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