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 <vcmi/Artifact.h>
  12. #include "adventureMap/CAdventureMapInterface.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.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 "gui/CursorHandler.h"
  24. #include "windows/CKingdomInterface.h"
  25. #include "CGameInfo.h"
  26. #include "CMT.h"
  27. #include "windows/CHeroWindow.h"
  28. #include "windows/CCreatureWindow.h"
  29. #include "windows/CQuestLog.h"
  30. #include "windows/CPuzzleWindow.h"
  31. #include "CPlayerInterface.h"
  32. #include "widgets/CComponent.h"
  33. #include "widgets/Buttons.h"
  34. #include "windows/CTradeWindow.h"
  35. #include "windows/CSpellWindow.h"
  36. #include "../lib/CConfigHandler.h"
  37. #include "windows/GUIClasses.h"
  38. #include "render/CAnimation.h"
  39. #include "render/IImage.h"
  40. #include "../lib/CArtHandler.h"
  41. #include "../lib/CGeneralTextHandler.h"
  42. #include "../lib/CHeroHandler.h"
  43. #include "../lib/serializer/CTypeList.h"
  44. #include "../lib/serializer/BinaryDeserializer.h"
  45. #include "../lib/serializer/BinarySerializer.h"
  46. #include "../lib/spells/CSpellHandler.h"
  47. #include "../lib/CTownHandler.h"
  48. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  49. #include "../lib/CStack.h"
  50. #include "../lib/JsonNode.h"
  51. #include "CMusicHandler.h"
  52. #include "../lib/CondSh.h"
  53. #include "../lib/NetPacksBase.h"
  54. #include "../lib/NetPacks.h"//todo: remove
  55. #include "../lib/mapping/CMap.h"
  56. #include "../lib/VCMIDirs.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/StartInfo.h"
  59. #include "../lib/CPlayerState.h"
  60. #include "../lib/GameConstants.h"
  61. #include "gui/CGuiHandler.h"
  62. #include "windows/InfoWindows.h"
  63. #include "../lib/UnlockGuard.h"
  64. #include "../lib/CPathfinder.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "CServerHandler.h"
  68. // FIXME: only needed for CGameState::mutex
  69. #include "../lib/CGameState.h"
  70. #include "gui/NotificationHandler.h"
  71. #include "adventureMap/CInGameConsole.h"
  72. #include <SDL_events.h>
  73. // The macro below is used to mark functions that are called by client when game state changes.
  74. // They all assume that CPlayerInterface::pim mutex is locked.
  75. #define EVENT_HANDLER_CALLED_BY_CLIENT
  76. // The macro marks functions that are run on a new thread by client.
  77. // They do not own any mutexes intiially.
  78. #define THREAD_CREATED_BY_CLIENT
  79. #define RETURN_IF_QUICK_COMBAT \
  80. if (isAutoFightOn && !battleInt) \
  81. return;
  82. #define BATTLE_EVENT_POSSIBLE_RETURN\
  83. if (LOCPLINT != this) \
  84. return; \
  85. RETURN_IF_QUICK_COMBAT
  86. extern std::queue<SDL_Event> SDLEventsQueue;
  87. extern boost::mutex eventsM;
  88. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  89. CPlayerInterface * LOCPLINT;
  90. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  91. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  92. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  93. struct HeroObjectRetriever
  94. {
  95. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  96. {
  97. return h;
  98. }
  99. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  100. {
  101. return nullptr;
  102. }
  103. };
  104. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  105. owner(owner)
  106. {
  107. }
  108. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  109. {
  110. paths[h] = path;
  111. }
  112. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  113. {
  114. assert(hasPath(h));
  115. return paths.at(h);
  116. }
  117. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  118. {
  119. return paths.count(h) > 0;
  120. }
  121. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  122. {
  123. CGPath path;
  124. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  125. return false;
  126. setPath(h, path);
  127. return true;
  128. }
  129. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  130. {
  131. assert(hasPath(h));
  132. if (!hasPath(h))
  133. return;
  134. auto & path = paths[h];
  135. path.nodes.pop_back();
  136. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  137. erasePath(h);
  138. }
  139. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  140. {
  141. paths.erase(h);
  142. adventureInt->onHeroChanged(h);
  143. }
  144. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  145. {
  146. if (!hasPath(h))
  147. return;
  148. setPath(h, getPath(h).endPos());
  149. }
  150. template<typename Handler>
  151. void HeroPathStorage::serialize(Handler & h, int version)
  152. {
  153. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  154. if (h.saving)
  155. {
  156. for (auto &p : paths)
  157. {
  158. if (p.second.nodes.size())
  159. pathsMap[p.first] = p.second.endPos();
  160. else
  161. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  162. }
  163. h & pathsMap;
  164. }
  165. else
  166. {
  167. h & pathsMap;
  168. if (owner.cb)
  169. {
  170. for (auto &p : pathsMap)
  171. {
  172. CGPath path;
  173. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  174. paths[p.first] = path;
  175. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  176. }
  177. }
  178. }
  179. }
  180. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  181. paths(*this)
  182. {
  183. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  184. destinationTeleport = ObjectInstanceID();
  185. destinationTeleportPos = int3(-1);
  186. GH.defActionsDef = 0;
  187. LOCPLINT = this;
  188. curAction = nullptr;
  189. playerID=Player;
  190. human=true;
  191. battleInt = nullptr;
  192. castleInt = nullptr;
  193. makingTurn = false;
  194. showingDialog = new CondSh<bool>(false);
  195. cingconsole = new CInGameConsole();
  196. GH.terminate_cond->set(false);
  197. firstCall = 1; //if loading will be overwritten in serialize
  198. autosaveCount = 0;
  199. isAutoFightOn = false;
  200. duringMovement = false;
  201. ignoreEvents = false;
  202. numOfMovedArts = 0;
  203. }
  204. CPlayerInterface::~CPlayerInterface()
  205. {
  206. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  207. delete showingDialog;
  208. delete cingconsole;
  209. if (LOCPLINT == this)
  210. LOCPLINT = nullptr;
  211. }
  212. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  213. {
  214. cb = CB;
  215. env = ENV;
  216. CCS->musich->loadTerrainMusicThemes();
  217. initializeHeroTownList();
  218. // always recreate advmap interface to avoid possible memory-corruption bugs
  219. adventureInt.reset(new CAdventureMapInterface());
  220. }
  221. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  222. {
  223. EVENT_HANDLER_CALLED_BY_CLIENT;
  224. if (!vstd::contains (GH.listInt, adventureInt))
  225. {
  226. // after map load - remove all active windows and replace them with adventure map
  227. GH.popInts ((int)GH.listInt.size());
  228. GH.pushInt (adventureInt);
  229. }
  230. // remove all dialogs that do not expect query answer
  231. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get()))
  232. GH.popInts(1);
  233. if (player != playerID && LOCPLINT == this)
  234. {
  235. waitWhileDialog();
  236. adventureInt->onEnemyTurnStarted(player);
  237. }
  238. }
  239. void CPlayerInterface::performAutosave()
  240. {
  241. std::string prefix = settings["session"]["saveprefix"].String();
  242. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  243. if(firstCall)
  244. {
  245. autosaveCount = getLastIndex(prefix + "Autosave_");
  246. if(firstCall > 0) //new game, not loaded
  247. {
  248. int index = getLastIndex(prefix + "Newgame_");
  249. index %= SAVES_COUNT;
  250. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  251. }
  252. firstCall = 0;
  253. }
  254. else if(frequency > 0 && cb->getDate() % frequency == 0)
  255. {
  256. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  257. autosaveCount %= 5;
  258. }
  259. }
  260. void CPlayerInterface::yourTurn()
  261. {
  262. EVENT_HANDLER_CALLED_BY_CLIENT;
  263. {
  264. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  265. LOCPLINT = this;
  266. GH.curInt = this;
  267. NotificationHandler::notify("Your turn");
  268. performAutosave();
  269. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  270. {
  271. adventureInt->onHotseatWaitStarted(playerID);
  272. makingTurn = true;
  273. std::string msg = CGI->generaltexth->allTexts[13];
  274. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  275. std::vector<std::shared_ptr<CComponent>> cmp;
  276. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  277. showInfoDialog(msg, cmp);
  278. }
  279. else
  280. {
  281. makingTurn = true;
  282. adventureInt->onPlayerTurnStarted(playerID);
  283. }
  284. }
  285. acceptTurn();
  286. }
  287. void CPlayerInterface::acceptTurn()
  288. {
  289. if (settings["session"]["autoSkip"].Bool())
  290. {
  291. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  292. iw->close();
  293. }
  294. if(CSH->howManyPlayerInterfaces() > 1)
  295. {
  296. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  297. adventureInt->onPlayerTurnStarted(playerID);
  298. }
  299. // warn player if he has no town
  300. if (cb->howManyTowns() == 0)
  301. {
  302. auto playerColor = *cb->getPlayerID();
  303. std::vector<Component> components;
  304. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  305. MetaString text;
  306. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  307. if(optDaysWithoutCastle)
  308. {
  309. auto daysWithoutCastle = optDaysWithoutCastle.value();
  310. if (daysWithoutCastle < 6)
  311. {
  312. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  313. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  314. text.addReplacement(7 - daysWithoutCastle);
  315. }
  316. else if (daysWithoutCastle == 6)
  317. {
  318. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  319. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  320. }
  321. showInfoDialogAndWait(components, text);
  322. }
  323. else
  324. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  325. }
  326. }
  327. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  328. {
  329. EVENT_HANDLER_CALLED_BY_CLIENT;
  330. waitWhileDialog();
  331. if(LOCPLINT != this)
  332. return;
  333. //FIXME: read once and store
  334. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  335. return;
  336. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  337. if (!hero)
  338. return;
  339. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  340. {
  341. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  342. CCS->soundh->playSound(hero->getRemovalSound().value());
  343. }
  344. std::unordered_set<int3> changedTiles {
  345. hero->convertToVisitablePos(details.start),
  346. hero->convertToVisitablePos(details.end)
  347. };
  348. adventureInt->onMapTilesChanged(changedTiles);
  349. bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
  350. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  351. {
  352. if(details.result == TryMoveHero::TELEPORTATION)
  353. {
  354. if(paths.hasPath(hero))
  355. {
  356. assert(paths.getPath(hero).nodes.size() >= 2);
  357. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  358. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  359. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  360. {
  361. //path was between entrance and exit of teleport -> OK, erase node as usual
  362. paths.removeLastNode(hero);
  363. }
  364. else
  365. {
  366. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  367. paths.erasePath(hero);
  368. }
  369. }
  370. }
  371. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  372. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  373. {
  374. paths.erasePath(hero);
  375. }
  376. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  377. {
  378. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  379. paths.removeLastNode(hero);
  380. }
  381. }
  382. if(details.stopMovement()) //hero failed to move
  383. {
  384. stillMoveHero.setn(STOP_MOVE);
  385. adventureInt->onHeroChanged(hero);
  386. return;
  387. }
  388. CGI->mh->waitForOngoingAnimations();
  389. //move finished
  390. adventureInt->onHeroChanged(hero);
  391. //check if user cancelled movement
  392. {
  393. boost::unique_lock<boost::mutex> un(eventsM);
  394. while(!SDLEventsQueue.empty())
  395. {
  396. SDL_Event ev = SDLEventsQueue.front();
  397. SDLEventsQueue.pop();
  398. switch(ev.type)
  399. {
  400. case SDL_MOUSEBUTTONDOWN:
  401. stillMoveHero.setn(STOP_MOVE);
  402. break;
  403. case SDL_KEYDOWN:
  404. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  405. stillMoveHero.setn(STOP_MOVE);
  406. break;
  407. }
  408. }
  409. }
  410. if (stillMoveHero.get() == WAITING_MOVE)
  411. stillMoveHero.setn(DURING_MOVE);
  412. // Hero attacked creature directly, set direction to face it.
  413. if (directlyAttackingCreature) {
  414. // Get direction to attacker.
  415. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  416. static const ui8 dirLookup[3][3] = {
  417. { 1, 2, 3 },
  418. { 8, 0, 4 },
  419. { 7, 6, 5 }
  420. };
  421. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  422. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  423. }
  424. }
  425. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  426. {
  427. EVENT_HANDLER_CALLED_BY_CLIENT;
  428. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  429. wanderingHeroes -= hero;
  430. adventureInt->onHeroChanged(hero);
  431. paths.erasePath(hero);
  432. }
  433. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. if(start && visitedObj)
  437. {
  438. if(visitedObj->getVisitSound())
  439. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  440. }
  441. }
  442. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. wanderingHeroes.push_back(hero);
  446. adventureInt->onHeroChanged(hero);
  447. }
  448. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  449. {
  450. if(castleInt)
  451. castleInt->close();
  452. castleInt = nullptr;
  453. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  454. GH.pushInt(newCastleInt);
  455. }
  456. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  457. {
  458. EVENT_HANDLER_CALLED_BY_CLIENT;
  459. if (which == 4)
  460. {
  461. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  462. ctw->setExpToLevel();
  463. }
  464. else
  465. adventureInt->onHeroChanged(hero);
  466. }
  467. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  468. {
  469. EVENT_HANDLER_CALLED_BY_CLIENT;
  470. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  471. if (cuw) //university window is open
  472. {
  473. GH.totalRedraw();
  474. }
  475. }
  476. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  477. {
  478. EVENT_HANDLER_CALLED_BY_CLIENT;
  479. adventureInt->onHeroChanged(hero);
  480. if (makingTurn && hero->tempOwner == playerID)
  481. adventureInt->onHeroChanged(hero);
  482. }
  483. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  484. {
  485. EVENT_HANDLER_CALLED_BY_CLIENT;
  486. if (makingTurn && hero->tempOwner == playerID)
  487. adventureInt->onHeroChanged(hero);
  488. }
  489. void CPlayerInterface::receivedResource()
  490. {
  491. EVENT_HANDLER_CALLED_BY_CLIENT;
  492. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  493. mw->resourceChanged();
  494. GH.totalRedraw();
  495. }
  496. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  497. {
  498. EVENT_HANDLER_CALLED_BY_CLIENT;
  499. waitWhileDialog();
  500. CCS->soundh->playSound(soundBase::heroNewLevel);
  501. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  502. {
  503. cb->selectionMade(selection, queryID);
  504. });
  505. }
  506. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  507. {
  508. EVENT_HANDLER_CALLED_BY_CLIENT;
  509. waitWhileDialog();
  510. CCS->soundh->playSound(soundBase::heroNewLevel);
  511. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  512. {
  513. cb->selectionMade(selection, queryID);
  514. });
  515. }
  516. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  517. {
  518. EVENT_HANDLER_CALLED_BY_CLIENT;
  519. if (town->garrisonHero) //wandering hero moved to the garrison
  520. {
  521. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  522. wanderingHeroes -= town->garrisonHero;
  523. }
  524. if (town->visitingHero) //hero leaves garrison
  525. {
  526. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  527. wanderingHeroes.push_back(town->visitingHero);
  528. }
  529. adventureInt->onHeroChanged(nullptr);
  530. adventureInt->onTownChanged(town);
  531. if(castleInt)
  532. {
  533. castleInt->garr->selectSlot(nullptr);
  534. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  535. castleInt->garr->setArmy(town->visitingHero, 1);
  536. castleInt->garr->recreateSlots();
  537. castleInt->heroes->update();
  538. castleInt->redraw();
  539. }
  540. for (auto isa : GH.listInt)
  541. {
  542. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  543. if (ki)
  544. {
  545. ki->townChanged(town);
  546. ki->updateGarrisons();
  547. ki->redraw();
  548. }
  549. }
  550. }
  551. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  552. {
  553. EVENT_HANDLER_CALLED_BY_CLIENT;
  554. if (hero->tempOwner != playerID )
  555. return;
  556. waitWhileDialog();
  557. openTownWindow(town);
  558. }
  559. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  560. {
  561. std::vector<const CGObjectInstance *> instances;
  562. if(auto obj = cb->getObj(id1))
  563. instances.push_back(obj);
  564. if(id2 != ObjectInstanceID() && id2 != id1)
  565. {
  566. if(auto obj = cb->getObj(id2))
  567. instances.push_back(obj);
  568. }
  569. garrisonsChanged(instances);
  570. }
  571. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  572. {
  573. boost::unique_lock<boost::recursive_mutex> un(*pim);
  574. for (auto object : objs)
  575. {
  576. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  577. auto * town = dynamic_cast<const CGTownInstance*>(object);
  578. if (hero)
  579. adventureInt->onHeroChanged(hero);
  580. if (town)
  581. adventureInt->onTownChanged(town);
  582. }
  583. for (auto & elem : GH.listInt)
  584. {
  585. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  586. if (cgh)
  587. cgh->updateGarrisons();
  588. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  589. {
  590. if (vstd::contains(objs, cmw->hero))
  591. cmw->garrisonChanged();
  592. }
  593. }
  594. GH.totalRedraw();
  595. }
  596. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  597. {
  598. EVENT_HANDLER_CALLED_BY_CLIENT;
  599. if (castleInt)
  600. {
  601. castleInt->townlist->update(town);
  602. if (castleInt->town == town)
  603. {
  604. switch(what)
  605. {
  606. case 1:
  607. CCS->soundh->playSound(soundBase::newBuilding);
  608. castleInt->addBuilding(buildingID);
  609. break;
  610. case 2:
  611. castleInt->removeBuilding(buildingID);
  612. break;
  613. }
  614. }
  615. }
  616. adventureInt->onTownChanged(town);
  617. }
  618. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  619. {
  620. //Don't wait for dialogs when we are non-active hot-seat player
  621. if (LOCPLINT == this)
  622. waitForAllDialogs();
  623. }
  624. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  628. lastBattleArmies.first = army1;
  629. lastBattleArmies.second = army2;
  630. //quick combat with neutral creatures only
  631. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  632. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  633. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  634. && settings["adventure"]["quickCombat"].Bool())
  635. || settings["adventure"]["alwaysSkipCombat"].Bool())
  636. {
  637. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  638. autofightingAI->initBattleInterface(env, cb);
  639. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  640. isAutoFightOn = true;
  641. cb->registerBattleInterface(autofightingAI);
  642. // Player shouldn't be able to move on adventure map if quick combat is going
  643. allowBattleReplay = true;
  644. }
  645. //Don't wait for dialogs when we are non-active hot-seat player
  646. if (LOCPLINT == this)
  647. waitForAllDialogs();
  648. BATTLE_EVENT_POSSIBLE_RETURN;
  649. }
  650. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  651. {
  652. EVENT_HANDLER_CALLED_BY_CLIENT;
  653. BATTLE_EVENT_POSSIBLE_RETURN;
  654. for(auto & info : units)
  655. {
  656. switch(info.operation)
  657. {
  658. case UnitChanges::EOperation::RESET_STATE:
  659. {
  660. const CStack * stack = cb->battleGetStackByID(info.id );
  661. if(!stack)
  662. {
  663. logGlobal->error("Invalid unit ID %d", info.id);
  664. continue;
  665. }
  666. battleInt->stackReset(stack);
  667. }
  668. break;
  669. case UnitChanges::EOperation::REMOVE:
  670. battleInt->stackRemoved(info.id);
  671. break;
  672. case UnitChanges::EOperation::ADD:
  673. {
  674. const CStack * unit = cb->battleGetStackByID(info.id);
  675. if(!unit)
  676. {
  677. logGlobal->error("Invalid unit ID %d", info.id);
  678. continue;
  679. }
  680. battleInt->stackAdded(unit);
  681. }
  682. break;
  683. default:
  684. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  685. break;
  686. }
  687. }
  688. }
  689. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  694. std::vector<ObstacleChanges> removedObstacles;
  695. for(auto & change : obstacles)
  696. {
  697. if(change.operation == BattleChanges::EOperation::ADD)
  698. {
  699. auto instance = cb->battleGetObstacleByID(change.id);
  700. if(instance)
  701. newObstacles.push_back(instance);
  702. else
  703. logNetwork->error("Invalid obstacle instance %d", change.id);
  704. }
  705. if(change.operation == BattleChanges::EOperation::REMOVE)
  706. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  707. }
  708. if (!newObstacles.empty())
  709. battleInt->obstaclePlaced(newObstacles);
  710. if (!removedObstacles.empty())
  711. battleInt->obstacleRemoved(removedObstacles);
  712. battleInt->fieldController->redrawBackgroundWithHexes();
  713. }
  714. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  715. {
  716. EVENT_HANDLER_CALLED_BY_CLIENT;
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. battleInt->stackIsCatapulting(ca);
  719. }
  720. 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
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. BATTLE_EVENT_POSSIBLE_RETURN;
  724. battleInt->newRound(round);
  725. }
  726. void CPlayerInterface::actionStarted(const BattleAction &action)
  727. {
  728. EVENT_HANDLER_CALLED_BY_CLIENT;
  729. BATTLE_EVENT_POSSIBLE_RETURN;
  730. curAction = new BattleAction(action);
  731. battleInt->startAction(curAction);
  732. }
  733. void CPlayerInterface::actionFinished(const BattleAction &action)
  734. {
  735. EVENT_HANDLER_CALLED_BY_CLIENT;
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. battleInt->endAction(curAction);
  738. delete curAction;
  739. curAction = nullptr;
  740. }
  741. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  742. {
  743. THREAD_CREATED_BY_CLIENT;
  744. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  745. auto stackId = stack->ID;
  746. auto stackName = stack->nodeName();
  747. if (autofightingAI)
  748. {
  749. if (isAutoFightOn)
  750. {
  751. auto ret = autofightingAI->activeStack(stack);
  752. if(cb->battleIsFinished())
  753. {
  754. return BattleAction::makeDefend(stack); // battle finished with spellcast
  755. }
  756. if (isAutoFightOn)
  757. {
  758. return ret;
  759. }
  760. }
  761. cb->unregisterBattleInterface(autofightingAI);
  762. autofightingAI.reset();
  763. }
  764. assert(battleInt);
  765. if(!battleInt)
  766. {
  767. return BattleAction::makeDefend(stack); // probably battle is finished already
  768. }
  769. if(BattleInterface::givenCommand.get())
  770. {
  771. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  772. vstd::clear_pointer(BattleInterface::givenCommand.data);
  773. }
  774. {
  775. boost::unique_lock<boost::recursive_mutex> un(*pim);
  776. battleInt->stackActivated(stack);
  777. //Regeneration & mana drain go there
  778. }
  779. //wait till BattleInterface sets its command
  780. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  781. while(!BattleInterface::givenCommand.data)
  782. {
  783. BattleInterface::givenCommand.cond.wait(lock);
  784. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  785. throw boost::thread_interrupted(); //will shut the thread peacefully
  786. }
  787. //tidy up
  788. BattleAction ret = *(BattleInterface::givenCommand.data);
  789. vstd::clear_pointer(BattleInterface::givenCommand.data);
  790. if(ret.actionType == EActionType::CANCEL)
  791. {
  792. if(stackId != ret.stackNumber)
  793. logGlobal->error("Not current active stack action canceled");
  794. logGlobal->trace("Canceled command for %s", stackName);
  795. }
  796. else
  797. logGlobal->trace("Giving command for %s", stackName);
  798. return ret;
  799. }
  800. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. if(isAutoFightOn || autofightingAI)
  804. {
  805. isAutoFightOn = false;
  806. cb->unregisterBattleInterface(autofightingAI);
  807. autofightingAI.reset();
  808. if(!battleInt)
  809. {
  810. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  811. allowBattleReplay = false;
  812. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  813. wnd->resultCallback = [=](ui32 selection)
  814. {
  815. cb->selectionMade(selection, queryID);
  816. };
  817. GH.pushInt(wnd);
  818. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  819. // Otherwise NewTurn causes freeze.
  820. waitWhileDialog();
  821. return;
  822. }
  823. }
  824. BATTLE_EVENT_POSSIBLE_RETURN;
  825. battleInt->battleFinished(*br, queryID);
  826. }
  827. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  828. {
  829. EVENT_HANDLER_CALLED_BY_CLIENT;
  830. BATTLE_EVENT_POSSIBLE_RETURN;
  831. battleInt->displayBattleLog(lines);
  832. }
  833. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  834. {
  835. EVENT_HANDLER_CALLED_BY_CLIENT;
  836. BATTLE_EVENT_POSSIBLE_RETURN;
  837. battleInt->stackMoved(stack, dest, distance, teleport);
  838. }
  839. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  840. {
  841. EVENT_HANDLER_CALLED_BY_CLIENT;
  842. BATTLE_EVENT_POSSIBLE_RETURN;
  843. battleInt->spellCast(sc);
  844. }
  845. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  846. {
  847. EVENT_HANDLER_CALLED_BY_CLIENT;
  848. BATTLE_EVENT_POSSIBLE_RETURN;
  849. battleInt->battleStacksEffectsSet(sse);
  850. }
  851. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  852. {
  853. EVENT_HANDLER_CALLED_BY_CLIENT;
  854. BATTLE_EVENT_POSSIBLE_RETURN;
  855. RETURN_IF_QUICK_COMBAT;
  856. battleInt->effectsController->battleTriggerEffect(bte);
  857. }
  858. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  859. {
  860. EVENT_HANDLER_CALLED_BY_CLIENT;
  861. BATTLE_EVENT_POSSIBLE_RETURN;
  862. std::vector<StackAttackedInfo> arg;
  863. for(auto & elem : bsa)
  864. {
  865. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  866. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  867. assert(defender);
  868. StackAttackedInfo info;
  869. info.defender = defender;
  870. info.attacker = attacker;
  871. info.damageDealt = elem.damageAmount;
  872. info.amountKilled = elem.killedAmount;
  873. info.spellEffect = SpellID::NONE;
  874. info.indirectAttack = ranged;
  875. info.killed = elem.killed();
  876. info.rebirth = elem.willRebirth();
  877. info.cloneKilled = elem.cloneKilled();
  878. info.fireShield = elem.fireShield();
  879. if (elem.isSpell())
  880. info.spellEffect = elem.spellID;
  881. arg.push_back(info);
  882. }
  883. battleInt->stacksAreAttacked(arg);
  884. }
  885. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. BATTLE_EVENT_POSSIBLE_RETURN;
  889. assert(curAction);
  890. StackAttackInfo info;
  891. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  892. info.defender = nullptr;
  893. info.indirectAttack = ba->shot();
  894. info.lucky = ba->lucky();
  895. info.unlucky = ba->unlucky();
  896. info.deathBlow = ba->deathBlow();
  897. info.lifeDrain = ba->lifeDrain();
  898. info.tile = ba->tile;
  899. info.spellEffect = SpellID::NONE;
  900. if (ba->spellLike())
  901. info.spellEffect = ba->spellID;
  902. for(auto & elem : ba->bsa)
  903. {
  904. if(!elem.isSecondary())
  905. {
  906. assert(info.defender == nullptr);
  907. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  908. }
  909. else
  910. {
  911. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  912. }
  913. }
  914. assert(info.defender != nullptr);
  915. assert(info.attacker != nullptr);
  916. battleInt->stackAttacking(info);
  917. }
  918. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  919. {
  920. EVENT_HANDLER_CALLED_BY_CLIENT;
  921. BATTLE_EVENT_POSSIBLE_RETURN;
  922. battleInt->gateStateChanged(state);
  923. }
  924. void CPlayerInterface::yourTacticPhase(int distance)
  925. {
  926. THREAD_CREATED_BY_CLIENT;
  927. while(battleInt && battleInt->tacticsMode)
  928. boost::this_thread::sleep(boost::posix_time::millisec(1));
  929. }
  930. void CPlayerInterface::forceEndTacticPhase()
  931. {
  932. if (battleInt)
  933. battleInt->tacticsMode = false;
  934. }
  935. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  936. {
  937. EVENT_HANDLER_CALLED_BY_CLIENT;
  938. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  939. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  940. if(autoTryHover || type == EInfoWindowMode::INFO)
  941. {
  942. waitWhileDialog(); //Fix for mantis #98
  943. adventureInt->showInfoBoxMessage(components, text, timer);
  944. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  945. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  946. return;
  947. }
  948. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  949. {
  950. return;
  951. }
  952. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  953. do
  954. {
  955. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  956. std::vector<std::shared_ptr<CComponent>> intComps;
  957. for (auto & component : sender)
  958. intComps.push_back(std::make_shared<CComponent>(component));
  959. showInfoDialog(text,intComps,soundID);
  960. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  961. }
  962. while(!vect.empty());
  963. }
  964. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  965. {
  966. std::vector<std::shared_ptr<CComponent>> intComps;
  967. intComps.push_back(component);
  968. showInfoDialog(text, intComps, soundBase::sound_todo);
  969. }
  970. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  971. {
  972. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  973. waitWhileDialog();
  974. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  975. {
  976. return;
  977. }
  978. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  979. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  980. {
  981. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  982. showingDialog->set(true);
  983. stopMovement(); // interrupt movement to show dialog
  984. GH.pushInt(temp);
  985. }
  986. else
  987. {
  988. dialogs.push_back(temp);
  989. }
  990. }
  991. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. std::string str;
  995. text.toString(str);
  996. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  997. waitWhileDialog();
  998. }
  999. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  1000. {
  1001. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1002. stopMovement();
  1003. LOCPLINT->showingDialog->setn(true);
  1004. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  1005. }
  1006. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1007. {
  1008. EVENT_HANDLER_CALLED_BY_CLIENT;
  1009. waitWhileDialog();
  1010. stopMovement();
  1011. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1012. if (!selection && cancel) //simple yes/no dialog
  1013. {
  1014. std::vector<std::shared_ptr<CComponent>> intComps;
  1015. for (auto & component : components)
  1016. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1017. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1018. }
  1019. else if (selection)
  1020. {
  1021. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1022. for (auto & component : components)
  1023. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1024. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1025. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1026. if (cancel)
  1027. {
  1028. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1029. }
  1030. int charperline = 35;
  1031. if (pom.size() > 1)
  1032. charperline = 50;
  1033. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1034. intComps[0]->clickLeft(true, false);
  1035. }
  1036. }
  1037. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1038. {
  1039. EVENT_HANDLER_CALLED_BY_CLIENT;
  1040. int choosenExit = -1;
  1041. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1042. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1043. choosenExit = vstd::find_pos(exits, neededExit);
  1044. cb->selectionMade(choosenExit, askID);
  1045. }
  1046. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1047. {
  1048. EVENT_HANDLER_CALLED_BY_CLIENT;
  1049. auto selectCallback = [=](int selection)
  1050. {
  1051. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1052. reply.Integer() = selection;
  1053. cb->sendQueryReply(reply, askID);
  1054. };
  1055. auto cancelCallback = [=]()
  1056. {
  1057. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1058. cb->sendQueryReply(reply, askID);
  1059. };
  1060. const std::string localTitle = title.toString();
  1061. const std::string localDescription = description.toString();
  1062. std::vector<int> tempList;
  1063. tempList.reserve(objects.size());
  1064. for(auto item : objects)
  1065. tempList.push_back(item.getNum());
  1066. CComponent localIconC(icon);
  1067. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1068. localIconC.removeChild(localIcon.get(), false);
  1069. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1070. wnd->onExit = cancelCallback;
  1071. GH.pushInt(wnd);
  1072. }
  1073. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  1074. {
  1075. EVENT_HANDLER_CALLED_BY_CLIENT;
  1076. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1077. adventureInt->onMapTilesChanged(pos);
  1078. }
  1079. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  1080. {
  1081. EVENT_HANDLER_CALLED_BY_CLIENT;
  1082. adventureInt->onMapTilesChanged(pos);
  1083. }
  1084. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1085. {
  1086. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1087. GH.pushIntT<CHeroWindow>(hero);
  1088. }
  1089. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1090. {
  1091. EVENT_HANDLER_CALLED_BY_CLIENT;
  1092. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1093. {
  1094. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1095. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1096. if (fortScreen)
  1097. fortScreen->creaturesChangedEventHandler();
  1098. else if(castleInterface)
  1099. castleInterface->creaturesChangedEventHandler();
  1100. for(auto isa : GH.listInt)
  1101. {
  1102. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1103. if (ki && townObj)
  1104. ki->townChanged(townObj);
  1105. }
  1106. }
  1107. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1108. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1109. {
  1110. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1111. if (crw && crw->dwelling == town)
  1112. crw->availableCreaturesChanged();
  1113. }
  1114. }
  1115. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1116. {
  1117. EVENT_HANDLER_CALLED_BY_CLIENT;
  1118. if (bonus.type == Bonus::NONE)
  1119. return;
  1120. adventureInt->onHeroChanged(hero);
  1121. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1122. {
  1123. //recalculate paths because hero has lost bonus influencing pathfinding
  1124. paths.erasePath(hero);
  1125. }
  1126. }
  1127. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1128. {
  1129. h & wanderingHeroes;
  1130. h & towns;
  1131. h & sleepingHeroes;
  1132. h & paths;
  1133. h & spellbookSettings;
  1134. }
  1135. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1136. {
  1137. EVENT_HANDLER_CALLED_BY_CLIENT;
  1138. serializeTempl(h,version);
  1139. }
  1140. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1141. {
  1142. EVENT_HANDLER_CALLED_BY_CLIENT;
  1143. serializeTempl(h,version);
  1144. firstCall = -1;
  1145. }
  1146. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1147. {
  1148. LOG_TRACE(logGlobal);
  1149. if (!LOCPLINT->makingTurn)
  1150. return;
  1151. if (!h)
  1152. return; //can't find hero
  1153. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1154. if (showingDialog->get() || !dialogs.empty())
  1155. return;
  1156. setMovementStatus(true);
  1157. if (adventureInt)
  1158. adventureInt->onHeroWokeUp(h);
  1159. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1160. }
  1161. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1162. {
  1163. EVENT_HANDLER_CALLED_BY_CLIENT;
  1164. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1165. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1166. {
  1167. onEnd();
  1168. return;
  1169. }
  1170. waitForAllDialogs();
  1171. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1172. cgw->quit->addCallback(onEnd);
  1173. GH.pushInt(cgw);
  1174. }
  1175. /**
  1176. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1177. * into a combinational one on an artifact screen. Does not require the combination of
  1178. * artifacts to be legal.
  1179. */
  1180. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1181. {
  1182. std::string text = artifact->getDescriptionTranslated();
  1183. text += "\n\n";
  1184. std::vector<std::shared_ptr<CComponent>> scs;
  1185. if(assembledArtifact)
  1186. {
  1187. // You possess all of the components to...
  1188. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1189. // Picture of assembled artifact at bottom.
  1190. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1191. scs.push_back(sc);
  1192. }
  1193. else
  1194. {
  1195. // Do you wish to disassemble this artifact?
  1196. text += CGI->generaltexth->allTexts[733];
  1197. }
  1198. showYesNoDialog(text, onYes, nullptr, scs);
  1199. }
  1200. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1204. && destinationTeleport == ObjectInstanceID())
  1205. stillMoveHero.setn(CONTINUE_MOVE);
  1206. if (destinationTeleport != ObjectInstanceID()
  1207. && pa->packType == typeList.getTypeID<QueryReply>()
  1208. && stillMoveHero.get() == DURING_MOVE)
  1209. { // After teleportation via CGTeleport object is finished
  1210. destinationTeleport = ObjectInstanceID();
  1211. destinationTeleportPos = int3(-1);
  1212. stillMoveHero.setn(CONTINUE_MOVE);
  1213. }
  1214. }
  1215. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1216. {
  1217. EVENT_HANDLER_CALLED_BY_CLIENT;
  1218. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1219. }
  1220. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1221. {
  1222. EVENT_HANDLER_CALLED_BY_CLIENT;
  1223. //redraw minimap if owner changed
  1224. if (sop->what == ObjProperty::OWNER)
  1225. {
  1226. const CGObjectInstance * obj = cb->getObj(sop->id);
  1227. if(obj->ID == Obj::TOWN)
  1228. {
  1229. auto town = static_cast<const CGTownInstance *>(obj);
  1230. if(obj->tempOwner == playerID)
  1231. towns.push_back(town);
  1232. else
  1233. towns -= obj;
  1234. adventureInt->onTownChanged(town);
  1235. }
  1236. std::set<int3> pos = obj->getBlockedPos();
  1237. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1238. adventureInt->onMapTilesChanged(upos);
  1239. assert(cb->getTownsInfo().size() == towns.size());
  1240. }
  1241. }
  1242. void CPlayerInterface::initializeHeroTownList()
  1243. {
  1244. if(!wanderingHeroes.size())
  1245. {
  1246. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1247. for(auto & hero : heroes)
  1248. {
  1249. if(!hero->inTownGarrison)
  1250. wanderingHeroes.push_back(hero);
  1251. }
  1252. }
  1253. if(!towns.size())
  1254. towns = cb->getTownsInfo();
  1255. if(adventureInt)
  1256. adventureInt->onHeroChanged(nullptr);
  1257. }
  1258. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1259. {
  1260. EVENT_HANDLER_CALLED_BY_CLIENT;
  1261. waitWhileDialog();
  1262. auto recruitCb = [=](CreatureID id, int count)
  1263. {
  1264. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1265. };
  1266. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1267. }
  1268. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1269. {
  1270. if (GH.amIGuiThread())
  1271. {
  1272. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1273. return;
  1274. }
  1275. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1276. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1277. while(showingDialog->data)
  1278. showingDialog->cond.wait(un);
  1279. }
  1280. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1281. {
  1282. EVENT_HANDLER_CALLED_BY_CLIENT;
  1283. auto state = obj->shipyardStatus();
  1284. TResources cost;
  1285. obj->getBoatCost(cost);
  1286. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1287. }
  1288. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1289. {
  1290. EVENT_HANDLER_CALLED_BY_CLIENT;
  1291. //we might have built a boat in shipyard in opened town screen
  1292. if (obj->ID == Obj::BOAT
  1293. && LOCPLINT->castleInt
  1294. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1295. {
  1296. CCS->soundh->playSound(soundBase::newBuilding);
  1297. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1298. }
  1299. }
  1300. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. waitWhileDialog();
  1304. CCS->curh->hide();
  1305. adventureInt->centerOnTile(pos);
  1306. if (focusTime)
  1307. {
  1308. GH.totalRedraw();
  1309. {
  1310. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1311. IgnoreEvents ignore(*this);
  1312. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1313. }
  1314. }
  1315. CCS->curh->show();
  1316. }
  1317. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1318. {
  1319. EVENT_HANDLER_CALLED_BY_CLIENT;
  1320. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1321. {
  1322. waitWhileDialog();
  1323. CCS->soundh->playSound(obj->getRemovalSound().value());
  1324. }
  1325. CGI->mh->waitForOngoingAnimations();
  1326. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1327. {
  1328. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1329. heroKilled(h);
  1330. }
  1331. GH.fakeMouseMove();
  1332. }
  1333. void CPlayerInterface::objectRemovedAfter()
  1334. {
  1335. EVENT_HANDLER_CALLED_BY_CLIENT;
  1336. adventureInt->onMapTilesChanged(boost::none);
  1337. }
  1338. void CPlayerInterface::playerBlocked(int reason, bool start)
  1339. {
  1340. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1341. {
  1342. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1343. {
  1344. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1345. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1346. LOCPLINT = this;
  1347. GH.curInt = this;
  1348. adventureInt->onCurrentPlayerChanged(playerID);
  1349. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1350. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1351. std::vector<std::shared_ptr<CComponent>> cmp;
  1352. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1353. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1354. showInfoDialog(msg, cmp);
  1355. makingTurn = false;
  1356. }
  1357. }
  1358. }
  1359. void CPlayerInterface::update()
  1360. {
  1361. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1362. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1363. // While mutexes were locked away we may be have stopped being the active interface
  1364. if (LOCPLINT != this)
  1365. return;
  1366. //if there are any waiting dialogs, show them
  1367. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1368. {
  1369. showingDialog->set(true);
  1370. GH.pushInt(dialogs.front());
  1371. dialogs.pop_front();
  1372. }
  1373. assert(adventureInt);
  1374. // Handles mouse and key input
  1375. GH.updateTime();
  1376. GH.handleEvents();
  1377. GH.simpleRedraw();
  1378. }
  1379. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1380. {
  1381. using namespace boost::filesystem;
  1382. using namespace boost::algorithm;
  1383. path gamesDir = VCMIDirs::get().userSavePath();
  1384. std::map<std::time_t, int> dates; //save number => datestamp
  1385. const directory_iterator enddir;
  1386. if (!exists(gamesDir))
  1387. create_directory(gamesDir);
  1388. else
  1389. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1390. {
  1391. if (is_regular_file(dir->status()))
  1392. {
  1393. std::string name = dir->path().filename().string();
  1394. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1395. {
  1396. char nr = name[namePrefix.size()];
  1397. if (std::isdigit(nr))
  1398. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1399. }
  1400. }
  1401. }
  1402. if (!dates.empty())
  1403. return (--dates.end())->second; //return latest file number
  1404. return 0;
  1405. }
  1406. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1407. {
  1408. EVENT_HANDLER_CALLED_BY_CLIENT;
  1409. if (player == playerID)
  1410. {
  1411. if (victoryLossCheckResult.loss())
  1412. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1413. assert(GH.curInt == LOCPLINT);
  1414. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1415. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1416. GH.curInt = this; //waiting for dialogs requires this to get events
  1417. if(!makingTurn)
  1418. {
  1419. makingTurn = true; //also needed for dialog to show with current implementation
  1420. waitForAllDialogs();
  1421. makingTurn = false;
  1422. }
  1423. else
  1424. waitForAllDialogs();
  1425. GH.curInt = previousInterface;
  1426. LOCPLINT = previousInterface;
  1427. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1428. {
  1429. if(adventureInt)
  1430. {
  1431. GH.terminate_cond->setn(true);
  1432. GH.popInts(GH.listInt.size());
  1433. adventureInt.reset();
  1434. }
  1435. }
  1436. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1437. {
  1438. // end game if current human player has won
  1439. CSH->sendClientDisconnecting();
  1440. requestReturningToMainMenu(true);
  1441. }
  1442. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1443. {
  1444. //all human players eliminated
  1445. CSH->sendClientDisconnecting();
  1446. requestReturningToMainMenu(false);
  1447. }
  1448. if (GH.curInt == this)
  1449. GH.curInt = nullptr;
  1450. }
  1451. else
  1452. {
  1453. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1454. {
  1455. std::string str = victoryLossCheckResult.messageToSelf;
  1456. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1457. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1458. }
  1459. }
  1460. }
  1461. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1462. {
  1463. EVENT_HANDLER_CALLED_BY_CLIENT;
  1464. }
  1465. void CPlayerInterface::showPuzzleMap()
  1466. {
  1467. EVENT_HANDLER_CALLED_BY_CLIENT;
  1468. waitWhileDialog();
  1469. //TODO: interface should not know the real position of Grail...
  1470. double ratio = 0;
  1471. int3 grailPos = cb->getGrailPos(&ratio);
  1472. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1473. }
  1474. void CPlayerInterface::viewWorldMap()
  1475. {
  1476. adventureInt->openWorldView();
  1477. }
  1478. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1479. {
  1480. EVENT_HANDLER_CALLED_BY_CLIENT;
  1481. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1482. GH.popInts(1);
  1483. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1484. paths.erasePath(caster);
  1485. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1486. auto castSoundPath = spell->getCastSound();
  1487. if(!castSoundPath.empty())
  1488. CCS->soundh->playSound(castSoundPath);
  1489. }
  1490. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1491. {
  1492. int msgToShow = -1;
  1493. const auto diggingStatus = h->diggingStatus();
  1494. switch(diggingStatus)
  1495. {
  1496. case EDiggingStatus::CAN_DIG:
  1497. break;
  1498. case EDiggingStatus::LACK_OF_MOVEMENT:
  1499. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1500. break;
  1501. case EDiggingStatus::TILE_OCCUPIED:
  1502. msgToShow = 97; //Try searching on clear ground.
  1503. break;
  1504. case EDiggingStatus::WRONG_TERRAIN:
  1505. msgToShow = 60; ////Try looking on land!
  1506. break;
  1507. case EDiggingStatus::BACKPACK_IS_FULL:
  1508. msgToShow = 247; //Searching for the Grail is fruitless...
  1509. break;
  1510. default:
  1511. assert(0);
  1512. }
  1513. if(msgToShow < 0)
  1514. cb->dig(h);
  1515. else
  1516. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1517. }
  1518. void CPlayerInterface::battleNewRoundFirst( int round )
  1519. {
  1520. EVENT_HANDLER_CALLED_BY_CLIENT;
  1521. BATTLE_EVENT_POSSIBLE_RETURN;
  1522. battleInt->newRoundFirst(round);
  1523. }
  1524. void CPlayerInterface::stopMovement()
  1525. {
  1526. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1527. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1528. }
  1529. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1530. {
  1531. EVENT_HANDLER_CALLED_BY_CLIENT;
  1532. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1533. {
  1534. //EEMarketMode mode = market->availableModes().front();
  1535. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1536. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1537. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1538. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1539. }
  1540. else
  1541. {
  1542. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1543. }
  1544. }
  1545. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1546. {
  1547. EVENT_HANDLER_CALLED_BY_CLIENT;
  1548. GH.pushIntT<CUniversityWindow>(visitor, market);
  1549. }
  1550. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1551. {
  1552. EVENT_HANDLER_CALLED_BY_CLIENT;
  1553. GH.pushIntT<CHillFortWindow>(visitor, object);
  1554. }
  1555. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1556. {
  1557. EVENT_HANDLER_CALLED_BY_CLIENT;
  1558. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1559. cmw->artifactsChanged(false);
  1560. }
  1561. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1562. {
  1563. EVENT_HANDLER_CALLED_BY_CLIENT;
  1564. GH.pushIntT<CTavernWindow>(townOrTavern);
  1565. }
  1566. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1567. {
  1568. EVENT_HANDLER_CALLED_BY_CLIENT;
  1569. GH.pushIntT<CThievesGuildWindow>(obj);
  1570. }
  1571. void CPlayerInterface::showQuestLog()
  1572. {
  1573. EVENT_HANDLER_CALLED_BY_CLIENT;
  1574. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1575. }
  1576. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1577. {
  1578. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1579. {
  1580. MetaString txt;
  1581. obj->getProblemText(txt);
  1582. showInfoDialog(txt.toString());
  1583. }
  1584. else
  1585. showShipyardDialog(obj);
  1586. }
  1587. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1588. {
  1589. if(won && cb->getStartInfo()->campState)
  1590. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1591. else
  1592. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1593. }
  1594. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1595. {
  1596. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1597. if(hero)
  1598. {
  1599. auto art = hero->getArt(al.slot);
  1600. if(art == nullptr)
  1601. {
  1602. logGlobal->error("artifact location %d points to nothing",
  1603. al.slot.num);
  1604. return;
  1605. }
  1606. CHeroArtPlace::askToAssemble(hero, al.slot);
  1607. }
  1608. }
  1609. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1610. {
  1611. EVENT_HANDLER_CALLED_BY_CLIENT;
  1612. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1613. adventureInt->onHeroChanged(hero);
  1614. }
  1615. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1616. {
  1617. EVENT_HANDLER_CALLED_BY_CLIENT;
  1618. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1619. adventureInt->onHeroChanged(hero);
  1620. for(auto isa : GH.listInt)
  1621. {
  1622. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1623. if (artWin)
  1624. artWin->artifactRemoved(al);
  1625. }
  1626. waitWhileDialog();
  1627. }
  1628. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1629. {
  1630. EVENT_HANDLER_CALLED_BY_CLIENT;
  1631. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1632. adventureInt->onHeroChanged(hero);
  1633. bool redraw = true;
  1634. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1635. if(numOfMovedArts != 0)
  1636. {
  1637. numOfMovedArts--;
  1638. if(numOfMovedArts != 0)
  1639. redraw = false;
  1640. }
  1641. for(auto isa : GH.listInt)
  1642. {
  1643. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1644. if (artWin)
  1645. artWin->artifactMoved(src, dst, redraw);
  1646. }
  1647. waitWhileDialog();
  1648. }
  1649. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1650. {
  1651. numOfMovedArts = numOfArts;
  1652. }
  1653. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1654. {
  1655. EVENT_HANDLER_CALLED_BY_CLIENT;
  1656. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1657. adventureInt->onHeroChanged(hero);
  1658. for(auto isa : GH.listInt)
  1659. {
  1660. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1661. if (artWin)
  1662. artWin->artifactAssembled(al);
  1663. }
  1664. }
  1665. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1666. {
  1667. EVENT_HANDLER_CALLED_BY_CLIENT;
  1668. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1669. adventureInt->onHeroChanged(hero);
  1670. for(auto isa : GH.listInt)
  1671. {
  1672. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1673. if (artWin)
  1674. artWin->artifactDisassembled(al);
  1675. }
  1676. }
  1677. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1678. {
  1679. while(!dialogs.empty())
  1680. {
  1681. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1682. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1683. }
  1684. waitWhileDialog(unlockPim);
  1685. }
  1686. void CPlayerInterface::proposeLoadingGame()
  1687. {
  1688. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1689. }
  1690. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1691. {
  1692. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1693. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1694. }
  1695. bool CPlayerInterface::capturedAllEvents()
  1696. {
  1697. if(duringMovement)
  1698. {
  1699. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1700. return true;
  1701. }
  1702. bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
  1703. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1704. {
  1705. boost::unique_lock<boost::mutex> un(eventsM);
  1706. while(!SDLEventsQueue.empty())
  1707. {
  1708. SDLEventsQueue.pop();
  1709. }
  1710. return true;
  1711. }
  1712. return false;
  1713. }
  1714. void CPlayerInterface::setMovementStatus(bool value)
  1715. {
  1716. duringMovement = value;
  1717. if (value)
  1718. {
  1719. CCS->curh->hide();
  1720. }
  1721. else
  1722. {
  1723. CCS->curh->show();
  1724. }
  1725. }
  1726. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1727. {
  1728. int i = 1;
  1729. auto getObj = [&](int3 coord, bool ignoreHero)
  1730. {
  1731. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1732. };
  1733. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1734. {
  1735. if (action != CGPathNode::TELEPORT_NORMAL &&
  1736. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1737. action != CGPathNode::TELEPORT_BATTLE)
  1738. {
  1739. return false;
  1740. }
  1741. return true;
  1742. };
  1743. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1744. {
  1745. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1746. return nextObjectTop;
  1747. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1748. CGTeleport::isConnected(currentObject, nextObject))
  1749. {
  1750. return nextObject;
  1751. }
  1752. return nullptr;
  1753. };
  1754. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1755. stillMoveHero.data = CONTINUE_MOVE;
  1756. auto doMovement = [&](int3 dst, bool transit)
  1757. {
  1758. stillMoveHero.data = WAITING_MOVE;
  1759. cb->moveHero(h, dst, transit);
  1760. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1761. stillMoveHero.cond.wait(un);
  1762. };
  1763. {
  1764. for (auto & elem : path.nodes)
  1765. elem.coord = h->convertFromVisitablePos(elem.coord);
  1766. TerrainId currentTerrain = ETerrainId::NONE;
  1767. TerrainId newTerrain;
  1768. bool wasOnRoad = true;
  1769. int sh = -1;
  1770. auto canStop = [&](CGPathNode * node) -> bool
  1771. {
  1772. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1773. return true;
  1774. if (node->accessible == CGPathNode::ACCESSIBLE)
  1775. return true;
  1776. return false;
  1777. };
  1778. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1779. {
  1780. int3 prevCoord = path.nodes[i].coord;
  1781. int3 nextCoord = path.nodes[i-1].coord;
  1782. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1783. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1784. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1785. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1786. auto nextObjectTop = getObj(nextCoord, false);
  1787. auto nextObject = getObj(nextCoord, true);
  1788. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1789. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1790. {
  1791. CCS->soundh->stopSound(sh);
  1792. destinationTeleport = destTeleportObj->id;
  1793. destinationTeleportPos = nextCoord;
  1794. doMovement(h->pos, false);
  1795. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1796. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1797. {
  1798. destinationTeleport = ObjectInstanceID();
  1799. destinationTeleportPos = int3(-1);
  1800. }
  1801. if(i != path.nodes.size() - 1)
  1802. {
  1803. if (movingOnRoad)
  1804. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1805. else
  1806. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1807. }
  1808. continue;
  1809. }
  1810. if (path.nodes[i-1].turns)
  1811. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1812. stillMoveHero.data = STOP_MOVE;
  1813. break;
  1814. }
  1815. // Start a new sound for the hero movement or let the existing one carry on.
  1816. #if 0
  1817. // TODO
  1818. if (hero is flying && sh == -1)
  1819. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1820. #endif
  1821. {
  1822. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1823. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1824. {
  1825. CCS->soundh->stopSound(sh);
  1826. if (movingOnRoad)
  1827. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1828. else
  1829. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1830. currentTerrain = newTerrain;
  1831. wasOnRoad = movingOnRoad;
  1832. }
  1833. }
  1834. 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
  1835. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1836. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1837. bool useTransit = false;
  1838. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1839. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1840. || CGTeleport::isTeleport(nextObjectTop)))
  1841. { // Hero should be able to go through object if it's allow transit
  1842. useTransit = true;
  1843. }
  1844. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1845. useTransit = true;
  1846. doMovement(endpos, useTransit);
  1847. logGlobal->trace("Resuming %s", __FUNCTION__);
  1848. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1849. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1850. break;
  1851. }
  1852. CCS->soundh->stopSound(sh);
  1853. }
  1854. //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
  1855. if (!showingDialog->get())
  1856. GH.fakeMouseMove();
  1857. CGI->mh->waitForOngoingAnimations();
  1858. setMovementStatus(false);
  1859. }
  1860. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1861. {
  1862. EVENT_HANDLER_CALLED_BY_CLIENT;
  1863. adventureInt->openWorldView(objectPositions, showTerrain );
  1864. }