALLED_BY_CLIENT;
  449. waitWhileDialog();
  450. CCS->soundh->playSound(soundBase::heroNewLevel);
  451. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  452. {
  453. cb->selectionMade(selection, queryID);
  454. });
  455. }
  456. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  457. {
  458. EVENT_HANDLER_CALLED_BY_CLIENT;
  459. if(town->garrisonHero) //wandering hero moved to the garrison
  460. {
  461. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  462. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  463. localState->removeWanderingHero(town->garrisonHero);
  464. }
  465. if(town->visitingHero) //hero leaves garrison
  466. {
  467. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  468. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  469. localState->addWanderingHero(town->visitingHero);
  470. }
  471. adventureInt->onHeroChanged(nullptr);
  472. adventureInt->onTownChanged(town);
  473. if(castleInt)
  474. {
  475. castleInt->garr->selectSlot(nullptr);
  476. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  477. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  478. castleInt->garr->recreateSlots();
  479. castleInt->heroes->update();
  480. // Perform totalRedraw to update hero list on adventure map
  481. GH.windows().totalRedraw();
  482. }
  483. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  484. {
  485. ki->townChanged(town);
  486. ki->updateGarrisons();
  487. ki->redraw();
  488. }
  489. }
  490. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  491. {
  492. EVENT_HANDLER_CALLED_BY_CLIENT;
  493. if (hero->tempOwner != playerID )
  494. return;
  495. waitWhileDialog();
  496. openTownWindow(town);
  497. }
  498. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  499. {
  500. std::vector<const CGObjectInstance *> instances;
  501. if(auto obj = cb->getObj(id1))
  502. instances.push_back(obj);
  503. if(id2 != ObjectInstanceID() && id2 != id1)
  504. {
  505. if(auto obj = cb->getObj(id2))
  506. instances.push_back(obj);
  507. }
  508. garrisonsChanged(instances);
  509. }
  510. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  511. {
  512. boost::unique_lock<boost::recursive_mutex> un(*pim);
  513. for (auto object : objs)
  514. {
  515. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  516. auto * town = dynamic_cast<const CGTownInstance*>(object);
  517. if (hero)
  518. {
  519. adventureInt->onHeroChanged(hero);
  520. if(hero->inTownGarrison)
  521. {
  522. adventureInt->onTownChanged(hero->visitedTown);
  523. }
  524. }
  525. if (town)
  526. adventureInt->onTownChanged(town);
  527. }
  528. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  529. cgh->updateGarrisons();
  530. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  531. {
  532. if (vstd::contains(objs, cmw->hero))
  533. cmw->garrisonChanged();
  534. }
  535. GH.windows().totalRedraw();
  536. }
  537. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  538. {
  539. EVENT_HANDLER_CALLED_BY_CLIENT;
  540. adventureInt->onTownChanged(town);
  541. if (castleInt)
  542. {
  543. castleInt->townlist->updateElement(town);
  544. if (castleInt->town == town)
  545. {
  546. switch(what)
  547. {
  548. case 1:
  549. CCS->soundh->playSound(soundBase::newBuilding);
  550. castleInt->addBuilding(buildingID);
  551. break;
  552. case 2:
  553. castleInt->removeBuilding(buildingID);
  554. break;
  555. }
  556. }
  557. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  558. GH.windows().totalRedraw();
  559. }
  560. }
  561. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  562. {
  563. // when battle starts, game will send battleStart pack *before* movement confirmation
  564. // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
  565. // leading to several bugs, such as blocked input during intro
  566. stillMoveHero.setn(STOP_MOVE);
  567. //Don't wait for dialogs when we are non-active hot-seat player
  568. if (LOCPLINT == this)
  569. waitForAllDialogs();
  570. }
  571. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  572. {
  573. EVENT_HANDLER_CALLED_BY_CLIENT;
  574. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  575. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  576. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  577. {
  578. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  579. autofightingAI->initBattleInterface(env, cb);
  580. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  581. isAutoFightOn = true;
  582. cb->registerBattleInterface(autofightingAI);
  583. }
  584. //Don't wait for dialogs when we are non-active hot-seat player
  585. if (LOCPLINT == this)
  586. waitForAllDialogs();
  587. BATTLE_EVENT_POSSIBLE_RETURN;
  588. }
  589. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. for(auto & info : units)
  594. {
  595. switch(info.operation)
  596. {
  597. case UnitChanges::EOperation::RESET_STATE:
  598. {
  599. const CStack * stack = cb->battleGetStackByID(info.id );
  600. if(!stack)
  601. {
  602. logGlobal->error("Invalid unit ID %d", info.id);
  603. continue;
  604. }
  605. battleInt->stackReset(stack);
  606. }
  607. break;
  608. case UnitChanges::EOperation::REMOVE:
  609. battleInt->stackRemoved(info.id);
  610. break;
  611. case UnitChanges::EOperation::ADD:
  612. {
  613. const CStack * unit = cb->battleGetStackByID(info.id);
  614. if(!unit)
  615. {
  616. logGlobal->error("Invalid unit ID %d", info.id);
  617. continue;
  618. }
  619. battleInt->stackAdded(unit);
  620. }
  621. break;
  622. default:
  623. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  624. break;
  625. }
  626. }
  627. }
  628. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  629. {
  630. EVENT_HANDLER_CALLED_BY_CLIENT;
  631. BATTLE_EVENT_POSSIBLE_RETURN;
  632. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  633. std::vector<ObstacleChanges> removedObstacles;
  634. for(auto & change : obstacles)
  635. {
  636. if(change.operation == BattleChanges::EOperation::ADD)
  637. {
  638. auto instance = cb->battleGetObstacleByID(change.id);
  639. if(instance)
  640. newObstacles.push_back(instance);
  641. else
  642. logNetwork->error("Invalid obstacle instance %d", change.id);
  643. }
  644. if(change.operation == BattleChanges::EOperation::REMOVE)
  645. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  646. }
  647. if (!newObstacles.empty())
  648. battleInt->obstaclePlaced(newObstacles);
  649. if (!removedObstacles.empty())
  650. battleInt->obstacleRemoved(removedObstacles);
  651. battleInt->fieldController->redrawBackgroundWithHexes();
  652. }
  653. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. BATTLE_EVENT_POSSIBLE_RETURN;
  657. battleInt->stackIsCatapulting(ca);
  658. }
  659. 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
  660. {
  661. EVENT_HANDLER_CALLED_BY_CLIENT;
  662. BATTLE_EVENT_POSSIBLE_RETURN;
  663. battleInt->newRound(round);
  664. }
  665. void CPlayerInterface::actionStarted(const BattleAction &action)
  666. {
  667. EVENT_HANDLER_CALLED_BY_CLIENT;
  668. BATTLE_EVENT_POSSIBLE_RETURN;
  669. battleInt->startAction(action);
  670. }
  671. void CPlayerInterface::actionFinished(const BattleAction &action)
  672. {
  673. EVENT_HANDLER_CALLED_BY_CLIENT;
  674. BATTLE_EVENT_POSSIBLE_RETURN;
  675. battleInt->endAction(action);
  676. }
  677. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  678. {
  679. EVENT_HANDLER_CALLED_BY_CLIENT;
  680. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  681. assert(!cb->battleIsFinished());
  682. if (cb->battleIsFinished())
  683. {
  684. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  685. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  686. return ;
  687. }
  688. if (autofightingAI)
  689. {
  690. if (isAutoFightOn)
  691. {
  692. //FIXME: we want client rendering to proceed while AI is making actions
  693. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  694. auto unlockPim = vstd::makeUnlockGuard(*pim);
  695. autofightingAI->activeStack(stack);
  696. return;
  697. }
  698. cb->unregisterBattleInterface(autofightingAI);
  699. autofightingAI.reset();
  700. }
  701. assert(battleInt);
  702. if(!battleInt)
  703. {
  704. // probably battle is finished already
  705. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  706. }
  707. {
  708. boost::unique_lock<boost::recursive_mutex> un(*pim);
  709. battleInt->stackActivated(stack);
  710. //Regeneration & mana drain go there
  711. }
  712. }
  713. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  714. {
  715. EVENT_HANDLER_CALLED_BY_CLIENT;
  716. if(isAutoFightOn || autofightingAI)
  717. {
  718. isAutoFightOn = false;
  719. cb->unregisterBattleInterface(autofightingAI);
  720. autofightingAI.reset();
  721. if(!battleInt)
  722. {
  723. bool allowManualReplay = queryID != -1;
  724. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  725. if (allowManualReplay)
  726. {
  727. wnd->resultCallback = [=](ui32 selection)
  728. {
  729. cb->selectionMade(selection, queryID);
  730. };
  731. }
  732. GH.windows().pushWindow(wnd);
  733. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  734. // Otherwise NewTurn causes freeze.
  735. waitWhileDialog();
  736. return;
  737. }
  738. }
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. battleInt->battleFinished(*br, queryID);
  741. }
  742. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  743. {
  744. EVENT_HANDLER_CALLED_BY_CLIENT;
  745. BATTLE_EVENT_POSSIBLE_RETURN;
  746. battleInt->displayBattleLog(lines);
  747. }
  748. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. BATTLE_EVENT_POSSIBLE_RETURN;
  752. battleInt->stackMoved(stack, dest, distance, teleport);
  753. }
  754. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  755. {
  756. EVENT_HANDLER_CALLED_BY_CLIENT;
  757. BATTLE_EVENT_POSSIBLE_RETURN;
  758. battleInt->spellCast(sc);
  759. }
  760. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. BATTLE_EVENT_POSSIBLE_RETURN;
  764. battleInt->battleStacksEffectsSet(sse);
  765. }
  766. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. BATTLE_EVENT_POSSIBLE_RETURN;
  770. RETURN_IF_QUICK_COMBAT;
  771. battleInt->effectsController->battleTriggerEffect(bte);
  772. }
  773. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. BATTLE_EVENT_POSSIBLE_RETURN;
  777. std::vector<StackAttackedInfo> arg;
  778. for(auto & elem : bsa)
  779. {
  780. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  781. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  782. assert(defender);
  783. StackAttackedInfo info;
  784. info.defender = defender;
  785. info.attacker = attacker;
  786. info.damageDealt = elem.damageAmount;
  787. info.amountKilled = elem.killedAmount;
  788. info.spellEffect = SpellID::NONE;
  789. info.indirectAttack = ranged;
  790. info.killed = elem.killed();
  791. info.rebirth = elem.willRebirth();
  792. info.cloneKilled = elem.cloneKilled();
  793. info.fireShield = elem.fireShield();
  794. if (elem.isSpell())
  795. info.spellEffect = elem.spellID;
  796. arg.push_back(info);
  797. }
  798. battleInt->stacksAreAttacked(arg);
  799. }
  800. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. BATTLE_EVENT_POSSIBLE_RETURN;
  804. StackAttackInfo info;
  805. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  806. info.defender = nullptr;
  807. info.indirectAttack = ba->shot();
  808. info.lucky = ba->lucky();
  809. info.unlucky = ba->unlucky();
  810. info.deathBlow = ba->deathBlow();
  811. info.lifeDrain = ba->lifeDrain();
  812. info.tile = ba->tile;
  813. info.spellEffect = SpellID::NONE;
  814. if (ba->spellLike())
  815. info.spellEffect = ba->spellID;
  816. for(auto & elem : ba->bsa)
  817. {
  818. if(!elem.isSecondary())
  819. {
  820. assert(info.defender == nullptr);
  821. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  822. }
  823. else
  824. {
  825. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  826. }
  827. }
  828. assert(info.defender != nullptr);
  829. assert(info.attacker != nullptr);
  830. battleInt->stackAttacking(info);
  831. }
  832. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  833. {
  834. EVENT_HANDLER_CALLED_BY_CLIENT;
  835. BATTLE_EVENT_POSSIBLE_RETURN;
  836. battleInt->gateStateChanged(state);
  837. }
  838. void CPlayerInterface::yourTacticPhase(int distance)
  839. {
  840. EVENT_HANDLER_CALLED_BY_CLIENT;
  841. }
  842. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  843. {
  844. EVENT_HANDLER_CALLED_BY_CLIENT;
  845. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  846. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  847. if(autoTryHover || type == EInfoWindowMode::INFO)
  848. {
  849. waitWhileDialog(); //Fix for mantis #98
  850. adventureInt->showInfoBoxMessage(components, text, timer);
  851. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  852. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  853. return;
  854. }
  855. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  856. {
  857. return;
  858. }
  859. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  860. do
  861. {
  862. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  863. std::vector<std::shared_ptr<CComponent>> intComps;
  864. for (auto & component : sender)
  865. intComps.push_back(std::make_shared<CComponent>(component));
  866. showInfoDialog(text,intComps,soundID);
  867. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  868. }
  869. while(!vect.empty());
  870. }
  871. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  872. {
  873. std::vector<std::shared_ptr<CComponent>> intComps;
  874. intComps.push_back(component);
  875. showInfoDialog(text, intComps, soundBase::sound_todo);
  876. }
  877. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  878. {
  879. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  880. waitWhileDialog();
  881. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  882. {
  883. return;
  884. }
  885. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  886. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  887. {
  888. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  889. showingDialog->set(true);
  890. stopMovement(); // interrupt movement to show dialog
  891. GH.windows().pushWindow(temp);
  892. }
  893. else
  894. {
  895. dialogs.push_back(temp);
  896. }
  897. }
  898. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. std::string str = text.toString();
  902. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  903. waitWhileDialog();
  904. }
  905. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  906. {
  907. boost::unique_lock<boost::recursive_mutex> un(*pim);
  908. stopMovement();
  909. LOCPLINT->showingDialog->setn(true);
  910. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  911. }
  912. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  913. {
  914. EVENT_HANDLER_CALLED_BY_CLIENT;
  915. waitWhileDialog();
  916. stopMovement();
  917. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  918. if (!selection && cancel) //simple yes/no dialog
  919. {
  920. std::vector<std::shared_ptr<CComponent>> intComps;
  921. for (auto & component : components)
  922. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  923. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  924. }
  925. else if (selection)
  926. {
  927. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  928. for (auto & component : components)
  929. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  930. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  931. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  932. if (cancel)
  933. {
  934. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  935. }
  936. int charperline = 35;
  937. if (pom.size() > 1)
  938. charperline = 50;
  939. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  940. intComps[0]->clickPressed(GH.getCursorPosition());
  941. intComps[0]->clickReleased(GH.getCursorPosition());
  942. }
  943. }
  944. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  945. {
  946. EVENT_HANDLER_CALLED_BY_CLIENT;
  947. int choosenExit = -1;
  948. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  949. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  950. choosenExit = vstd::find_pos(exits, neededExit);
  951. cb->selectionMade(choosenExit, askID);
  952. }
  953. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. auto selectCallback = [=](int selection)
  957. {
  958. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  959. reply.Integer() = selection;
  960. cb->sendQueryReply(reply, askID);
  961. };
  962. auto cancelCallback = [=]()
  963. {
  964. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  965. cb->sendQueryReply(reply, askID);
  966. };
  967. const std::string localTitle = title.toString();
  968. const std::string localDescription = description.toString();
  969. std::vector<int> tempList;
  970. tempList.reserve(objects.size());
  971. for(auto item : objects)
  972. tempList.push_back(item.getNum());
  973. CComponent localIconC(icon);
  974. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  975. localIconC.removeChild(localIcon.get(), false);
  976. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  977. wnd->onExit = cancelCallback;
  978. GH.windows().pushWindow(wnd);
  979. }
  980. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  984. adventureInt->onMapTilesChanged(pos);
  985. }
  986. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. adventureInt->onMapTilesChanged(pos);
  990. }
  991. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  992. {
  993. boost::unique_lock<boost::recursive_mutex> un(*pim);
  994. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  995. }
  996. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  997. {
  998. EVENT_HANDLER_CALLED_BY_CLIENT;
  999. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1000. {
  1001. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1002. fortScreen->creaturesChangedEventHandler();
  1003. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1004. castleInterface->creaturesChangedEventHandler();
  1005. if (townObj)
  1006. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1007. ki->townChanged(townObj);
  1008. }
  1009. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1010. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1011. {
  1012. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1013. if (crw->dwelling == town)
  1014. crw->availableCreaturesChanged();
  1015. }
  1016. }
  1017. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1018. {
  1019. EVENT_HANDLER_CALLED_BY_CLIENT;
  1020. if (bonus.type == BonusType::NONE)
  1021. return;
  1022. adventureInt->onHeroChanged(hero);
  1023. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1024. {
  1025. //recalculate paths because hero has lost bonus influencing pathfinding
  1026. localState->erasePath(hero);
  1027. }
  1028. }
  1029. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1030. {
  1031. EVENT_HANDLER_CALLED_BY_CLIENT;
  1032. localState->serialize(h, version);
  1033. }
  1034. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1035. {
  1036. EVENT_HANDLER_CALLED_BY_CLIENT;
  1037. localState->serialize(h, version);
  1038. firstCall = -1;
  1039. }
  1040. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1041. {
  1042. LOG_TRACE(logGlobal);
  1043. if (!LOCPLINT->makingTurn)
  1044. return;
  1045. if (!h)
  1046. return; //can't find hero
  1047. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1048. if (showingDialog->get() || !dialogs.empty())
  1049. return;
  1050. setMovementStatus(true);
  1051. if (localState->isHeroSleeping(h))
  1052. localState->setHeroAwaken(h);
  1053. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1054. }
  1055. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1056. {
  1057. EVENT_HANDLER_CALLED_BY_CLIENT;
  1058. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1059. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1060. {
  1061. onEnd();
  1062. return;
  1063. }
  1064. waitForAllDialogs();
  1065. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1066. cgw->quit->addCallback(onEnd);
  1067. GH.windows().pushWindow(cgw);
  1068. }
  1069. /**
  1070. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1071. * into a combinational one on an artifact screen. Does not require the combination of
  1072. * artifacts to be legal.
  1073. */
  1074. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1075. {
  1076. std::string text = artifact->getDescriptionTranslated();
  1077. text += "\n\n";
  1078. std::vector<std::shared_ptr<CComponent>> scs;
  1079. if(assembledArtifact)
  1080. {
  1081. // You possess all of the components to...
  1082. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1083. // Picture of assembled artifact at bottom.
  1084. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1085. scs.push_back(sc);
  1086. }
  1087. else
  1088. {
  1089. // Do you wish to disassemble this artifact?
  1090. text += CGI->generaltexth->allTexts[733];
  1091. }
  1092. showYesNoDialog(text, onYes, nullptr, scs);
  1093. }
  1094. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1095. {
  1096. EVENT_HANDLER_CALLED_BY_CLIENT;
  1097. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1098. && destinationTeleport == ObjectInstanceID())
  1099. stillMoveHero.setn(CONTINUE_MOVE);
  1100. if (destinationTeleport != ObjectInstanceID()
  1101. && pa->packType == typeList.getTypeID<QueryReply>()
  1102. && stillMoveHero.get() == DURING_MOVE)
  1103. { // After teleportation via CGTeleport object is finished
  1104. destinationTeleport = ObjectInstanceID();
  1105. destinationTeleportPos = int3(-1);
  1106. stillMoveHero.setn(CONTINUE_MOVE);
  1107. }
  1108. }
  1109. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1110. {
  1111. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1112. }
  1113. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1114. {
  1115. EVENT_HANDLER_CALLED_BY_CLIENT;
  1116. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1117. }
  1118. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1119. {
  1120. if (sop->what == ObjProperty::OWNER)
  1121. {
  1122. const CGObjectInstance * obj = cb->getObj(sop->id);
  1123. if(obj->ID == Obj::TOWN)
  1124. {
  1125. auto town = static_cast<const CGTownInstance *>(obj);
  1126. if(obj->tempOwner == playerID)
  1127. {
  1128. localState->removeOwnedTown(town);
  1129. adventureInt->onTownChanged(town);
  1130. }
  1131. }
  1132. }
  1133. }
  1134. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1135. {
  1136. EVENT_HANDLER_CALLED_BY_CLIENT;
  1137. if (sop->what == ObjProperty::OWNER)
  1138. {
  1139. const CGObjectInstance * obj = cb->getObj(sop->id);
  1140. if(obj->ID == Obj::TOWN)
  1141. {
  1142. auto town = static_cast<const CGTownInstance *>(obj);
  1143. if(obj->tempOwner == playerID)
  1144. {
  1145. localState->addOwnedTown(town);
  1146. adventureInt->onTownChanged(town);
  1147. }
  1148. }
  1149. //redraw minimap if owner changed
  1150. std::set<int3> pos = obj->getBlockedPos();
  1151. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1152. adventureInt->onMapTilesChanged(upos);
  1153. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1154. }
  1155. }
  1156. void CPlayerInterface::initializeHeroTownList()
  1157. {
  1158. if(localState->getWanderingHeroes().empty())
  1159. {
  1160. for(auto & hero : cb->getHeroesInfo())
  1161. {
  1162. if(!hero->inTownGarrison)
  1163. localState->addWanderingHero(hero);
  1164. }
  1165. }
  1166. if(localState->getOwnedTowns().empty())
  1167. {
  1168. for(auto & town : cb->getTownsInfo())
  1169. localState->addOwnedTown(town);
  1170. }
  1171. if(adventureInt)
  1172. adventureInt->onHeroChanged(nullptr);
  1173. }
  1174. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1175. {
  1176. EVENT_HANDLER_CALLED_BY_CLIENT;
  1177. waitWhileDialog();
  1178. auto recruitCb = [=](CreatureID id, int count)
  1179. {
  1180. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1181. };
  1182. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1183. }
  1184. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1185. {
  1186. if (GH.amIGuiThread())
  1187. {
  1188. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1189. return;
  1190. }
  1191. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1192. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1193. while(showingDialog->data)
  1194. showingDialog->cond.wait(un);
  1195. }
  1196. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1197. {
  1198. EVENT_HANDLER_CALLED_BY_CLIENT;
  1199. auto state = obj->shipyardStatus();
  1200. TResources cost;
  1201. obj->getBoatCost(cost);
  1202. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1203. }
  1204. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. //we might have built a boat in shipyard in opened town screen
  1208. if (obj->ID == Obj::BOAT
  1209. && LOCPLINT->castleInt
  1210. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1211. {
  1212. CCS->soundh->playSound(soundBase::newBuilding);
  1213. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1214. }
  1215. }
  1216. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1217. {
  1218. EVENT_HANDLER_CALLED_BY_CLIENT;
  1219. waitWhileDialog();
  1220. CCS->curh->hide();
  1221. adventureInt->centerOnTile(pos);
  1222. if (focusTime)
  1223. {
  1224. GH.windows().totalRedraw();
  1225. {
  1226. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1227. IgnoreEvents ignore(*this);
  1228. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1229. }
  1230. }
  1231. CCS->curh->show();
  1232. }
  1233. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1234. {
  1235. EVENT_HANDLER_CALLED_BY_CLIENT;
  1236. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1237. {
  1238. waitWhileDialog();
  1239. CCS->soundh->playSound(obj->getRemovalSound().value());
  1240. }
  1241. CGI->mh->waitForOngoingAnimations();
  1242. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1243. {
  1244. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1245. heroKilled(h);
  1246. }
  1247. GH.fakeMouseMove();
  1248. }
  1249. void CPlayerInterface::objectRemovedAfter()
  1250. {
  1251. EVENT_HANDLER_CALLED_BY_CLIENT;
  1252. adventureInt->onMapTilesChanged(boost::none);
  1253. // visiting or garrisoned hero removed - recreate castle window
  1254. if (castleInt)
  1255. openTownWindow(castleInt->town);
  1256. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1257. ki->heroRemoved();
  1258. }
  1259. void CPlayerInterface::playerBlocked(int reason, bool start)
  1260. {
  1261. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1262. {
  1263. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1264. {
  1265. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1266. LOCPLINT = this;
  1267. GH.curInt = this;
  1268. adventureInt->onCurrentPlayerChanged(playerID);
  1269. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1270. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1271. std::vector<std::shared_ptr<CComponent>> cmp;
  1272. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1273. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1274. showInfoDialog(msg, cmp);
  1275. makingTurn = false;
  1276. }
  1277. }
  1278. }
  1279. void CPlayerInterface::update()
  1280. {
  1281. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1282. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1283. // While mutexes were locked away we may be have stopped being the active interface
  1284. if (LOCPLINT != this)
  1285. return;
  1286. //if there are any waiting dialogs, show them
  1287. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1288. {
  1289. showingDialog->set(true);
  1290. GH.windows().pushWindow(dialogs.front());
  1291. dialogs.pop_front();
  1292. }
  1293. assert(adventureInt);
  1294. // Handles mouse and key input
  1295. GH.handleEvents();
  1296. GH.windows().simpleRedraw();
  1297. }
  1298. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1299. {
  1300. using namespace boost::filesystem;
  1301. using namespace boost::algorithm;
  1302. path gamesDir = VCMIDirs::get().userSavePath();
  1303. std::map<std::time_t, int> dates; //save number => datestamp
  1304. const directory_iterator enddir;
  1305. if (!exists(gamesDir))
  1306. create_directory(gamesDir);
  1307. else
  1308. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1309. {
  1310. if (is_regular_file(dir->status()))
  1311. {
  1312. std::string name = dir->path().filename().string();
  1313. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1314. {
  1315. char nr = name[namePrefix.size()];
  1316. if (std::isdigit(nr))
  1317. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1318. }
  1319. }
  1320. }
  1321. if (!dates.empty())
  1322. return (--dates.end())->second; //return latest file number
  1323. return 0;
  1324. }
  1325. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1326. {
  1327. EVENT_HANDLER_CALLED_BY_CLIENT;
  1328. if (player == playerID)
  1329. {
  1330. if (victoryLossCheckResult.loss())
  1331. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1332. assert(GH.curInt == LOCPLINT);
  1333. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1334. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1335. GH.curInt = this; //waiting for dialogs requires this to get events
  1336. if(!makingTurn)
  1337. {
  1338. makingTurn = true; //also needed for dialog to show with current implementation
  1339. waitForAllDialogs();
  1340. makingTurn = false;
  1341. }
  1342. else
  1343. waitForAllDialogs();
  1344. GH.curInt = previousInterface;
  1345. LOCPLINT = previousInterface;
  1346. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1347. {
  1348. if(adventureInt)
  1349. {
  1350. GH.windows().popWindows(GH.windows().count());
  1351. adventureInt.reset();
  1352. }
  1353. }
  1354. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1355. {
  1356. // end game if current human player has won
  1357. CSH->sendClientDisconnecting();
  1358. requestReturningToMainMenu(true);
  1359. }
  1360. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1361. {
  1362. //all human players eliminated
  1363. CSH->sendClientDisconnecting();
  1364. requestReturningToMainMenu(false);
  1365. }
  1366. if (GH.curInt == this)
  1367. GH.curInt = nullptr;
  1368. }
  1369. else
  1370. {
  1371. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1372. {
  1373. MetaString message = victoryLossCheckResult.messageToSelf;
  1374. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1375. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1376. }
  1377. }
  1378. }
  1379. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. }
  1383. void CPlayerInterface::showPuzzleMap()
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. waitWhileDialog();
  1387. //TODO: interface should not know the real position of Grail...
  1388. double ratio = 0;
  1389. int3 grailPos = cb->getGrailPos(&ratio);
  1390. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1391. }
  1392. void CPlayerInterface::viewWorldMap()
  1393. {
  1394. adventureInt->openWorldView();
  1395. }
  1396. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1397. {
  1398. EVENT_HANDLER_CALLED_BY_CLIENT;
  1399. if(GH.windows().topWindow<CSpellWindow>())
  1400. GH.windows().popWindows(1);
  1401. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1402. localState->erasePath(caster);
  1403. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1404. auto castSoundPath = spell->getCastSound();
  1405. if(!castSoundPath.empty())
  1406. CCS->soundh->playSound(castSoundPath);
  1407. }
  1408. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1409. {
  1410. int msgToShow = -1;
  1411. const auto diggingStatus = h->diggingStatus();
  1412. switch(diggingStatus)
  1413. {
  1414. case EDiggingStatus::CAN_DIG:
  1415. break;
  1416. case EDiggingStatus::LACK_OF_MOVEMENT:
  1417. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1418. break;
  1419. case EDiggingStatus::TILE_OCCUPIED:
  1420. msgToShow = 97; //Try searching on clear ground.
  1421. break;
  1422. case EDiggingStatus::WRONG_TERRAIN:
  1423. msgToShow = 60; ////Try looking on land!
  1424. break;
  1425. case EDiggingStatus::BACKPACK_IS_FULL:
  1426. msgToShow = 247; //Searching for the Grail is fruitless...
  1427. break;
  1428. default:
  1429. assert(0);
  1430. }
  1431. if(msgToShow < 0)
  1432. cb->dig(h);
  1433. else
  1434. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1435. }
  1436. void CPlayerInterface::battleNewRoundFirst( int round )
  1437. {
  1438. EVENT_HANDLER_CALLED_BY_CLIENT;
  1439. BATTLE_EVENT_POSSIBLE_RETURN;
  1440. battleInt->newRoundFirst(round);
  1441. }
  1442. void CPlayerInterface::stopMovement()
  1443. {
  1444. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1445. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1446. }
  1447. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1448. {
  1449. EVENT_HANDLER_CALLED_BY_CLIENT;
  1450. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1451. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1452. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1453. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1454. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1455. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1456. else if(!market->availableModes().empty())
  1457. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1458. }
  1459. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1463. }
  1464. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1465. {
  1466. EVENT_HANDLER_CALLED_BY_CLIENT;
  1467. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1468. }
  1469. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1470. {
  1471. EVENT_HANDLER_CALLED_BY_CLIENT;
  1472. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1473. cmw->artifactsChanged(false);
  1474. }
  1475. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1479. }
  1480. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1481. {
  1482. EVENT_HANDLER_CALLED_BY_CLIENT;
  1483. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1484. }
  1485. void CPlayerInterface::showQuestLog()
  1486. {
  1487. EVENT_HANDLER_CALLED_BY_CLIENT;
  1488. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1489. }
  1490. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1491. {
  1492. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1493. {
  1494. MetaString txt;
  1495. obj->getProblemText(txt);
  1496. showInfoDialog(txt.toString());
  1497. }
  1498. else
  1499. showShipyardDialog(obj);
  1500. }
  1501. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1502. {
  1503. if(won && cb->getStartInfo()->campState)
  1504. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1505. else
  1506. {
  1507. GH.dispatchMainThread(
  1508. []()
  1509. {
  1510. CSH->endGameplay();
  1511. GH.defActionsDef = 63;
  1512. CMM->menu->switchToTab("main");
  1513. }
  1514. );
  1515. }
  1516. }
  1517. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1518. {
  1519. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1520. if(hero)
  1521. {
  1522. auto art = hero->getArt(al.slot);
  1523. if(art == nullptr)
  1524. {
  1525. logGlobal->error("artifact location %d points to nothing",
  1526. al.slot.num);
  1527. return;
  1528. }
  1529. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1530. }
  1531. }
  1532. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1533. {
  1534. EVENT_HANDLER_CALLED_BY_CLIENT;
  1535. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1536. adventureInt->onHeroChanged(hero);
  1537. }
  1538. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1539. {
  1540. EVENT_HANDLER_CALLED_BY_CLIENT;
  1541. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1542. adventureInt->onHeroChanged(hero);
  1543. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1544. artWin->artifactRemoved(al);
  1545. waitWhileDialog();
  1546. }
  1547. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1548. {
  1549. EVENT_HANDLER_CALLED_BY_CLIENT;
  1550. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1551. adventureInt->onHeroChanged(hero);
  1552. bool redraw = true;
  1553. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1554. if(numOfMovedArts != 0)
  1555. {
  1556. numOfMovedArts--;
  1557. if(numOfMovedArts != 0)
  1558. redraw = false;
  1559. }
  1560. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1561. artWin->artifactMoved(src, dst, redraw);
  1562. waitWhileDialog();
  1563. }
  1564. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1565. {
  1566. numOfMovedArts = numOfArts;
  1567. }
  1568. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1569. {
  1570. EVENT_HANDLER_CALLED_BY_CLIENT;
  1571. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1572. adventureInt->onHeroChanged(hero);
  1573. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1574. artWin->artifactAssembled(al);
  1575. }
  1576. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1577. {
  1578. EVENT_HANDLER_CALLED_BY_CLIENT;
  1579. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1580. adventureInt->onHeroChanged(hero);
  1581. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1582. artWin->artifactDisassembled(al);
  1583. }
  1584. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1585. {
  1586. while(!dialogs.empty())
  1587. {
  1588. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1589. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1590. }
  1591. waitWhileDialog(unlockPim);
  1592. }
  1593. void CPlayerInterface::proposeLoadingGame()
  1594. {
  1595. showYesNoDialog(
  1596. CGI->generaltexth->allTexts[68],
  1597. []()
  1598. {
  1599. GH.dispatchMainThread(
  1600. []()
  1601. {
  1602. CSH->endGameplay();
  1603. GH.defActionsDef = 63;
  1604. CMM->menu->switchToTab("load");
  1605. }
  1606. );
  1607. },
  1608. nullptr
  1609. );
  1610. }
  1611. bool CPlayerInterface::capturedAllEvents()
  1612. {
  1613. if(duringMovement)
  1614. {
  1615. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1616. return true;
  1617. }
  1618. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1619. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1620. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1621. {
  1622. GH.input().ignoreEventsUntilInput();
  1623. return true;
  1624. }
  1625. return false;
  1626. }
  1627. void CPlayerInterface::setMovementStatus(bool value)
  1628. {
  1629. duringMovement = value;
  1630. if (value)
  1631. {
  1632. CCS->curh->hide();
  1633. }
  1634. else
  1635. {
  1636. CCS->curh->show();
  1637. }
  1638. }
  1639. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1640. {
  1641. setThreadName("doMoveHero");
  1642. int i = 1;
  1643. auto getObj = [&](int3 coord, bool ignoreHero)
  1644. {
  1645. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1646. };
  1647. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1648. {
  1649. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1650. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1651. action != EPathNodeAction::TELEPORT_BATTLE)
  1652. {
  1653. return false;
  1654. }
  1655. return true;
  1656. };
  1657. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1658. {
  1659. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1660. return nextObjectTop;
  1661. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1662. CGTeleport::isConnected(currentObject, nextObject))
  1663. {
  1664. return nextObject;
  1665. }
  1666. return nullptr;
  1667. };
  1668. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1669. stillMoveHero.data = CONTINUE_MOVE;
  1670. auto doMovement = [&](int3 dst, bool transit)
  1671. {
  1672. stillMoveHero.data = WAITING_MOVE;
  1673. cb->moveHero(h, dst, transit);
  1674. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1675. stillMoveHero.cond.wait(un);
  1676. };
  1677. {
  1678. for (auto & elem : path.nodes)
  1679. elem.coord = h->convertFromVisitablePos(elem.coord);
  1680. int soundChannel = -1;
  1681. std::string soundName;
  1682. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1683. {
  1684. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1685. return "";
  1686. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1687. return "";
  1688. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1689. return "";
  1690. // flying movement sound
  1691. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1692. return "HORSE10.wav";
  1693. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1694. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1695. auto prevRoad = prevTile->roadType;
  1696. auto nextRoad = nextTile->roadType;
  1697. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1698. if (movingOnRoad)
  1699. return nextTile->terType->horseSound;
  1700. else
  1701. return nextTile->terType->horseSoundPenalty;
  1702. };
  1703. auto canStop = [&](CGPathNode * node) -> bool
  1704. {
  1705. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1706. return true;
  1707. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1708. return true;
  1709. return false;
  1710. };
  1711. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1712. {
  1713. int3 prevCoord = path.nodes[i].coord;
  1714. int3 nextCoord = path.nodes[i-1].coord;
  1715. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1716. auto nextObjectTop = getObj(nextCoord, false);
  1717. auto nextObject = getObj(nextCoord, true);
  1718. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1719. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1720. {
  1721. CCS->soundh->stopSound(soundChannel);
  1722. destinationTeleport = destTeleportObj->id;
  1723. destinationTeleportPos = nextCoord;
  1724. doMovement(h->pos, false);
  1725. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1726. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1727. {
  1728. destinationTeleport = ObjectInstanceID();
  1729. destinationTeleportPos = int3(-1);
  1730. }
  1731. if(i != path.nodes.size() - 1)
  1732. {
  1733. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1734. if (!soundName.empty())
  1735. soundChannel = CCS->soundh->playSound(soundName, -1);
  1736. else
  1737. soundChannel = -1;
  1738. }
  1739. continue;
  1740. }
  1741. if (path.nodes[i-1].turns)
  1742. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1743. stillMoveHero.data = STOP_MOVE;
  1744. break;
  1745. }
  1746. {
  1747. // Start a new sound for the hero movement or let the existing one carry on.
  1748. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1749. if(newSoundName != soundName)
  1750. {
  1751. soundName = newSoundName;
  1752. CCS->soundh->stopSound(soundChannel);
  1753. if (!soundName.empty())
  1754. soundChannel = CCS->soundh->playSound(soundName, -1);
  1755. else
  1756. soundChannel = -1;
  1757. }
  1758. }
  1759. 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
  1760. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1761. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1762. bool useTransit = false;
  1763. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1764. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1765. || CGTeleport::isTeleport(nextObjectTop)))
  1766. { // Hero should be able to go through object if it's allow transit
  1767. useTransit = true;
  1768. }
  1769. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1770. useTransit = true;
  1771. doMovement(endpos, useTransit);
  1772. logGlobal->trace("Resuming %s", __FUNCTION__);
  1773. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1774. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1775. break;
  1776. }
  1777. CCS->soundh->stopSound(soundChannel);
  1778. }
  1779. //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
  1780. if (!showingDialog->get())
  1781. GH.fakeMouseMove();
  1782. CGI->mh->waitForOngoingAnimations();
  1783. setMovementStatus(false);
  1784. }
  1785. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1786. {
  1787. EVENT_HANDLER_CALLED_BY_CLIENT;
  1788. adventureInt->openWorldView(objectPositions, showTerrain );
  1789. }
  1790. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1791. {
  1792. return std::nullopt;
  1793. }