CPlayerInterface.cpp 66 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.h"
  16. #include "adventureMap/CMinimap.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "CMT.h"
  28. #include "windows/CHeroWindow.h"
  29. #include "windows/CCreatureWindow.h"
  30. #include "windows/CQuestLog.h"
  31. #include "windows/CPuzzleWindow.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. template<typename Handler>
  152. void HeroPathStorage::serialize(Handler & h, int version)
  153. {
  154. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  155. if (h.saving)
  156. {
  157. for (auto &p : paths)
  158. {
  159. if (p.second.nodes.size())
  160. pathsMap[p.first] = p.second.endPos();
  161. else
  162. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  163. }
  164. h & pathsMap;
  165. }
  166. else
  167. {
  168. h & pathsMap;
  169. if (owner.cb)
  170. {
  171. for (auto &p : pathsMap)
  172. {
  173. CGPath path;
  174. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  175. paths[p.first] = path;
  176. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  177. }
  178. }
  179. }
  180. }
  181. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  182. paths(*this)
  183. {
  184. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  185. destinationTeleport = ObjectInstanceID();
  186. destinationTeleportPos = int3(-1);
  187. GH.defActionsDef = 0;
  188. LOCPLINT = this;
  189. curAction = nullptr;
  190. playerID=Player;
  191. human=true;
  192. battleInt = nullptr;
  193. castleInt = nullptr;
  194. makingTurn = false;
  195. showingDialog = new CondSh<bool>(false);
  196. cingconsole = new CInGameConsole();
  197. GH.terminate_cond->set(false);
  198. firstCall = 1; //if loading will be overwritten in serialize
  199. autosaveCount = 0;
  200. isAutoFightOn = false;
  201. duringMovement = false;
  202. ignoreEvents = false;
  203. numOfMovedArts = 0;
  204. }
  205. CPlayerInterface::~CPlayerInterface()
  206. {
  207. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  208. delete showingDialog;
  209. delete cingconsole;
  210. if (LOCPLINT == this)
  211. LOCPLINT = nullptr;
  212. }
  213. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  214. {
  215. cb = CB;
  216. env = ENV;
  217. CCS->musich->loadTerrainMusicThemes();
  218. initializeHeroTownList();
  219. // always recreate advmap interface to avoid possible memory-corruption bugs
  220. adventureInt.reset(new CAdvMapInt());
  221. }
  222. void CPlayerInterface::yourTurn()
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. adventureInt->selection = nullptr;
  230. NotificationHandler::notify("Your turn");
  231. std::string prefix = settings["session"]["saveprefix"].String();
  232. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  233. if (firstCall)
  234. {
  235. if(CSH->howManyPlayerInterfaces() == 1)
  236. adventureInt->setPlayer(playerID);
  237. autosaveCount = getLastIndex(prefix + "Autosave_");
  238. if (firstCall > 0) //new game, not loaded
  239. {
  240. int index = getLastIndex(prefix + "Newgame_");
  241. index %= SAVES_COUNT;
  242. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  243. }
  244. firstCall = 0;
  245. }
  246. else if(frequency > 0 && cb->getDate() % frequency == 0)
  247. {
  248. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  249. autosaveCount %= 5;
  250. }
  251. adventureInt->setPlayer(playerID);
  252. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  253. {
  254. adventureInt->startHotSeatWait(playerID);
  255. makingTurn = true;
  256. std::string msg = CGI->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->startTurn();
  266. }
  267. }
  268. acceptTurn();
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. adventureInt->infoBar->requestPopAll();
  283. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  284. {
  285. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  286. CCS->soundh->playSound(hero->getRemovalSound().get());
  287. }
  288. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  289. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  290. bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
  291. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  292. {
  293. if(details.result == TryMoveHero::TELEPORTATION)
  294. {
  295. if(paths.hasPath(hero))
  296. {
  297. assert(paths.getPath(hero).nodes.size() >= 2);
  298. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  299. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  300. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  301. {
  302. //path was between entrance and exit of teleport -> OK, erase node as usual
  303. paths.removeLastNode(hero);
  304. }
  305. else
  306. {
  307. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  308. paths.erasePath(hero);
  309. }
  310. }
  311. }
  312. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  313. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  314. {
  315. paths.erasePath(hero);
  316. }
  317. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  318. {
  319. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  320. paths.removeLastNode(hero);
  321. }
  322. }
  323. if(details.stopMovement()) //hero failed to move
  324. {
  325. stillMoveHero.setn(STOP_MOVE);
  326. adventureInt->heroList->update(hero);
  327. return;
  328. }
  329. adventureInt->heroList->redraw();
  330. CGI->mh->waitForOngoingAnimations();
  331. //move finished
  332. adventureInt->heroList->update(hero);
  333. //check if user cancelled movement
  334. {
  335. boost::unique_lock<boost::mutex> un(eventsM);
  336. while(!SDLEventsQueue.empty())
  337. {
  338. SDL_Event ev = SDLEventsQueue.front();
  339. SDLEventsQueue.pop();
  340. switch(ev.type)
  341. {
  342. case SDL_MOUSEBUTTONDOWN:
  343. stillMoveHero.setn(STOP_MOVE);
  344. break;
  345. case SDL_KEYDOWN:
  346. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  347. stillMoveHero.setn(STOP_MOVE);
  348. break;
  349. }
  350. }
  351. }
  352. if (stillMoveHero.get() == WAITING_MOVE)
  353. stillMoveHero.setn(DURING_MOVE);
  354. // Hero attacked creature directly, set direction to face it.
  355. if (directlyAttackingCreature) {
  356. // Get direction to attacker.
  357. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  358. static const ui8 dirLookup[3][3] = {
  359. { 1, 2, 3 },
  360. { 8, 0, 4 },
  361. { 7, 6, 5 }
  362. };
  363. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  364. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  365. }
  366. }
  367. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  371. const CArmedInstance *newSelection = nullptr;
  372. if (makingTurn)
  373. {
  374. //find new object for selection: either hero
  375. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  376. if (next >= 0)
  377. newSelection = wanderingHeroes[next];
  378. //or town
  379. if (!newSelection || newSelection == hero)
  380. {
  381. if (towns.empty())
  382. newSelection = nullptr;
  383. else
  384. newSelection = towns.front();
  385. }
  386. }
  387. wanderingHeroes -= hero;
  388. adventureInt->heroList->update(hero);
  389. if (makingTurn && newSelection)
  390. adventureInt->select(newSelection, true);
  391. else if (adventureInt->selection == hero)
  392. adventureInt->selection = nullptr;
  393. paths.erasePath(hero);
  394. }
  395. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if(start && visitedObj)
  399. {
  400. if(visitedObj->getVisitSound())
  401. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  402. }
  403. }
  404. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. wanderingHeroes.push_back(hero);
  408. adventureInt->heroList->update(hero);
  409. }
  410. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  411. {
  412. if(castleInt)
  413. castleInt->close();
  414. castleInt = nullptr;
  415. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  416. GH.pushInt(newCastleInt);
  417. }
  418. void CPlayerInterface::activateForSpectator()
  419. {
  420. adventureInt->state = CAdvMapInt::INGAME;
  421. adventureInt->activate();
  422. adventureInt->minimap->activate();
  423. }
  424. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. if (which == 4)
  428. {
  429. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  430. ctw->setExpToLevel();
  431. }
  432. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  433. updateInfo(hero);
  434. }
  435. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  439. if (cuw) //university window is open
  440. {
  441. GH.totalRedraw();
  442. }
  443. }
  444. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. updateInfo(hero);
  448. if (makingTurn && hero->tempOwner == playerID)
  449. adventureInt->heroList->update(hero);
  450. }
  451. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  452. {
  453. EVENT_HANDLER_CALLED_BY_CLIENT;
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::receivedResource()
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  461. mw->resourceChanged();
  462. GH.totalRedraw();
  463. }
  464. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  465. {
  466. EVENT_HANDLER_CALLED_BY_CLIENT;
  467. waitWhileDialog();
  468. CCS->soundh->playSound(soundBase::heroNewLevel);
  469. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  470. {
  471. cb->selectionMade(selection, queryID);
  472. });
  473. }
  474. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  475. {
  476. EVENT_HANDLER_CALLED_BY_CLIENT;
  477. waitWhileDialog();
  478. CCS->soundh->playSound(soundBase::heroNewLevel);
  479. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  480. {
  481. cb->selectionMade(selection, queryID);
  482. });
  483. }
  484. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  485. {
  486. EVENT_HANDLER_CALLED_BY_CLIENT;
  487. updateInfo(town);
  488. if (town->garrisonHero) //wandering hero moved to the garrison
  489. {
  490. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  491. wanderingHeroes -= town->garrisonHero;
  492. }
  493. if (town->visitingHero) //hero leaves garrison
  494. {
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList->update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. castleInt->redraw();
  508. }
  509. for (auto isa : GH.listInt)
  510. {
  511. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  512. if (ki)
  513. {
  514. ki->townChanged(town);
  515. ki->updateGarrisons();
  516. ki->redraw();
  517. }
  518. }
  519. }
  520. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. if (hero->tempOwner != playerID )
  524. return;
  525. waitWhileDialog();
  526. openTownWindow(town);
  527. }
  528. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  529. {
  530. std::vector<const CGObjectInstance *> instances;
  531. if(auto obj = cb->getObj(id1))
  532. instances.push_back(obj);
  533. if(id2 != ObjectInstanceID() && id2 != id1)
  534. {
  535. if(auto obj = cb->getObj(id2))
  536. instances.push_back(obj);
  537. }
  538. garrisonsChanged(instances);
  539. }
  540. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  541. {
  542. boost::unique_lock<boost::recursive_mutex> un(*pim);
  543. for (auto object : objs)
  544. updateInfo(object);
  545. for (auto & elem : GH.listInt)
  546. {
  547. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  548. if (cgh)
  549. cgh->updateGarrisons();
  550. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  551. {
  552. if (vstd::contains(objs, cmw->hero))
  553. cmw->garrisonChanged();
  554. }
  555. }
  556. GH.totalRedraw();
  557. }
  558. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  559. {
  560. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  561. }
  562. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. switch (buildingID)
  566. {
  567. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  568. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  569. case BuildingID::RESOURCE_SILO:
  570. updateInfo(town);
  571. break;
  572. }
  573. if (castleInt)
  574. {
  575. castleInt->townlist->update(town);
  576. if (castleInt->town == town)
  577. {
  578. switch(what)
  579. {
  580. case 1:
  581. CCS->soundh->playSound(soundBase::newBuilding);
  582. castleInt->addBuilding(buildingID);
  583. break;
  584. case 2:
  585. castleInt->removeBuilding(buildingID);
  586. break;
  587. }
  588. }
  589. }
  590. adventureInt->townList->update(town);
  591. }
  592. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  593. {
  594. //Don't wait for dialogs when we are non-active hot-seat player
  595. if (LOCPLINT == this)
  596. waitForAllDialogs();
  597. }
  598. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  599. {
  600. EVENT_HANDLER_CALLED_BY_CLIENT;
  601. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  602. lastBattleArmies.first = army1;
  603. lastBattleArmies.second = army2;
  604. //quick combat with neutral creatures only
  605. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  606. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  607. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  608. && settings["adventure"]["quickCombat"].Bool())
  609. || settings["adventure"]["alwaysSkipCombat"].Bool())
  610. {
  611. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  612. autofightingAI->initBattleInterface(env, cb);
  613. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  614. isAutoFightOn = true;
  615. cb->registerBattleInterface(autofightingAI);
  616. // Player shouldn't be able to move on adventure map if quick combat is going
  617. adventureInt->quickCombatLock();
  618. allowBattleReplay = true;
  619. }
  620. //Don't wait for dialogs when we are non-active hot-seat player
  621. if (LOCPLINT == this)
  622. waitForAllDialogs();
  623. BATTLE_EVENT_POSSIBLE_RETURN;
  624. }
  625. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  626. {
  627. EVENT_HANDLER_CALLED_BY_CLIENT;
  628. BATTLE_EVENT_POSSIBLE_RETURN;
  629. for(auto & info : units)
  630. {
  631. switch(info.operation)
  632. {
  633. case UnitChanges::EOperation::RESET_STATE:
  634. {
  635. const CStack * stack = cb->battleGetStackByID(info.id );
  636. if(!stack)
  637. {
  638. logGlobal->error("Invalid unit ID %d", info.id);
  639. continue;
  640. }
  641. battleInt->stackReset(stack);
  642. }
  643. break;
  644. case UnitChanges::EOperation::REMOVE:
  645. battleInt->stackRemoved(info.id);
  646. break;
  647. case UnitChanges::EOperation::ADD:
  648. {
  649. const CStack * unit = cb->battleGetStackByID(info.id);
  650. if(!unit)
  651. {
  652. logGlobal->error("Invalid unit ID %d", info.id);
  653. continue;
  654. }
  655. battleInt->stackAdded(unit);
  656. }
  657. break;
  658. default:
  659. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  660. break;
  661. }
  662. }
  663. }
  664. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  665. {
  666. EVENT_HANDLER_CALLED_BY_CLIENT;
  667. BATTLE_EVENT_POSSIBLE_RETURN;
  668. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  669. std::vector<ObstacleChanges> removedObstacles;
  670. for(auto & change : obstacles)
  671. {
  672. if(change.operation == BattleChanges::EOperation::ADD)
  673. {
  674. auto instance = cb->battleGetObstacleByID(change.id);
  675. if(instance)
  676. newObstacles.push_back(instance);
  677. else
  678. logNetwork->error("Invalid obstacle instance %d", change.id);
  679. }
  680. if(change.operation == BattleChanges::EOperation::REMOVE)
  681. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  682. }
  683. if (!newObstacles.empty())
  684. battleInt->obstaclePlaced(newObstacles);
  685. if (!removedObstacles.empty())
  686. battleInt->obstacleRemoved(removedObstacles);
  687. battleInt->fieldController->redrawBackgroundWithHexes();
  688. }
  689. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. battleInt->stackIsCatapulting(ca);
  694. }
  695. 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
  696. {
  697. EVENT_HANDLER_CALLED_BY_CLIENT;
  698. BATTLE_EVENT_POSSIBLE_RETURN;
  699. battleInt->newRound(round);
  700. }
  701. void CPlayerInterface::actionStarted(const BattleAction &action)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. curAction = new BattleAction(action);
  706. battleInt->startAction(curAction);
  707. }
  708. void CPlayerInterface::actionFinished(const BattleAction &action)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. battleInt->endAction(curAction);
  713. delete curAction;
  714. curAction = nullptr;
  715. }
  716. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  717. {
  718. THREAD_CREATED_BY_CLIENT;
  719. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  720. auto stackId = stack->ID;
  721. auto stackName = stack->nodeName();
  722. if (autofightingAI)
  723. {
  724. if (isAutoFightOn)
  725. {
  726. auto ret = autofightingAI->activeStack(stack);
  727. if(cb->battleIsFinished())
  728. {
  729. return BattleAction::makeDefend(stack); // battle finished with spellcast
  730. }
  731. if (isAutoFightOn)
  732. {
  733. return ret;
  734. }
  735. }
  736. cb->unregisterBattleInterface(autofightingAI);
  737. autofightingAI.reset();
  738. }
  739. assert(battleInt);
  740. if(!battleInt)
  741. {
  742. return BattleAction::makeDefend(stack); // probably battle is finished already
  743. }
  744. if(BattleInterface::givenCommand.get())
  745. {
  746. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  747. vstd::clear_pointer(BattleInterface::givenCommand.data);
  748. }
  749. {
  750. boost::unique_lock<boost::recursive_mutex> un(*pim);
  751. battleInt->stackActivated(stack);
  752. //Regeneration & mana drain go there
  753. }
  754. //wait till BattleInterface sets its command
  755. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  756. while(!BattleInterface::givenCommand.data)
  757. {
  758. BattleInterface::givenCommand.cond.wait(lock);
  759. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  760. throw boost::thread_interrupted(); //will shut the thread peacefully
  761. }
  762. //tidy up
  763. BattleAction ret = *(BattleInterface::givenCommand.data);
  764. vstd::clear_pointer(BattleInterface::givenCommand.data);
  765. if(ret.actionType == EActionType::CANCEL)
  766. {
  767. if(stackId != ret.stackNumber)
  768. logGlobal->error("Not current active stack action canceled");
  769. logGlobal->trace("Canceled command for %s", stackName);
  770. }
  771. else
  772. logGlobal->trace("Giving command for %s", stackName);
  773. return ret;
  774. }
  775. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. if(isAutoFightOn || autofightingAI)
  779. {
  780. isAutoFightOn = false;
  781. cb->unregisterBattleInterface(autofightingAI);
  782. autofightingAI.reset();
  783. if(!battleInt)
  784. {
  785. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  786. allowBattleReplay = false;
  787. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  788. wnd->resultCallback = [=](ui32 selection)
  789. {
  790. cb->selectionMade(selection, queryID);
  791. };
  792. GH.pushInt(wnd);
  793. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  794. // Otherwise NewTurn causes freeze.
  795. waitWhileDialog();
  796. adventureInt->quickCombatUnlock();
  797. return;
  798. }
  799. }
  800. BATTLE_EVENT_POSSIBLE_RETURN;
  801. battleInt->battleFinished(*br, queryID);
  802. adventureInt->quickCombatUnlock();
  803. }
  804. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  805. {
  806. EVENT_HANDLER_CALLED_BY_CLIENT;
  807. BATTLE_EVENT_POSSIBLE_RETURN;
  808. battleInt->displayBattleLog(lines);
  809. }
  810. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  811. {
  812. EVENT_HANDLER_CALLED_BY_CLIENT;
  813. BATTLE_EVENT_POSSIBLE_RETURN;
  814. battleInt->stackMoved(stack, dest, distance, teleport);
  815. }
  816. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  817. {
  818. EVENT_HANDLER_CALLED_BY_CLIENT;
  819. BATTLE_EVENT_POSSIBLE_RETURN;
  820. battleInt->spellCast(sc);
  821. }
  822. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  823. {
  824. EVENT_HANDLER_CALLED_BY_CLIENT;
  825. BATTLE_EVENT_POSSIBLE_RETURN;
  826. battleInt->battleStacksEffectsSet(sse);
  827. }
  828. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  829. {
  830. EVENT_HANDLER_CALLED_BY_CLIENT;
  831. //TODO why is this different (no return on LOPLINT != this) ?
  832. RETURN_IF_QUICK_COMBAT;
  833. battleInt->effectsController->battleTriggerEffect(bte);
  834. }
  835. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. BATTLE_EVENT_POSSIBLE_RETURN;
  839. std::vector<StackAttackedInfo> arg;
  840. for(auto & elem : bsa)
  841. {
  842. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  843. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  844. assert(defender);
  845. StackAttackedInfo info;
  846. info.defender = defender;
  847. info.attacker = attacker;
  848. info.damageDealt = elem.damageAmount;
  849. info.amountKilled = elem.killedAmount;
  850. info.spellEffect = SpellID::NONE;
  851. info.indirectAttack = ranged;
  852. info.killed = elem.killed();
  853. info.rebirth = elem.willRebirth();
  854. info.cloneKilled = elem.cloneKilled();
  855. info.fireShield = elem.fireShield();
  856. if (elem.isSpell())
  857. info.spellEffect = elem.spellID;
  858. arg.push_back(info);
  859. }
  860. battleInt->stacksAreAttacked(arg);
  861. }
  862. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  863. {
  864. EVENT_HANDLER_CALLED_BY_CLIENT;
  865. BATTLE_EVENT_POSSIBLE_RETURN;
  866. assert(curAction);
  867. StackAttackInfo info;
  868. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  869. info.defender = nullptr;
  870. info.indirectAttack = ba->shot();
  871. info.lucky = ba->lucky();
  872. info.unlucky = ba->unlucky();
  873. info.deathBlow = ba->deathBlow();
  874. info.lifeDrain = ba->lifeDrain();
  875. info.tile = ba->tile;
  876. info.spellEffect = SpellID::NONE;
  877. if (ba->spellLike())
  878. info.spellEffect = ba->spellID;
  879. for(auto & elem : ba->bsa)
  880. {
  881. if(!elem.isSecondary())
  882. {
  883. assert(info.defender == nullptr);
  884. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  885. }
  886. else
  887. {
  888. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  889. }
  890. }
  891. assert(info.defender != nullptr);
  892. assert(info.attacker != nullptr);
  893. battleInt->stackAttacking(info);
  894. }
  895. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  896. {
  897. EVENT_HANDLER_CALLED_BY_CLIENT;
  898. BATTLE_EVENT_POSSIBLE_RETURN;
  899. battleInt->gateStateChanged(state);
  900. }
  901. void CPlayerInterface::yourTacticPhase(int distance)
  902. {
  903. THREAD_CREATED_BY_CLIENT;
  904. while(battleInt && battleInt->tacticsMode)
  905. boost::this_thread::sleep(boost::posix_time::millisec(1));
  906. }
  907. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  908. {
  909. EVENT_HANDLER_CALLED_BY_CLIENT;
  910. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  911. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  912. if(autoTryHover || type == EInfoWindowMode::INFO)
  913. {
  914. waitWhileDialog(); //Fix for mantis #98
  915. adventureInt->infoBar->pushComponents(components, text, timer);
  916. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  917. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  918. return;
  919. }
  920. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  921. {
  922. return;
  923. }
  924. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  925. do
  926. {
  927. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  928. std::vector<std::shared_ptr<CComponent>> intComps;
  929. for (auto & component : sender)
  930. intComps.push_back(std::make_shared<CComponent>(component));
  931. showInfoDialog(text,intComps,soundID);
  932. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  933. }
  934. while(!vect.empty());
  935. }
  936. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  937. {
  938. std::vector<std::shared_ptr<CComponent>> intComps;
  939. intComps.push_back(component);
  940. showInfoDialog(text, intComps, soundBase::sound_todo);
  941. }
  942. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  943. {
  944. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  945. waitWhileDialog();
  946. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  947. {
  948. return;
  949. }
  950. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  951. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  952. {
  953. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  954. showingDialog->set(true);
  955. stopMovement(); // interrupt movement to show dialog
  956. GH.pushInt(temp);
  957. }
  958. else
  959. {
  960. dialogs.push_back(temp);
  961. }
  962. }
  963. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  964. {
  965. EVENT_HANDLER_CALLED_BY_CLIENT;
  966. std::string str;
  967. text.toString(str);
  968. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  969. waitWhileDialog();
  970. }
  971. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  972. {
  973. boost::unique_lock<boost::recursive_mutex> un(*pim);
  974. stopMovement();
  975. LOCPLINT->showingDialog->setn(true);
  976. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  977. }
  978. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  979. {
  980. EVENT_HANDLER_CALLED_BY_CLIENT;
  981. waitWhileDialog();
  982. stopMovement();
  983. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  984. if (!selection && cancel) //simple yes/no dialog
  985. {
  986. std::vector<std::shared_ptr<CComponent>> intComps;
  987. for (auto & component : components)
  988. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  989. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  990. }
  991. else if (selection)
  992. {
  993. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  994. for (auto & component : components)
  995. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  996. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  997. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  998. if (cancel)
  999. {
  1000. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1001. }
  1002. int charperline = 35;
  1003. if (pom.size() > 1)
  1004. charperline = 50;
  1005. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1006. intComps[0]->clickLeft(true, false);
  1007. }
  1008. }
  1009. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1010. {
  1011. EVENT_HANDLER_CALLED_BY_CLIENT;
  1012. int choosenExit = -1;
  1013. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1014. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1015. choosenExit = vstd::find_pos(exits, neededExit);
  1016. cb->selectionMade(choosenExit, askID);
  1017. }
  1018. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1019. {
  1020. EVENT_HANDLER_CALLED_BY_CLIENT;
  1021. auto selectCallback = [=](int selection)
  1022. {
  1023. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1024. reply.Integer() = selection;
  1025. cb->sendQueryReply(reply, askID);
  1026. };
  1027. auto cancelCallback = [=]()
  1028. {
  1029. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1030. cb->sendQueryReply(reply, askID);
  1031. };
  1032. const std::string localTitle = title.toString();
  1033. const std::string localDescription = description.toString();
  1034. std::vector<int> tempList;
  1035. tempList.reserve(objects.size());
  1036. for(auto item : objects)
  1037. tempList.push_back(item.getNum());
  1038. CComponent localIconC(icon);
  1039. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1040. localIconC.removeChild(localIcon.get(), false);
  1041. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1042. wnd->onExit = cancelCallback;
  1043. GH.pushInt(wnd);
  1044. }
  1045. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1046. {
  1047. EVENT_HANDLER_CALLED_BY_CLIENT;
  1048. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1049. for (auto & po : pos)
  1050. adventureInt->minimap->updateTile(po);
  1051. }
  1052. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1053. {
  1054. EVENT_HANDLER_CALLED_BY_CLIENT;
  1055. for (auto & po : pos)
  1056. adventureInt->minimap->updateTile(po);
  1057. }
  1058. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1059. {
  1060. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1061. GH.pushIntT<CHeroWindow>(hero);
  1062. }
  1063. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1064. {
  1065. EVENT_HANDLER_CALLED_BY_CLIENT;
  1066. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1067. {
  1068. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1069. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1070. if (fortScreen)
  1071. fortScreen->creaturesChangedEventHandler();
  1072. else if(castleInterface)
  1073. castleInterface->creaturesChangedEventHandler();
  1074. for(auto isa : GH.listInt)
  1075. {
  1076. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1077. if (ki && townObj)
  1078. ki->townChanged(townObj);
  1079. }
  1080. }
  1081. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1082. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1083. {
  1084. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1085. if (crw && crw->dwelling == town)
  1086. crw->availableCreaturesChanged();
  1087. }
  1088. }
  1089. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1090. {
  1091. EVENT_HANDLER_CALLED_BY_CLIENT;
  1092. if (bonus.type == Bonus::NONE)
  1093. return;
  1094. updateInfo(hero);
  1095. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1096. {
  1097. //recalculate paths because hero has lost bonus influencing pathfinding
  1098. paths.erasePath(hero);
  1099. }
  1100. }
  1101. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1102. {
  1103. h & wanderingHeroes;
  1104. h & towns;
  1105. h & sleepingHeroes;
  1106. h & paths;
  1107. h & spellbookSettings;
  1108. }
  1109. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1110. {
  1111. EVENT_HANDLER_CALLED_BY_CLIENT;
  1112. serializeTempl(h,version);
  1113. }
  1114. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1115. {
  1116. EVENT_HANDLER_CALLED_BY_CLIENT;
  1117. serializeTempl(h,version);
  1118. firstCall = -1;
  1119. }
  1120. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1121. {
  1122. LOG_TRACE(logGlobal);
  1123. if (!LOCPLINT->makingTurn)
  1124. return;
  1125. if (!h)
  1126. return; //can't find hero
  1127. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1128. if (showingDialog->get() || !dialogs.empty())
  1129. return;
  1130. setMovementStatus(true);
  1131. if (adventureInt && adventureInt->isHeroSleeping(h))
  1132. {
  1133. adventureInt->sleepWake->clickLeft(true, false);
  1134. adventureInt->sleepWake->clickLeft(false, true);
  1135. //could've just called
  1136. //adventureInt->fsleepWake();
  1137. //but no authentic button click/sound ;-)
  1138. }
  1139. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1140. }
  1141. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1145. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1146. {
  1147. onEnd();
  1148. return;
  1149. }
  1150. waitForAllDialogs();
  1151. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1152. cgw->quit->addCallback(onEnd);
  1153. GH.pushInt(cgw);
  1154. }
  1155. /**
  1156. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1157. * into a combinational one on an artifact screen. Does not require the combination of
  1158. * artifacts to be legal.
  1159. */
  1160. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1161. {
  1162. std::string text = artifact->getDescriptionTranslated();
  1163. text += "\n\n";
  1164. std::vector<std::shared_ptr<CComponent>> scs;
  1165. if(assembledArtifact)
  1166. {
  1167. // You possess all of the components to...
  1168. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1169. // Picture of assembled artifact at bottom.
  1170. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1171. scs.push_back(sc);
  1172. }
  1173. else
  1174. {
  1175. // Do you wish to disassemble this artifact?
  1176. text += CGI->generaltexth->allTexts[733];
  1177. }
  1178. showYesNoDialog(text, onYes, nullptr, scs);
  1179. }
  1180. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1181. {
  1182. EVENT_HANDLER_CALLED_BY_CLIENT;
  1183. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1184. && destinationTeleport == ObjectInstanceID())
  1185. stillMoveHero.setn(CONTINUE_MOVE);
  1186. if (destinationTeleport != ObjectInstanceID()
  1187. && pa->packType == typeList.getTypeID<QueryReply>()
  1188. && stillMoveHero.get() == DURING_MOVE)
  1189. { // After teleportation via CGTeleport object is finished
  1190. destinationTeleport = ObjectInstanceID();
  1191. destinationTeleportPos = int3(-1);
  1192. stillMoveHero.setn(CONTINUE_MOVE);
  1193. }
  1194. }
  1195. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1196. {
  1197. EVENT_HANDLER_CALLED_BY_CLIENT;
  1198. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1199. }
  1200. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. //redraw minimap if owner changed
  1204. if (sop->what == ObjProperty::OWNER)
  1205. {
  1206. const CGObjectInstance * obj = cb->getObj(sop->id);
  1207. std::set<int3> pos = obj->getBlockedPos();
  1208. for(auto & po : pos)
  1209. {
  1210. if(cb->isVisible(po))
  1211. adventureInt->minimap->updateTile(po);
  1212. }
  1213. if(obj->ID == Obj::TOWN)
  1214. {
  1215. if(obj->tempOwner == playerID)
  1216. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1217. else
  1218. towns -= obj;
  1219. adventureInt->townList->update();
  1220. adventureInt->minimap->update();
  1221. }
  1222. assert(cb->getTownsInfo().size() == towns.size());
  1223. }
  1224. }
  1225. void CPlayerInterface::initializeHeroTownList()
  1226. {
  1227. if(!wanderingHeroes.size())
  1228. {
  1229. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1230. for(auto & hero : heroes)
  1231. {
  1232. if(!hero->inTownGarrison)
  1233. wanderingHeroes.push_back(hero);
  1234. }
  1235. }
  1236. if(!towns.size())
  1237. towns = cb->getTownsInfo();
  1238. if(adventureInt)
  1239. adventureInt->updateNextHero(nullptr);
  1240. }
  1241. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1242. {
  1243. EVENT_HANDLER_CALLED_BY_CLIENT;
  1244. waitWhileDialog();
  1245. auto recruitCb = [=](CreatureID id, int count)
  1246. {
  1247. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1248. };
  1249. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1250. }
  1251. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1252. {
  1253. if (GH.amIGuiThread())
  1254. {
  1255. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1256. return;
  1257. }
  1258. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1259. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1260. while(showingDialog->data)
  1261. showingDialog->cond.wait(un);
  1262. }
  1263. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1264. {
  1265. EVENT_HANDLER_CALLED_BY_CLIENT;
  1266. auto state = obj->shipyardStatus();
  1267. TResources cost;
  1268. obj->getBoatCost(cost);
  1269. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1270. }
  1271. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1272. {
  1273. EVENT_HANDLER_CALLED_BY_CLIENT;
  1274. //we might have built a boat in shipyard in opened town screen
  1275. if (obj->ID == Obj::BOAT
  1276. && LOCPLINT->castleInt
  1277. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1278. {
  1279. CCS->soundh->playSound(soundBase::newBuilding);
  1280. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1281. }
  1282. }
  1283. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1284. {
  1285. EVENT_HANDLER_CALLED_BY_CLIENT;
  1286. waitWhileDialog();
  1287. CCS->curh->hide();
  1288. adventureInt->centerOnTile(pos);
  1289. if (focusTime)
  1290. {
  1291. GH.totalRedraw();
  1292. {
  1293. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1294. IgnoreEvents ignore(*this);
  1295. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1296. }
  1297. }
  1298. CCS->curh->show();
  1299. }
  1300. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1304. {
  1305. waitWhileDialog();
  1306. CCS->soundh->playSound(obj->getRemovalSound().get());
  1307. }
  1308. CGI->mh->waitForOngoingAnimations();
  1309. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1310. {
  1311. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1312. heroKilled(h);
  1313. }
  1314. GH.fakeMouseMove();
  1315. }
  1316. void CPlayerInterface::objectRemovedAfter()
  1317. {
  1318. EVENT_HANDLER_CALLED_BY_CLIENT;
  1319. adventureInt->minimap->update();
  1320. }
  1321. void CPlayerInterface::playerBlocked(int reason, bool start)
  1322. {
  1323. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1324. {
  1325. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1326. {
  1327. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1328. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1329. LOCPLINT = this;
  1330. GH.curInt = this;
  1331. adventureInt->selection = nullptr;
  1332. adventureInt->setPlayer(playerID);
  1333. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1334. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1335. std::vector<std::shared_ptr<CComponent>> cmp;
  1336. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1337. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1338. showInfoDialog(msg, cmp);
  1339. makingTurn = false;
  1340. }
  1341. }
  1342. }
  1343. void CPlayerInterface::update()
  1344. {
  1345. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1346. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1347. // While mutexes were locked away we may be have stopped being the active interface
  1348. if (LOCPLINT != this)
  1349. return;
  1350. //if there are any waiting dialogs, show them
  1351. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1352. {
  1353. showingDialog->set(true);
  1354. GH.pushInt(dialogs.front());
  1355. dialogs.pop_front();
  1356. }
  1357. assert(adventureInt);
  1358. // Handles mouse and key input
  1359. GH.updateTime();
  1360. GH.handleEvents();
  1361. GH.simpleRedraw();
  1362. }
  1363. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1364. {
  1365. using namespace boost::filesystem;
  1366. using namespace boost::algorithm;
  1367. path gamesDir = VCMIDirs::get().userSavePath();
  1368. std::map<std::time_t, int> dates; //save number => datestamp
  1369. const directory_iterator enddir;
  1370. if (!exists(gamesDir))
  1371. create_directory(gamesDir);
  1372. else
  1373. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1374. {
  1375. if (is_regular_file(dir->status()))
  1376. {
  1377. std::string name = dir->path().filename().string();
  1378. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1379. {
  1380. char nr = name[namePrefix.size()];
  1381. if (std::isdigit(nr))
  1382. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1383. }
  1384. }
  1385. }
  1386. if (!dates.empty())
  1387. return (--dates.end())->second; //return latest file number
  1388. return 0;
  1389. }
  1390. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. if (player == playerID)
  1394. {
  1395. if (victoryLossCheckResult.loss())
  1396. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1397. //we assume GH.curInt == LOCPLINT
  1398. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1399. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1400. GH.curInt = this; //waiting for dialogs requires this to get events
  1401. if(!makingTurn)
  1402. {
  1403. makingTurn = true; //also needed for dialog to show with current implementation
  1404. waitForAllDialogs();
  1405. makingTurn = false;
  1406. }
  1407. else
  1408. waitForAllDialogs();
  1409. GH.curInt = previousInterface;
  1410. LOCPLINT = previousInterface;
  1411. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1412. {
  1413. if(adventureInt)
  1414. {
  1415. GH.terminate_cond->setn(true);
  1416. adventureInt->deactivate();
  1417. if (GH.topInt() == adventureInt)
  1418. GH.popInt(adventureInt);
  1419. adventureInt.reset();
  1420. }
  1421. }
  1422. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1423. {
  1424. // end game if current human player has won
  1425. CSH->sendClientDisconnecting();
  1426. requestReturningToMainMenu(true);
  1427. }
  1428. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1429. {
  1430. //all human players eliminated
  1431. CSH->sendClientDisconnecting();
  1432. requestReturningToMainMenu(false);
  1433. }
  1434. if (GH.curInt == this) GH.curInt = nullptr;
  1435. }
  1436. else
  1437. {
  1438. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1439. {
  1440. std::string str = victoryLossCheckResult.messageToSelf;
  1441. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1442. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1443. }
  1444. }
  1445. }
  1446. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. }
  1450. void CPlayerInterface::showPuzzleMap()
  1451. {
  1452. EVENT_HANDLER_CALLED_BY_CLIENT;
  1453. waitWhileDialog();
  1454. //TODO: interface should not know the real position of Grail...
  1455. double ratio = 0;
  1456. int3 grailPos = cb->getGrailPos(&ratio);
  1457. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1458. }
  1459. void CPlayerInterface::viewWorldMap()
  1460. {
  1461. adventureInt->openWorldView();
  1462. }
  1463. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1467. GH.popInts(1);
  1468. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1469. paths.erasePath(caster);
  1470. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1471. auto castSoundPath = spell->getCastSound();
  1472. if(!castSoundPath.empty())
  1473. CCS->soundh->playSound(castSoundPath);
  1474. }
  1475. void CPlayerInterface::acceptTurn()
  1476. {
  1477. if (settings["session"]["autoSkip"].Bool())
  1478. {
  1479. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1480. iw->close();
  1481. }
  1482. if(CSH->howManyPlayerInterfaces() > 1)
  1483. {
  1484. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1485. adventureInt->startTurn();
  1486. }
  1487. adventureInt->initializeNewTurn();
  1488. // warn player if he has no town
  1489. if (cb->howManyTowns() == 0)
  1490. {
  1491. auto playerColor = *cb->getPlayerID();
  1492. std::vector<Component> components;
  1493. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  1494. MetaString text;
  1495. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1496. if(optDaysWithoutCastle)
  1497. {
  1498. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1499. if (daysWithoutCastle < 6)
  1500. {
  1501. 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.
  1502. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1503. text.addReplacement(7 - daysWithoutCastle);
  1504. }
  1505. else if (daysWithoutCastle == 6)
  1506. {
  1507. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1508. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1509. }
  1510. showInfoDialogAndWait(components, text);
  1511. }
  1512. else
  1513. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1514. }
  1515. }
  1516. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1517. {
  1518. int msgToShow = -1;
  1519. const auto diggingStatus = h->diggingStatus();
  1520. switch(diggingStatus)
  1521. {
  1522. case EDiggingStatus::CAN_DIG:
  1523. break;
  1524. case EDiggingStatus::LACK_OF_MOVEMENT:
  1525. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1526. break;
  1527. case EDiggingStatus::TILE_OCCUPIED:
  1528. msgToShow = 97; //Try searching on clear ground.
  1529. break;
  1530. case EDiggingStatus::WRONG_TERRAIN:
  1531. msgToShow = 60; ////Try looking on land!
  1532. break;
  1533. case EDiggingStatus::BACKPACK_IS_FULL:
  1534. msgToShow = 247; //Searching for the Grail is fruitless...
  1535. break;
  1536. default:
  1537. assert(0);
  1538. }
  1539. if(msgToShow < 0)
  1540. cb->dig(h);
  1541. else
  1542. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1543. }
  1544. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1545. {
  1546. bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
  1547. bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
  1548. bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
  1549. bool update = (isHero && changedHero) || (isTown);
  1550. // If infobar is showing components and we request an update to hero
  1551. // do not force infobar tick here, it will prevents us to show components just picked up
  1552. if(adventureInt->infoBar->showingComponents() && !update)
  1553. return;
  1554. adventureInt->infoBar->showSelection();
  1555. }
  1556. void CPlayerInterface::battleNewRoundFirst( int round )
  1557. {
  1558. EVENT_HANDLER_CALLED_BY_CLIENT;
  1559. BATTLE_EVENT_POSSIBLE_RETURN;
  1560. battleInt->newRoundFirst(round);
  1561. }
  1562. void CPlayerInterface::stopMovement()
  1563. {
  1564. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1565. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1566. }
  1567. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1568. {
  1569. EVENT_HANDLER_CALLED_BY_CLIENT;
  1570. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1571. {
  1572. //EEMarketMode mode = market->availableModes().front();
  1573. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1574. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1575. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1576. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1577. }
  1578. else
  1579. {
  1580. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1581. }
  1582. }
  1583. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1584. {
  1585. EVENT_HANDLER_CALLED_BY_CLIENT;
  1586. GH.pushIntT<CUniversityWindow>(visitor, market);
  1587. }
  1588. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1589. {
  1590. EVENT_HANDLER_CALLED_BY_CLIENT;
  1591. GH.pushIntT<CHillFortWindow>(visitor, object);
  1592. }
  1593. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1594. {
  1595. EVENT_HANDLER_CALLED_BY_CLIENT;
  1596. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1597. cmw->artifactsChanged(false);
  1598. }
  1599. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1600. {
  1601. EVENT_HANDLER_CALLED_BY_CLIENT;
  1602. GH.pushIntT<CTavernWindow>(townOrTavern);
  1603. }
  1604. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1605. {
  1606. EVENT_HANDLER_CALLED_BY_CLIENT;
  1607. GH.pushIntT<CThievesGuildWindow>(obj);
  1608. }
  1609. void CPlayerInterface::showQuestLog()
  1610. {
  1611. EVENT_HANDLER_CALLED_BY_CLIENT;
  1612. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1613. }
  1614. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1615. {
  1616. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1617. {
  1618. MetaString txt;
  1619. obj->getProblemText(txt);
  1620. showInfoDialog(txt.toString());
  1621. }
  1622. else
  1623. showShipyardDialog(obj);
  1624. }
  1625. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1626. {
  1627. if(won && cb->getStartInfo()->campState)
  1628. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1629. else
  1630. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1631. }
  1632. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1633. {
  1634. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1635. if(hero)
  1636. {
  1637. auto art = hero->getArt(al.slot);
  1638. if(art == nullptr)
  1639. {
  1640. logGlobal->error("artifact location %d points to nothing",
  1641. al.slot.num);
  1642. return;
  1643. }
  1644. CHeroArtPlace::askToAssemble(hero, al.slot);
  1645. }
  1646. }
  1647. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1648. {
  1649. EVENT_HANDLER_CALLED_BY_CLIENT;
  1650. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1651. updateInfo(hero);
  1652. askToAssembleArtifact(al);
  1653. }
  1654. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1655. {
  1656. EVENT_HANDLER_CALLED_BY_CLIENT;
  1657. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1658. updateInfo(hero);
  1659. for(auto isa : GH.listInt)
  1660. {
  1661. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1662. if (artWin)
  1663. artWin->artifactRemoved(al);
  1664. }
  1665. waitWhileDialog();
  1666. }
  1667. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1668. {
  1669. EVENT_HANDLER_CALLED_BY_CLIENT;
  1670. auto hero = boost::apply_visitor(HeroObjectRetriever(), dst.artHolder);
  1671. updateInfo(hero);
  1672. bool redraw = true;
  1673. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1674. if(numOfMovedArts != 0)
  1675. {
  1676. numOfMovedArts--;
  1677. if(numOfMovedArts != 0)
  1678. redraw = false;
  1679. }
  1680. for(auto isa : GH.listInt)
  1681. {
  1682. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1683. if (artWin)
  1684. artWin->artifactMoved(src, dst, redraw);
  1685. }
  1686. waitWhileDialog();
  1687. }
  1688. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1689. {
  1690. numOfMovedArts = numOfArts;
  1691. }
  1692. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1693. {
  1694. EVENT_HANDLER_CALLED_BY_CLIENT;
  1695. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1696. updateInfo(hero);
  1697. for(auto isa : GH.listInt)
  1698. {
  1699. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1700. if (artWin)
  1701. artWin->artifactAssembled(al);
  1702. }
  1703. }
  1704. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1705. {
  1706. EVENT_HANDLER_CALLED_BY_CLIENT;
  1707. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1708. updateInfo(hero);
  1709. for(auto isa : GH.listInt)
  1710. {
  1711. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1712. if (artWin)
  1713. artWin->artifactDisassembled(al);
  1714. }
  1715. }
  1716. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1717. {
  1718. EVENT_HANDLER_CALLED_BY_CLIENT;
  1719. if (!vstd::contains (GH.listInt, adventureInt))
  1720. {
  1721. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1722. GH.pushInt (adventureInt);
  1723. }
  1724. else
  1725. {
  1726. if (player == playerID)
  1727. adventureInt->infoBar->showSelection();
  1728. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1729. GH.popInts(1);
  1730. }
  1731. if(CSH->howManyPlayerInterfaces() == 1)
  1732. {
  1733. GH.curInt = this;
  1734. adventureInt->startTurn();
  1735. }
  1736. if (player != playerID && this == LOCPLINT)
  1737. {
  1738. waitWhileDialog();
  1739. adventureInt->aiTurnStarted();
  1740. }
  1741. }
  1742. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1743. {
  1744. while(!dialogs.empty())
  1745. {
  1746. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1747. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1748. }
  1749. waitWhileDialog(unlockPim);
  1750. }
  1751. void CPlayerInterface::proposeLoadingGame()
  1752. {
  1753. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1754. }
  1755. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1756. {
  1757. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1758. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1759. }
  1760. bool CPlayerInterface::capturedAllEvents()
  1761. {
  1762. if (duringMovement)
  1763. {
  1764. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1765. return true;
  1766. }
  1767. bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
  1768. if (ignoreEvents || needToLockAdventureMap)
  1769. {
  1770. boost::unique_lock<boost::mutex> un(eventsM);
  1771. while(!SDLEventsQueue.empty())
  1772. {
  1773. SDLEventsQueue.pop();
  1774. }
  1775. return true;
  1776. }
  1777. return false;
  1778. }
  1779. void CPlayerInterface::setMovementStatus(bool value)
  1780. {
  1781. duringMovement = value;
  1782. if (value)
  1783. {
  1784. CCS->curh->hide();
  1785. }
  1786. else
  1787. {
  1788. CCS->curh->show();
  1789. }
  1790. }
  1791. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1792. {
  1793. int i = 1;
  1794. auto getObj = [&](int3 coord, bool ignoreHero)
  1795. {
  1796. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1797. };
  1798. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1799. {
  1800. if (action != CGPathNode::TELEPORT_NORMAL &&
  1801. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1802. action != CGPathNode::TELEPORT_BATTLE)
  1803. {
  1804. return false;
  1805. }
  1806. return true;
  1807. };
  1808. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1809. {
  1810. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1811. return nextObjectTop;
  1812. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1813. CGTeleport::isConnected(currentObject, nextObject))
  1814. {
  1815. return nextObject;
  1816. }
  1817. return nullptr;
  1818. };
  1819. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1820. stillMoveHero.data = CONTINUE_MOVE;
  1821. auto doMovement = [&](int3 dst, bool transit)
  1822. {
  1823. stillMoveHero.data = WAITING_MOVE;
  1824. cb->moveHero(h, dst, transit);
  1825. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1826. stillMoveHero.cond.wait(un);
  1827. };
  1828. {
  1829. for (auto & elem : path.nodes)
  1830. elem.coord = h->convertFromVisitablePos(elem.coord);
  1831. TerrainId currentTerrain = ETerrainId::NONE;
  1832. TerrainId newTerrain;
  1833. bool wasOnRoad = true;
  1834. int sh = -1;
  1835. auto canStop = [&](CGPathNode * node) -> bool
  1836. {
  1837. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1838. return true;
  1839. if (node->accessible == CGPathNode::ACCESSIBLE)
  1840. return true;
  1841. return false;
  1842. };
  1843. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1844. {
  1845. int3 prevCoord = path.nodes[i].coord;
  1846. int3 nextCoord = path.nodes[i-1].coord;
  1847. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1848. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1849. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1850. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1851. auto nextObjectTop = getObj(nextCoord, false);
  1852. auto nextObject = getObj(nextCoord, true);
  1853. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1854. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1855. {
  1856. CCS->soundh->stopSound(sh);
  1857. destinationTeleport = destTeleportObj->id;
  1858. destinationTeleportPos = nextCoord;
  1859. doMovement(h->pos, false);
  1860. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1861. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1862. {
  1863. destinationTeleport = ObjectInstanceID();
  1864. destinationTeleportPos = int3(-1);
  1865. }
  1866. if(i != path.nodes.size() - 1)
  1867. {
  1868. if (movingOnRoad)
  1869. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1870. else
  1871. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1872. }
  1873. continue;
  1874. }
  1875. if (path.nodes[i-1].turns)
  1876. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1877. stillMoveHero.data = STOP_MOVE;
  1878. break;
  1879. }
  1880. // Start a new sound for the hero movement or let the existing one carry on.
  1881. #if 0
  1882. // TODO
  1883. if (hero is flying && sh == -1)
  1884. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1885. #endif
  1886. {
  1887. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1888. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1889. {
  1890. CCS->soundh->stopSound(sh);
  1891. if (movingOnRoad)
  1892. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1893. else
  1894. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1895. currentTerrain = newTerrain;
  1896. wasOnRoad = movingOnRoad;
  1897. }
  1898. }
  1899. 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
  1900. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1901. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1902. bool useTransit = false;
  1903. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1904. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1905. || CGTeleport::isTeleport(nextObjectTop)))
  1906. { // Hero should be able to go through object if it's allow transit
  1907. useTransit = true;
  1908. }
  1909. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1910. useTransit = true;
  1911. doMovement(endpos, useTransit);
  1912. logGlobal->trace("Resuming %s", __FUNCTION__);
  1913. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1914. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1915. break;
  1916. }
  1917. CCS->soundh->stopSound(sh);
  1918. }
  1919. //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
  1920. if (!showingDialog->get())
  1921. GH.fakeMouseMove();
  1922. //todo: this should be in main thread
  1923. if (adventureInt)
  1924. {
  1925. // (i == 0) means hero went through all the path
  1926. adventureInt->updateMoveHero(h, (i != 0));
  1927. adventureInt->updateNextHero(h);
  1928. }
  1929. CGI->mh->waitForOngoingAnimations();
  1930. setMovementStatus(false);
  1931. }
  1932. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1933. {
  1934. EVENT_HANDLER_CALLED_BY_CLIENT;
  1935. adventureInt->openWorldView(objectPositions, showTerrain );
  1936. }