CPlayerInterface.cpp 62 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/pathfinder/CGPathNode.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/JsonNode.h"
  60. #include "CMusicHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/NetPacksBase.h"
  63. #include "../lib/NetPacks.h"//todo: remove
  64. #include "../lib/VCMIDirs.h"
  65. #include "../lib/CStopWatch.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/CPlayerState.h"
  68. #include "../lib/GameConstants.h"
  69. #include "gui/CGuiHandler.h"
  70. #include "gui/WindowHandler.h"
  71. #include "windows/InfoWindows.h"
  72. #include "../lib/UnlockGuard.h"
  73. #include "../lib/RoadHandler.h"
  74. #include "../lib/TerrainHandler.h"
  75. #include "CServerHandler.h"
  76. // FIXME: only needed for CGameState::mutex
  77. #include "../lib/gameState/CGameState.h"
  78. #include "eventsSDL/NotificationHandler.h"
  79. #include "adventureMap/CInGameConsole.h"
  80. // The macro below is used to mark functions that are called by client when game state changes.
  81. // They all assume that CPlayerInterface::pim mutex is locked.
  82. #define EVENT_HANDLER_CALLED_BY_CLIENT
  83. // The macro marks functions that are run on a new thread by client.
  84. // They do not own any mutexes intiially.
  85. #define THREAD_CREATED_BY_CLIENT
  86. #define RETURN_IF_QUICK_COMBAT \
  87. if (isAutoFightOn && !battleInt) \
  88. return;
  89. #define BATTLE_EVENT_POSSIBLE_RETURN\
  90. if (LOCPLINT != this) \
  91. return; \
  92. RETURN_IF_QUICK_COMBAT
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  97. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  98. struct HeroObjectRetriever
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  110. localState(std::make_unique<PlayerLocalState>(*this))
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  113. destinationTeleport = ObjectInstanceID();
  114. destinationTeleportPos = int3(-1);
  115. GH.defActionsDef = 0;
  116. LOCPLINT = this;
  117. curAction = nullptr;
  118. playerID=Player;
  119. human=true;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  136. delete showingDialog;
  137. delete cingconsole;
  138. if (LOCPLINT == this)
  139. LOCPLINT = nullptr;
  140. }
  141. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  142. {
  143. cb = CB;
  144. env = ENV;
  145. CCS->musich->loadTerrainMusicThemes();
  146. initializeHeroTownList();
  147. // always recreate advmap interface to avoid possible memory-corruption bugs
  148. adventureInt.reset(new AdventureMapInterface());
  149. }
  150. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  151. {
  152. EVENT_HANDLER_CALLED_BY_CLIENT;
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // remove all dialogs that do not expect query answer
  160. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  161. GH.windows().popWindows(1);
  162. if (player != playerID && LOCPLINT == this)
  163. {
  164. waitWhileDialog();
  165. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  166. adventureInt->onEnemyTurnStarted(player, isHuman);
  167. }
  168. }
  169. void CPlayerInterface::performAutosave()
  170. {
  171. std::string prefix = settings["session"]["saveprefix"].String();
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(firstCall)
  174. {
  175. autosaveCount = getLastIndex(prefix + "Autosave_");
  176. if(firstCall > 0) //new game, not loaded
  177. {
  178. int index = getLastIndex(prefix + "Newgame_");
  179. index %= SAVES_COUNT;
  180. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  181. }
  182. firstCall = 0;
  183. }
  184. else if(frequency > 0 && cb->getDate() % frequency == 0)
  185. {
  186. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  187. autosaveCount %= 5;
  188. }
  189. }
  190. void CPlayerInterface::yourTurn()
  191. {
  192. EVENT_HANDLER_CALLED_BY_CLIENT;
  193. {
  194. LOCPLINT = this;
  195. GH.curInt = this;
  196. NotificationHandler::notify("Your turn");
  197. performAutosave();
  198. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  199. {
  200. adventureInt->onHotseatWaitStarted(playerID);
  201. makingTurn = true;
  202. std::string msg = CGI->generaltexth->allTexts[13];
  203. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  204. std::vector<std::shared_ptr<CComponent>> cmp;
  205. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  206. showInfoDialog(msg, cmp);
  207. }
  208. else
  209. {
  210. makingTurn = true;
  211. adventureInt->onPlayerTurnStarted(playerID);
  212. }
  213. }
  214. acceptTurn();
  215. }
  216. void CPlayerInterface::acceptTurn()
  217. {
  218. if (settings["session"]["autoSkip"].Bool())
  219. {
  220. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  221. iw->close();
  222. }
  223. if(CSH->howManyPlayerInterfaces() > 1)
  224. {
  225. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. // warn player if he has no town
  229. if (cb->howManyTowns() == 0)
  230. {
  231. auto playerColor = *cb->getPlayerID();
  232. std::vector<Component> components;
  233. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  234. MetaString text;
  235. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  236. if(optDaysWithoutCastle)
  237. {
  238. auto daysWithoutCastle = optDaysWithoutCastle.value();
  239. if (daysWithoutCastle < 6)
  240. {
  241. text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  242. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  243. text.replaceNumber(7 - daysWithoutCastle);
  244. }
  245. else if (daysWithoutCastle == 6)
  246. {
  247. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  248. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  249. }
  250. showInfoDialogAndWait(components, text);
  251. }
  252. else
  253. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  254. }
  255. }
  256. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  257. {
  258. EVENT_HANDLER_CALLED_BY_CLIENT;
  259. waitWhileDialog();
  260. if(LOCPLINT != this)
  261. return;
  262. //FIXME: read once and store
  263. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  264. return;
  265. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  266. if (!hero)
  267. return;
  268. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  269. {
  270. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  271. CCS->soundh->playSound(hero->getRemovalSound().value());
  272. }
  273. std::unordered_set<int3> changedTiles {
  274. hero->convertToVisitablePos(details.start),
  275. hero->convertToVisitablePos(details.end)
  276. };
  277. adventureInt->onMapTilesChanged(changedTiles);
  278. adventureInt->onHeroMovementStarted(hero);
  279. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  280. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  281. {
  282. if(details.result == TryMoveHero::TELEPORTATION)
  283. {
  284. if(localState->hasPath(hero))
  285. {
  286. assert(localState->getPath(hero).nodes.size() >= 2);
  287. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  288. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  289. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  290. {
  291. //path was between entrance and exit of teleport -> OK, erase node as usual
  292. localState->removeLastNode(hero);
  293. }
  294. else
  295. {
  296. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  297. localState->erasePath(hero);
  298. }
  299. }
  300. }
  301. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  302. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  303. {
  304. localState->erasePath(hero);
  305. }
  306. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  307. {
  308. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  309. localState->removeLastNode(hero);
  310. }
  311. }
  312. if(details.stopMovement()) //hero failed to move
  313. {
  314. stillMoveHero.setn(STOP_MOVE);
  315. adventureInt->onHeroChanged(hero);
  316. return;
  317. }
  318. CGI->mh->waitForOngoingAnimations();
  319. //move finished
  320. adventureInt->onHeroChanged(hero);
  321. //check if user cancelled movement
  322. {
  323. if (GH.input().ignoreEventsUntilInput())
  324. stillMoveHero.setn(STOP_MOVE);
  325. }
  326. if (stillMoveHero.get() == WAITING_MOVE)
  327. stillMoveHero.setn(DURING_MOVE);
  328. // Hero attacked creature directly, set direction to face it.
  329. if (directlyAttackingCreature) {
  330. // Get direction to attacker.
  331. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  332. static const ui8 dirLookup[3][3] = {
  333. { 1, 2, 3 },
  334. { 8, 0, 4 },
  335. { 7, 6, 5 }
  336. };
  337. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  338. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  339. }
  340. }
  341. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  345. // if hero is not in town garrison
  346. if (vstd::contains(localState->getWanderingHeroes(), hero))
  347. localState->removeWanderingHero(hero);
  348. adventureInt->onHeroChanged(hero);
  349. localState->erasePath(hero);
  350. }
  351. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  352. {
  353. EVENT_HANDLER_CALLED_BY_CLIENT;
  354. if(start && visitedObj)
  355. {
  356. if(visitedObj->getVisitSound())
  357. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  358. }
  359. }
  360. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. localState->addWanderingHero(hero);
  364. adventureInt->onHeroChanged(hero);
  365. }
  366. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  367. {
  368. if(castleInt)
  369. castleInt->close();
  370. castleInt = nullptr;
  371. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  372. GH.windows().pushWindow(newCastleInt);
  373. }
  374. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. if (which == 4)
  378. {
  379. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  380. ctw->setExpToLevel();
  381. }
  382. else
  383. adventureInt->onHeroChanged(hero);
  384. }
  385. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  389. cuw->redraw();
  390. }
  391. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. adventureInt->onHeroChanged(hero);
  395. if (makingTurn && hero->tempOwner == playerID)
  396. adventureInt->onHeroChanged(hero);
  397. }
  398. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. if (makingTurn && hero->tempOwner == playerID)
  402. adventureInt->onHeroChanged(hero);
  403. }
  404. void CPlayerInterface::receivedResource()
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  408. mw->resourceChanged();
  409. GH.windows().totalRedraw();
  410. }
  411. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. waitWhileDialog();
  415. CCS->soundh->playSound(soundBase::heroNewLevel);
  416. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  417. {
  418. cb->selectionMade(selection, queryID);
  419. });
  420. }
  421. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. waitWhileDialog();
  425. CCS->soundh->playSound(soundBase::heroNewLevel);
  426. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  427. {
  428. cb->selectionMade(selection, queryID);
  429. });
  430. }
  431. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  432. {
  433. EVENT_HANDLER_CALLED_BY_CLIENT;
  434. if(town->garrisonHero) //wandering hero moved to the garrison
  435. {
  436. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  437. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  438. localState->removeWanderingHero(town->garrisonHero);
  439. }
  440. if(town->visitingHero) //hero leaves garrison
  441. {
  442. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  443. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  444. localState->addWanderingHero(town->visitingHero);
  445. }
  446. adventureInt->onHeroChanged(nullptr);
  447. adventureInt->onTownChanged(town);
  448. if(castleInt)
  449. {
  450. castleInt->garr->selectSlot(nullptr);
  451. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  452. castleInt->garr->setArmy(town->visitingHero, 1);
  453. castleInt->garr->recreateSlots();
  454. castleInt->heroes->update();
  455. // Perform totalRedraw to update hero list on adventure map
  456. GH.windows().totalRedraw();
  457. }
  458. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  459. {
  460. ki->townChanged(town);
  461. ki->updateGarrisons();
  462. ki->redraw();
  463. }
  464. }
  465. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  466. {
  467. EVENT_HANDLER_CALLED_BY_CLIENT;
  468. if (hero->tempOwner != playerID )
  469. return;
  470. waitWhileDialog();
  471. openTownWindow(town);
  472. }
  473. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  474. {
  475. std::vector<const CGObjectInstance *> instances;
  476. if(auto obj = cb->getObj(id1))
  477. instances.push_back(obj);
  478. if(id2 != ObjectInstanceID() && id2 != id1)
  479. {
  480. if(auto obj = cb->getObj(id2))
  481. instances.push_back(obj);
  482. }
  483. garrisonsChanged(instances);
  484. }
  485. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  486. {
  487. boost::unique_lock<boost::recursive_mutex> un(*pim);
  488. for (auto object : objs)
  489. {
  490. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  491. auto * town = dynamic_cast<const CGTownInstance*>(object);
  492. if (hero)
  493. {
  494. adventureInt->onHeroChanged(hero);
  495. if(hero->inTownGarrison)
  496. {
  497. adventureInt->onTownChanged(hero->visitedTown);
  498. }
  499. }
  500. if (town)
  501. adventureInt->onTownChanged(town);
  502. }
  503. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  504. cgh->updateGarrisons();
  505. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  506. {
  507. if (vstd::contains(objs, cmw->hero))
  508. cmw->garrisonChanged();
  509. }
  510. GH.windows().totalRedraw();
  511. }
  512. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  513. {
  514. EVENT_HANDLER_CALLED_BY_CLIENT;
  515. adventureInt->onTownChanged(town);
  516. if (castleInt)
  517. {
  518. castleInt->townlist->updateElement(town);
  519. if (castleInt->town == town)
  520. {
  521. switch(what)
  522. {
  523. case 1:
  524. CCS->soundh->playSound(soundBase::newBuilding);
  525. castleInt->addBuilding(buildingID);
  526. break;
  527. case 2:
  528. castleInt->removeBuilding(buildingID);
  529. break;
  530. }
  531. }
  532. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  533. GH.windows().totalRedraw();
  534. }
  535. }
  536. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  537. {
  538. //Don't wait for dialogs when we are non-active hot-seat player
  539. if (LOCPLINT == this)
  540. waitForAllDialogs();
  541. }
  542. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  543. {
  544. EVENT_HANDLER_CALLED_BY_CLIENT;
  545. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  546. lastBattleArmies.first = army1;
  547. lastBattleArmies.second = army2;
  548. //quick combat with neutral creatures only
  549. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  550. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  551. && (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
  552. && settings["adventure"]["quickCombat"].Bool())
  553. || settings["adventure"]["alwaysSkipCombat"].Bool())
  554. {
  555. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  556. autofightingAI->initBattleInterface(env, cb);
  557. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  558. isAutoFightOn = true;
  559. cb->registerBattleInterface(autofightingAI);
  560. // Player shouldn't be able to move on adventure map if quick combat is going
  561. allowBattleReplay = true;
  562. }
  563. //Don't wait for dialogs when we are non-active hot-seat player
  564. if (LOCPLINT == this)
  565. waitForAllDialogs();
  566. BATTLE_EVENT_POSSIBLE_RETURN;
  567. }
  568. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  569. {
  570. EVENT_HANDLER_CALLED_BY_CLIENT;
  571. BATTLE_EVENT_POSSIBLE_RETURN;
  572. for(auto & info : units)
  573. {
  574. switch(info.operation)
  575. {
  576. case UnitChanges::EOperation::RESET_STATE:
  577. {
  578. const CStack * stack = cb->battleGetStackByID(info.id );
  579. if(!stack)
  580. {
  581. logGlobal->error("Invalid unit ID %d", info.id);
  582. continue;
  583. }
  584. battleInt->stackReset(stack);
  585. }
  586. break;
  587. case UnitChanges::EOperation::REMOVE:
  588. battleInt->stackRemoved(info.id);
  589. break;
  590. case UnitChanges::EOperation::ADD:
  591. {
  592. const CStack * unit = cb->battleGetStackByID(info.id);
  593. if(!unit)
  594. {
  595. logGlobal->error("Invalid unit ID %d", info.id);
  596. continue;
  597. }
  598. battleInt->stackAdded(unit);
  599. }
  600. break;
  601. default:
  602. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  603. break;
  604. }
  605. }
  606. }
  607. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. BATTLE_EVENT_POSSIBLE_RETURN;
  611. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  612. std::vector<ObstacleChanges> removedObstacles;
  613. for(auto & change : obstacles)
  614. {
  615. if(change.operation == BattleChanges::EOperation::ADD)
  616. {
  617. auto instance = cb->battleGetObstacleByID(change.id);
  618. if(instance)
  619. newObstacles.push_back(instance);
  620. else
  621. logNetwork->error("Invalid obstacle instance %d", change.id);
  622. }
  623. if(change.operation == BattleChanges::EOperation::REMOVE)
  624. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  625. }
  626. if (!newObstacles.empty())
  627. battleInt->obstaclePlaced(newObstacles);
  628. if (!removedObstacles.empty())
  629. battleInt->obstacleRemoved(removedObstacles);
  630. battleInt->fieldController->redrawBackgroundWithHexes();
  631. }
  632. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. battleInt->stackIsCatapulting(ca);
  637. }
  638. 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
  639. {
  640. EVENT_HANDLER_CALLED_BY_CLIENT;
  641. BATTLE_EVENT_POSSIBLE_RETURN;
  642. battleInt->newRound(round);
  643. }
  644. void CPlayerInterface::actionStarted(const BattleAction &action)
  645. {
  646. EVENT_HANDLER_CALLED_BY_CLIENT;
  647. BATTLE_EVENT_POSSIBLE_RETURN;
  648. curAction = new BattleAction(action);
  649. battleInt->startAction(curAction);
  650. }
  651. void CPlayerInterface::actionFinished(const BattleAction &action)
  652. {
  653. EVENT_HANDLER_CALLED_BY_CLIENT;
  654. BATTLE_EVENT_POSSIBLE_RETURN;
  655. battleInt->endAction(curAction);
  656. delete curAction;
  657. curAction = nullptr;
  658. }
  659. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  660. {
  661. EVENT_HANDLER_CALLED_BY_CLIENT;
  662. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  663. assert(!cb->battleIsFinished());
  664. if (cb->battleIsFinished())
  665. {
  666. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  667. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  668. return ;
  669. }
  670. if (autofightingAI)
  671. {
  672. if (isAutoFightOn)
  673. {
  674. autofightingAI->activeStack(stack);
  675. return;
  676. }
  677. cb->unregisterBattleInterface(autofightingAI);
  678. autofightingAI.reset();
  679. }
  680. assert(battleInt);
  681. if(!battleInt)
  682. {
  683. // probably battle is finished already
  684. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  685. }
  686. {
  687. boost::unique_lock<boost::recursive_mutex> un(*pim);
  688. battleInt->stackActivated(stack);
  689. //Regeneration & mana drain go there
  690. }
  691. }
  692. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. if(isAutoFightOn || autofightingAI)
  696. {
  697. isAutoFightOn = false;
  698. cb->unregisterBattleInterface(autofightingAI);
  699. autofightingAI.reset();
  700. if(!battleInt)
  701. {
  702. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  703. allowBattleReplay = false;
  704. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  705. wnd->resultCallback = [=](ui32 selection)
  706. {
  707. cb->selectionMade(selection, queryID);
  708. };
  709. GH.windows().pushWindow(wnd);
  710. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  711. // Otherwise NewTurn causes freeze.
  712. waitWhileDialog();
  713. return;
  714. }
  715. }
  716. BATTLE_EVENT_POSSIBLE_RETURN;
  717. battleInt->battleFinished(*br, queryID);
  718. }
  719. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  720. {
  721. EVENT_HANDLER_CALLED_BY_CLIENT;
  722. BATTLE_EVENT_POSSIBLE_RETURN;
  723. battleInt->displayBattleLog(lines);
  724. }
  725. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  726. {
  727. EVENT_HANDLER_CALLED_BY_CLIENT;
  728. BATTLE_EVENT_POSSIBLE_RETURN;
  729. battleInt->stackMoved(stack, dest, distance, teleport);
  730. }
  731. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. battleInt->spellCast(sc);
  736. }
  737. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. battleInt->battleStacksEffectsSet(sse);
  742. }
  743. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  744. {
  745. EVENT_HANDLER_CALLED_BY_CLIENT;
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. RETURN_IF_QUICK_COMBAT;
  748. battleInt->effectsController->battleTriggerEffect(bte);
  749. }
  750. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  751. {
  752. EVENT_HANDLER_CALLED_BY_CLIENT;
  753. BATTLE_EVENT_POSSIBLE_RETURN;
  754. std::vector<StackAttackedInfo> arg;
  755. for(auto & elem : bsa)
  756. {
  757. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  758. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  759. assert(defender);
  760. StackAttackedInfo info;
  761. info.defender = defender;
  762. info.attacker = attacker;
  763. info.damageDealt = elem.damageAmount;
  764. info.amountKilled = elem.killedAmount;
  765. info.spellEffect = SpellID::NONE;
  766. info.indirectAttack = ranged;
  767. info.killed = elem.killed();
  768. info.rebirth = elem.willRebirth();
  769. info.cloneKilled = elem.cloneKilled();
  770. info.fireShield = elem.fireShield();
  771. if (elem.isSpell())
  772. info.spellEffect = elem.spellID;
  773. arg.push_back(info);
  774. }
  775. battleInt->stacksAreAttacked(arg);
  776. }
  777. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. BATTLE_EVENT_POSSIBLE_RETURN;
  781. assert(curAction);
  782. StackAttackInfo info;
  783. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  784. info.defender = nullptr;
  785. info.indirectAttack = ba->shot();
  786. info.lucky = ba->lucky();
  787. info.unlucky = ba->unlucky();
  788. info.deathBlow = ba->deathBlow();
  789. info.lifeDrain = ba->lifeDrain();
  790. info.tile = ba->tile;
  791. info.spellEffect = SpellID::NONE;
  792. if (ba->spellLike())
  793. info.spellEffect = ba->spellID;
  794. for(auto & elem : ba->bsa)
  795. {
  796. if(!elem.isSecondary())
  797. {
  798. assert(info.defender == nullptr);
  799. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  800. }
  801. else
  802. {
  803. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  804. }
  805. }
  806. assert(info.defender != nullptr);
  807. assert(info.attacker != nullptr);
  808. battleInt->stackAttacking(info);
  809. }
  810. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  811. {
  812. EVENT_HANDLER_CALLED_BY_CLIENT;
  813. BATTLE_EVENT_POSSIBLE_RETURN;
  814. battleInt->gateStateChanged(state);
  815. }
  816. void CPlayerInterface::yourTacticPhase(int distance)
  817. {
  818. EVENT_HANDLER_CALLED_BY_CLIENT;
  819. }
  820. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  821. {
  822. EVENT_HANDLER_CALLED_BY_CLIENT;
  823. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  824. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  825. if(autoTryHover || type == EInfoWindowMode::INFO)
  826. {
  827. waitWhileDialog(); //Fix for mantis #98
  828. adventureInt->showInfoBoxMessage(components, text, timer);
  829. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  830. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  831. return;
  832. }
  833. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  834. {
  835. return;
  836. }
  837. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  838. do
  839. {
  840. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  841. std::vector<std::shared_ptr<CComponent>> intComps;
  842. for (auto & component : sender)
  843. intComps.push_back(std::make_shared<CComponent>(component));
  844. showInfoDialog(text,intComps,soundID);
  845. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  846. }
  847. while(!vect.empty());
  848. }
  849. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  850. {
  851. std::vector<std::shared_ptr<CComponent>> intComps;
  852. intComps.push_back(component);
  853. showInfoDialog(text, intComps, soundBase::sound_todo);
  854. }
  855. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  856. {
  857. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  858. waitWhileDialog();
  859. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  860. {
  861. return;
  862. }
  863. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  864. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  865. {
  866. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  867. showingDialog->set(true);
  868. stopMovement(); // interrupt movement to show dialog
  869. GH.windows().pushWindow(temp);
  870. }
  871. else
  872. {
  873. dialogs.push_back(temp);
  874. }
  875. }
  876. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. std::string str = text.toString();
  880. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  881. waitWhileDialog();
  882. }
  883. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  884. {
  885. boost::unique_lock<boost::recursive_mutex> un(*pim);
  886. stopMovement();
  887. LOCPLINT->showingDialog->setn(true);
  888. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  889. }
  890. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  891. {
  892. EVENT_HANDLER_CALLED_BY_CLIENT;
  893. waitWhileDialog();
  894. stopMovement();
  895. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  896. if (!selection && cancel) //simple yes/no dialog
  897. {
  898. std::vector<std::shared_ptr<CComponent>> intComps;
  899. for (auto & component : components)
  900. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  901. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  902. }
  903. else if (selection)
  904. {
  905. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  906. for (auto & component : components)
  907. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  908. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  909. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  910. if (cancel)
  911. {
  912. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  913. }
  914. int charperline = 35;
  915. if (pom.size() > 1)
  916. charperline = 50;
  917. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  918. intComps[0]->clickPressed(GH.getCursorPosition());
  919. intComps[0]->clickReleased(GH.getCursorPosition());
  920. }
  921. }
  922. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  923. {
  924. EVENT_HANDLER_CALLED_BY_CLIENT;
  925. int choosenExit = -1;
  926. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  927. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  928. choosenExit = vstd::find_pos(exits, neededExit);
  929. cb->selectionMade(choosenExit, askID);
  930. }
  931. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  932. {
  933. EVENT_HANDLER_CALLED_BY_CLIENT;
  934. auto selectCallback = [=](int selection)
  935. {
  936. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  937. reply.Integer() = selection;
  938. cb->sendQueryReply(reply, askID);
  939. };
  940. auto cancelCallback = [=]()
  941. {
  942. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  943. cb->sendQueryReply(reply, askID);
  944. };
  945. const std::string localTitle = title.toString();
  946. const std::string localDescription = description.toString();
  947. std::vector<int> tempList;
  948. tempList.reserve(objects.size());
  949. for(auto item : objects)
  950. tempList.push_back(item.getNum());
  951. CComponent localIconC(icon);
  952. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  953. localIconC.removeChild(localIcon.get(), false);
  954. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  955. wnd->onExit = cancelCallback;
  956. GH.windows().pushWindow(wnd);
  957. }
  958. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  959. {
  960. EVENT_HANDLER_CALLED_BY_CLIENT;
  961. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  962. adventureInt->onMapTilesChanged(pos);
  963. }
  964. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. adventureInt->onMapTilesChanged(pos);
  968. }
  969. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  970. {
  971. boost::unique_lock<boost::recursive_mutex> un(*pim);
  972. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  973. }
  974. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  975. {
  976. EVENT_HANDLER_CALLED_BY_CLIENT;
  977. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  978. {
  979. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  980. fortScreen->creaturesChangedEventHandler();
  981. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  982. castleInterface->creaturesChangedEventHandler();
  983. if (townObj)
  984. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  985. ki->townChanged(townObj);
  986. }
  987. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  988. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  989. {
  990. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  991. if (crw->dwelling == town)
  992. crw->availableCreaturesChanged();
  993. }
  994. }
  995. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  996. {
  997. EVENT_HANDLER_CALLED_BY_CLIENT;
  998. if (bonus.type == BonusType::NONE)
  999. return;
  1000. adventureInt->onHeroChanged(hero);
  1001. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1002. {
  1003. //recalculate paths because hero has lost bonus influencing pathfinding
  1004. localState->erasePath(hero);
  1005. }
  1006. }
  1007. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1008. {
  1009. EVENT_HANDLER_CALLED_BY_CLIENT;
  1010. localState->serialize(h, version);
  1011. }
  1012. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1013. {
  1014. EVENT_HANDLER_CALLED_BY_CLIENT;
  1015. localState->serialize(h, version);
  1016. firstCall = -1;
  1017. }
  1018. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1019. {
  1020. LOG_TRACE(logGlobal);
  1021. if (!LOCPLINT->makingTurn)
  1022. return;
  1023. if (!h)
  1024. return; //can't find hero
  1025. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1026. if (showingDialog->get() || !dialogs.empty())
  1027. return;
  1028. setMovementStatus(true);
  1029. if (localState->isHeroSleeping(h))
  1030. localState->setHeroAwaken(h);
  1031. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1032. }
  1033. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1037. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1038. {
  1039. onEnd();
  1040. return;
  1041. }
  1042. waitForAllDialogs();
  1043. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1044. cgw->quit->addCallback(onEnd);
  1045. GH.windows().pushWindow(cgw);
  1046. }
  1047. /**
  1048. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1049. * into a combinational one on an artifact screen. Does not require the combination of
  1050. * artifacts to be legal.
  1051. */
  1052. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1053. {
  1054. std::string text = artifact->getDescriptionTranslated();
  1055. text += "\n\n";
  1056. std::vector<std::shared_ptr<CComponent>> scs;
  1057. if(assembledArtifact)
  1058. {
  1059. // You possess all of the components to...
  1060. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1061. // Picture of assembled artifact at bottom.
  1062. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1063. scs.push_back(sc);
  1064. }
  1065. else
  1066. {
  1067. // Do you wish to disassemble this artifact?
  1068. text += CGI->generaltexth->allTexts[733];
  1069. }
  1070. showYesNoDialog(text, onYes, nullptr, scs);
  1071. }
  1072. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1073. {
  1074. EVENT_HANDLER_CALLED_BY_CLIENT;
  1075. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1076. && destinationTeleport == ObjectInstanceID())
  1077. stillMoveHero.setn(CONTINUE_MOVE);
  1078. if (destinationTeleport != ObjectInstanceID()
  1079. && pa->packType == typeList.getTypeID<QueryReply>()
  1080. && stillMoveHero.get() == DURING_MOVE)
  1081. { // After teleportation via CGTeleport object is finished
  1082. destinationTeleport = ObjectInstanceID();
  1083. destinationTeleportPos = int3(-1);
  1084. stillMoveHero.setn(CONTINUE_MOVE);
  1085. }
  1086. }
  1087. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1088. {
  1089. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1090. }
  1091. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1092. {
  1093. EVENT_HANDLER_CALLED_BY_CLIENT;
  1094. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1095. }
  1096. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1097. {
  1098. if (sop->what == ObjProperty::OWNER)
  1099. {
  1100. const CGObjectInstance * obj = cb->getObj(sop->id);
  1101. if(obj->ID == Obj::TOWN)
  1102. {
  1103. auto town = static_cast<const CGTownInstance *>(obj);
  1104. if(obj->tempOwner == playerID)
  1105. {
  1106. localState->removeOwnedTown(town);
  1107. adventureInt->onTownChanged(town);
  1108. }
  1109. }
  1110. }
  1111. }
  1112. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1113. {
  1114. EVENT_HANDLER_CALLED_BY_CLIENT;
  1115. if (sop->what == ObjProperty::OWNER)
  1116. {
  1117. const CGObjectInstance * obj = cb->getObj(sop->id);
  1118. if(obj->ID == Obj::TOWN)
  1119. {
  1120. auto town = static_cast<const CGTownInstance *>(obj);
  1121. if(obj->tempOwner == playerID)
  1122. {
  1123. localState->addOwnedTown(town);
  1124. adventureInt->onTownChanged(town);
  1125. }
  1126. }
  1127. //redraw minimap if owner changed
  1128. std::set<int3> pos = obj->getBlockedPos();
  1129. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1130. adventureInt->onMapTilesChanged(upos);
  1131. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1132. }
  1133. }
  1134. void CPlayerInterface::initializeHeroTownList()
  1135. {
  1136. if(localState->getWanderingHeroes().empty())
  1137. {
  1138. for(auto & hero : cb->getHeroesInfo())
  1139. {
  1140. if(!hero->inTownGarrison)
  1141. localState->addWanderingHero(hero);
  1142. }
  1143. }
  1144. if(localState->getOwnedTowns().empty())
  1145. {
  1146. for(auto & town : cb->getTownsInfo())
  1147. localState->addOwnedTown(town);
  1148. }
  1149. if(adventureInt)
  1150. adventureInt->onHeroChanged(nullptr);
  1151. }
  1152. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1153. {
  1154. EVENT_HANDLER_CALLED_BY_CLIENT;
  1155. waitWhileDialog();
  1156. auto recruitCb = [=](CreatureID id, int count)
  1157. {
  1158. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1159. };
  1160. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1161. }
  1162. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1163. {
  1164. if (GH.amIGuiThread())
  1165. {
  1166. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1167. return;
  1168. }
  1169. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1170. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1171. while(showingDialog->data)
  1172. showingDialog->cond.wait(un);
  1173. }
  1174. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1175. {
  1176. EVENT_HANDLER_CALLED_BY_CLIENT;
  1177. auto state = obj->shipyardStatus();
  1178. TResources cost;
  1179. obj->getBoatCost(cost);
  1180. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1181. }
  1182. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1183. {
  1184. EVENT_HANDLER_CALLED_BY_CLIENT;
  1185. //we might have built a boat in shipyard in opened town screen
  1186. if (obj->ID == Obj::BOAT
  1187. && LOCPLINT->castleInt
  1188. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1189. {
  1190. CCS->soundh->playSound(soundBase::newBuilding);
  1191. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1192. }
  1193. }
  1194. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1195. {
  1196. EVENT_HANDLER_CALLED_BY_CLIENT;
  1197. waitWhileDialog();
  1198. CCS->curh->hide();
  1199. adventureInt->centerOnTile(pos);
  1200. if (focusTime)
  1201. {
  1202. GH.windows().totalRedraw();
  1203. {
  1204. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1205. IgnoreEvents ignore(*this);
  1206. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1207. }
  1208. }
  1209. CCS->curh->show();
  1210. }
  1211. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1212. {
  1213. EVENT_HANDLER_CALLED_BY_CLIENT;
  1214. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1215. {
  1216. waitWhileDialog();
  1217. CCS->soundh->playSound(obj->getRemovalSound().value());
  1218. }
  1219. CGI->mh->waitForOngoingAnimations();
  1220. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1221. {
  1222. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1223. heroKilled(h);
  1224. }
  1225. GH.fakeMouseMove();
  1226. }
  1227. void CPlayerInterface::objectRemovedAfter()
  1228. {
  1229. EVENT_HANDLER_CALLED_BY_CLIENT;
  1230. adventureInt->onMapTilesChanged(boost::none);
  1231. // visiting or garrisoned hero removed - recreate castle window
  1232. if (castleInt)
  1233. openTownWindow(castleInt->town);
  1234. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1235. ki->heroRemoved();
  1236. }
  1237. void CPlayerInterface::playerBlocked(int reason, bool start)
  1238. {
  1239. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1240. {
  1241. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1242. {
  1243. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1244. LOCPLINT = this;
  1245. GH.curInt = this;
  1246. adventureInt->onCurrentPlayerChanged(playerID);
  1247. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1248. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1249. std::vector<std::shared_ptr<CComponent>> cmp;
  1250. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1251. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1252. showInfoDialog(msg, cmp);
  1253. makingTurn = false;
  1254. }
  1255. }
  1256. }
  1257. void CPlayerInterface::update()
  1258. {
  1259. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1260. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1261. // While mutexes were locked away we may be have stopped being the active interface
  1262. if (LOCPLINT != this)
  1263. return;
  1264. //if there are any waiting dialogs, show them
  1265. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1266. {
  1267. showingDialog->set(true);
  1268. GH.windows().pushWindow(dialogs.front());
  1269. dialogs.pop_front();
  1270. }
  1271. assert(adventureInt);
  1272. // Handles mouse and key input
  1273. GH.handleEvents();
  1274. GH.windows().simpleRedraw();
  1275. }
  1276. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1277. {
  1278. using namespace boost::filesystem;
  1279. using namespace boost::algorithm;
  1280. path gamesDir = VCMIDirs::get().userSavePath();
  1281. std::map<std::time_t, int> dates; //save number => datestamp
  1282. const directory_iterator enddir;
  1283. if (!exists(gamesDir))
  1284. create_directory(gamesDir);
  1285. else
  1286. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1287. {
  1288. if (is_regular_file(dir->status()))
  1289. {
  1290. std::string name = dir->path().filename().string();
  1291. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1292. {
  1293. char nr = name[namePrefix.size()];
  1294. if (std::isdigit(nr))
  1295. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1296. }
  1297. }
  1298. }
  1299. if (!dates.empty())
  1300. return (--dates.end())->second; //return latest file number
  1301. return 0;
  1302. }
  1303. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1304. {
  1305. EVENT_HANDLER_CALLED_BY_CLIENT;
  1306. if (player == playerID)
  1307. {
  1308. if (victoryLossCheckResult.loss())
  1309. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1310. assert(GH.curInt == LOCPLINT);
  1311. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1312. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1313. GH.curInt = this; //waiting for dialogs requires this to get events
  1314. if(!makingTurn)
  1315. {
  1316. makingTurn = true; //also needed for dialog to show with current implementation
  1317. waitForAllDialogs();
  1318. makingTurn = false;
  1319. }
  1320. else
  1321. waitForAllDialogs();
  1322. GH.curInt = previousInterface;
  1323. LOCPLINT = previousInterface;
  1324. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1325. {
  1326. if(adventureInt)
  1327. {
  1328. GH.terminate_cond->setn(true);
  1329. GH.windows().popWindows(GH.windows().count());
  1330. adventureInt.reset();
  1331. }
  1332. }
  1333. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1334. {
  1335. // end game if current human player has won
  1336. CSH->sendClientDisconnecting();
  1337. requestReturningToMainMenu(true);
  1338. }
  1339. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1340. {
  1341. //all human players eliminated
  1342. CSH->sendClientDisconnecting();
  1343. requestReturningToMainMenu(false);
  1344. }
  1345. if (GH.curInt == this)
  1346. GH.curInt = nullptr;
  1347. }
  1348. else
  1349. {
  1350. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1351. {
  1352. MetaString message = victoryLossCheckResult.messageToSelf;
  1353. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1354. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1355. }
  1356. }
  1357. }
  1358. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1359. {
  1360. EVENT_HANDLER_CALLED_BY_CLIENT;
  1361. }
  1362. void CPlayerInterface::showPuzzleMap()
  1363. {
  1364. EVENT_HANDLER_CALLED_BY_CLIENT;
  1365. waitWhileDialog();
  1366. //TODO: interface should not know the real position of Grail...
  1367. double ratio = 0;
  1368. int3 grailPos = cb->getGrailPos(&ratio);
  1369. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1370. }
  1371. void CPlayerInterface::viewWorldMap()
  1372. {
  1373. adventureInt->openWorldView();
  1374. }
  1375. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1376. {
  1377. EVENT_HANDLER_CALLED_BY_CLIENT;
  1378. if(GH.windows().topWindow<CSpellWindow>())
  1379. GH.windows().popWindows(1);
  1380. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1381. localState->erasePath(caster);
  1382. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1383. auto castSoundPath = spell->getCastSound();
  1384. if(!castSoundPath.empty())
  1385. CCS->soundh->playSound(castSoundPath);
  1386. }
  1387. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1388. {
  1389. int msgToShow = -1;
  1390. const auto diggingStatus = h->diggingStatus();
  1391. switch(diggingStatus)
  1392. {
  1393. case EDiggingStatus::CAN_DIG:
  1394. break;
  1395. case EDiggingStatus::LACK_OF_MOVEMENT:
  1396. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1397. break;
  1398. case EDiggingStatus::TILE_OCCUPIED:
  1399. msgToShow = 97; //Try searching on clear ground.
  1400. break;
  1401. case EDiggingStatus::WRONG_TERRAIN:
  1402. msgToShow = 60; ////Try looking on land!
  1403. break;
  1404. case EDiggingStatus::BACKPACK_IS_FULL:
  1405. msgToShow = 247; //Searching for the Grail is fruitless...
  1406. break;
  1407. default:
  1408. assert(0);
  1409. }
  1410. if(msgToShow < 0)
  1411. cb->dig(h);
  1412. else
  1413. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1414. }
  1415. void CPlayerInterface::battleNewRoundFirst( int round )
  1416. {
  1417. EVENT_HANDLER_CALLED_BY_CLIENT;
  1418. BATTLE_EVENT_POSSIBLE_RETURN;
  1419. battleInt->newRoundFirst(round);
  1420. }
  1421. void CPlayerInterface::stopMovement()
  1422. {
  1423. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1424. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1425. }
  1426. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1430. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1431. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1432. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1433. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1434. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1435. else if(!market->availableModes().empty())
  1436. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1437. }
  1438. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1439. {
  1440. EVENT_HANDLER_CALLED_BY_CLIENT;
  1441. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1442. }
  1443. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1444. {
  1445. EVENT_HANDLER_CALLED_BY_CLIENT;
  1446. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1447. }
  1448. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1449. {
  1450. EVENT_HANDLER_CALLED_BY_CLIENT;
  1451. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1452. cmw->artifactsChanged(false);
  1453. }
  1454. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1455. {
  1456. EVENT_HANDLER_CALLED_BY_CLIENT;
  1457. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1458. }
  1459. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1463. }
  1464. void CPlayerInterface::showQuestLog()
  1465. {
  1466. EVENT_HANDLER_CALLED_BY_CLIENT;
  1467. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1468. }
  1469. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1470. {
  1471. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1472. {
  1473. MetaString txt;
  1474. obj->getProblemText(txt);
  1475. showInfoDialog(txt.toString());
  1476. }
  1477. else
  1478. showShipyardDialog(obj);
  1479. }
  1480. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1481. {
  1482. if(won && cb->getStartInfo()->campState)
  1483. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1484. else
  1485. {
  1486. GH.dispatchMainThread(
  1487. []()
  1488. {
  1489. CSH->endGameplay();
  1490. GH.defActionsDef = 63;
  1491. CMM->menu->switchToTab("main");
  1492. }
  1493. );
  1494. }
  1495. }
  1496. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1497. {
  1498. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1499. if(hero)
  1500. {
  1501. auto art = hero->getArt(al.slot);
  1502. if(art == nullptr)
  1503. {
  1504. logGlobal->error("artifact location %d points to nothing",
  1505. al.slot.num);
  1506. return;
  1507. }
  1508. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1509. }
  1510. }
  1511. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1512. {
  1513. EVENT_HANDLER_CALLED_BY_CLIENT;
  1514. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1515. adventureInt->onHeroChanged(hero);
  1516. }
  1517. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1518. {
  1519. EVENT_HANDLER_CALLED_BY_CLIENT;
  1520. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1521. adventureInt->onHeroChanged(hero);
  1522. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1523. artWin->artifactRemoved(al);
  1524. waitWhileDialog();
  1525. }
  1526. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1527. {
  1528. EVENT_HANDLER_CALLED_BY_CLIENT;
  1529. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1530. adventureInt->onHeroChanged(hero);
  1531. bool redraw = true;
  1532. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1533. if(numOfMovedArts != 0)
  1534. {
  1535. numOfMovedArts--;
  1536. if(numOfMovedArts != 0)
  1537. redraw = false;
  1538. }
  1539. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1540. artWin->artifactMoved(src, dst, redraw);
  1541. waitWhileDialog();
  1542. }
  1543. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1544. {
  1545. numOfMovedArts = numOfArts;
  1546. }
  1547. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1548. {
  1549. EVENT_HANDLER_CALLED_BY_CLIENT;
  1550. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1551. adventureInt->onHeroChanged(hero);
  1552. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1553. artWin->artifactAssembled(al);
  1554. }
  1555. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1556. {
  1557. EVENT_HANDLER_CALLED_BY_CLIENT;
  1558. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1559. adventureInt->onHeroChanged(hero);
  1560. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1561. artWin->artifactDisassembled(al);
  1562. }
  1563. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1564. {
  1565. while(!dialogs.empty())
  1566. {
  1567. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1568. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1569. }
  1570. waitWhileDialog(unlockPim);
  1571. }
  1572. void CPlayerInterface::proposeLoadingGame()
  1573. {
  1574. showYesNoDialog(
  1575. CGI->generaltexth->allTexts[68],
  1576. []()
  1577. {
  1578. GH.dispatchMainThread(
  1579. []()
  1580. {
  1581. CSH->endGameplay();
  1582. GH.defActionsDef = 63;
  1583. CMM->menu->switchToTab("load");
  1584. }
  1585. );
  1586. },
  1587. nullptr
  1588. );
  1589. }
  1590. bool CPlayerInterface::capturedAllEvents()
  1591. {
  1592. if(duringMovement)
  1593. {
  1594. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1595. return true;
  1596. }
  1597. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1598. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1599. {
  1600. GH.input().ignoreEventsUntilInput();
  1601. return true;
  1602. }
  1603. return false;
  1604. }
  1605. void CPlayerInterface::setMovementStatus(bool value)
  1606. {
  1607. duringMovement = value;
  1608. if (value)
  1609. {
  1610. CCS->curh->hide();
  1611. }
  1612. else
  1613. {
  1614. CCS->curh->show();
  1615. }
  1616. }
  1617. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1618. {
  1619. int i = 1;
  1620. auto getObj = [&](int3 coord, bool ignoreHero)
  1621. {
  1622. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1623. };
  1624. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1625. {
  1626. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1627. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1628. action != EPathNodeAction::TELEPORT_BATTLE)
  1629. {
  1630. return false;
  1631. }
  1632. return true;
  1633. };
  1634. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1635. {
  1636. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1637. return nextObjectTop;
  1638. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1639. CGTeleport::isConnected(currentObject, nextObject))
  1640. {
  1641. return nextObject;
  1642. }
  1643. return nullptr;
  1644. };
  1645. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1646. stillMoveHero.data = CONTINUE_MOVE;
  1647. auto doMovement = [&](int3 dst, bool transit)
  1648. {
  1649. stillMoveHero.data = WAITING_MOVE;
  1650. cb->moveHero(h, dst, transit);
  1651. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1652. stillMoveHero.cond.wait(un);
  1653. };
  1654. {
  1655. for (auto & elem : path.nodes)
  1656. elem.coord = h->convertFromVisitablePos(elem.coord);
  1657. int soundChannel = -1;
  1658. std::string soundName;
  1659. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1660. {
  1661. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1662. return "";
  1663. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1664. return "";
  1665. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1666. return "";
  1667. // flying movement sound
  1668. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1669. return "HORSE10.wav";
  1670. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1671. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1672. auto prevRoad = prevTile->roadType;
  1673. auto nextRoad = nextTile->roadType;
  1674. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1675. if (movingOnRoad)
  1676. return nextTile->terType->horseSound;
  1677. else
  1678. return nextTile->terType->horseSoundPenalty;
  1679. };
  1680. auto canStop = [&](CGPathNode * node) -> bool
  1681. {
  1682. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1683. return true;
  1684. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1685. return true;
  1686. return false;
  1687. };
  1688. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1689. {
  1690. int3 prevCoord = path.nodes[i].coord;
  1691. int3 nextCoord = path.nodes[i-1].coord;
  1692. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1693. auto nextObjectTop = getObj(nextCoord, false);
  1694. auto nextObject = getObj(nextCoord, true);
  1695. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1696. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1697. {
  1698. CCS->soundh->stopSound(soundChannel);
  1699. destinationTeleport = destTeleportObj->id;
  1700. destinationTeleportPos = nextCoord;
  1701. doMovement(h->pos, false);
  1702. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1703. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1704. {
  1705. destinationTeleport = ObjectInstanceID();
  1706. destinationTeleportPos = int3(-1);
  1707. }
  1708. if(i != path.nodes.size() - 1)
  1709. {
  1710. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1711. if (!soundName.empty())
  1712. soundChannel = CCS->soundh->playSound(soundName, -1);
  1713. else
  1714. soundChannel = -1;
  1715. }
  1716. continue;
  1717. }
  1718. if (path.nodes[i-1].turns)
  1719. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1720. stillMoveHero.data = STOP_MOVE;
  1721. break;
  1722. }
  1723. {
  1724. // Start a new sound for the hero movement or let the existing one carry on.
  1725. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1726. if(newSoundName != soundName)
  1727. {
  1728. soundName = newSoundName;
  1729. CCS->soundh->stopSound(soundChannel);
  1730. if (!soundName.empty())
  1731. soundChannel = CCS->soundh->playSound(soundName, -1);
  1732. else
  1733. soundChannel = -1;
  1734. }
  1735. }
  1736. 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
  1737. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1738. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1739. bool useTransit = false;
  1740. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1741. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1742. || CGTeleport::isTeleport(nextObjectTop)))
  1743. { // Hero should be able to go through object if it's allow transit
  1744. useTransit = true;
  1745. }
  1746. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1747. useTransit = true;
  1748. doMovement(endpos, useTransit);
  1749. logGlobal->trace("Resuming %s", __FUNCTION__);
  1750. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1751. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1752. break;
  1753. }
  1754. CCS->soundh->stopSound(soundChannel);
  1755. }
  1756. //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
  1757. if (!showingDialog->get())
  1758. GH.fakeMouseMove();
  1759. CGI->mh->waitForOngoingAnimations();
  1760. setMovementStatus(false);
  1761. }
  1762. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1763. {
  1764. EVENT_HANDLER_CALLED_BY_CLIENT;
  1765. adventureInt->openWorldView(objectPositions, showTerrain );
  1766. }