CPlayerInterface.cpp 63 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.h"
  16. #include "adventureMap/CMinimap.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "CMT.h"
  28. #include "windows/CHeroWindow.h"
  29. #include "windows/CCreatureWindow.h"
  30. #include "windows/CQuestLog.h"
  31. #include "windows/CPuzzleWindow.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. template<typename Handler>
  152. void HeroPathStorage::serialize(Handler & h, int version)
  153. {
  154. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  155. if (h.saving)
  156. {
  157. for (auto &p : paths)
  158. {
  159. if (p.second.nodes.size())
  160. pathsMap[p.first] = p.second.endPos();
  161. else
  162. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  163. }
  164. h & pathsMap;
  165. }
  166. else
  167. {
  168. h & pathsMap;
  169. if (owner.cb)
  170. {
  171. for (auto &p : pathsMap)
  172. {
  173. CGPath path;
  174. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  175. paths[p.first] = path;
  176. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  177. }
  178. }
  179. }
  180. }
  181. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  182. paths(*this)
  183. {
  184. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  185. destinationTeleport = ObjectInstanceID();
  186. destinationTeleportPos = int3(-1);
  187. GH.defActionsDef = 0;
  188. LOCPLINT = this;
  189. curAction = nullptr;
  190. playerID=Player;
  191. human=true;
  192. battleInt = nullptr;
  193. castleInt = nullptr;
  194. makingTurn = false;
  195. showingDialog = new CondSh<bool>(false);
  196. cingconsole = new CInGameConsole();
  197. GH.terminate_cond->set(false);
  198. firstCall = 1; //if loading will be overwritten in serialize
  199. autosaveCount = 0;
  200. isAutoFightOn = false;
  201. duringMovement = false;
  202. ignoreEvents = false;
  203. numOfMovedArts = 0;
  204. }
  205. CPlayerInterface::~CPlayerInterface()
  206. {
  207. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  208. delete showingDialog;
  209. delete cingconsole;
  210. if (LOCPLINT == this)
  211. LOCPLINT = nullptr;
  212. }
  213. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  214. {
  215. cb = CB;
  216. env = ENV;
  217. CCS->musich->loadTerrainMusicThemes();
  218. initializeHeroTownList();
  219. // always recreate advmap interface to avoid possible memory-corruption bugs
  220. adventureInt.reset(new CAdvMapInt());
  221. }
  222. void CPlayerInterface::yourTurn()
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. adventureInt->selection = nullptr;
  230. NotificationHandler::notify("Your turn");
  231. std::string prefix = settings["session"]["saveprefix"].String();
  232. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  233. if (firstCall)
  234. {
  235. if(CSH->howManyPlayerInterfaces() == 1)
  236. adventureInt->setPlayer(playerID);
  237. autosaveCount = getLastIndex(prefix + "Autosave_");
  238. if (firstCall > 0) //new game, not loaded
  239. {
  240. int index = getLastIndex(prefix + "Newgame_");
  241. index %= SAVES_COUNT;
  242. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  243. }
  244. firstCall = 0;
  245. }
  246. else if(frequency > 0 && cb->getDate() % frequency == 0)
  247. {
  248. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  249. autosaveCount %= 5;
  250. }
  251. adventureInt->setPlayer(playerID);
  252. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  253. {
  254. adventureInt->startHotSeatWait(playerID);
  255. makingTurn = true;
  256. std::string msg = CGI->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->startTurn();
  266. }
  267. }
  268. acceptTurn();
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  283. {
  284. if (hero->getRemovalSound())
  285. CCS->soundh->playSound(hero->getRemovalSound().get());
  286. }
  287. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  288. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  289. bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
  290. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  291. {
  292. if(details.result == TryMoveHero::TELEPORTATION)
  293. {
  294. if(paths.hasPath(hero))
  295. {
  296. assert(paths.getPath(hero).nodes.size() >= 2);
  297. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  298. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  299. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  300. {
  301. //path was between entrance and exit of teleport -> OK, erase node as usual
  302. paths.removeLastNode(hero);
  303. }
  304. else
  305. {
  306. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  307. paths.erasePath(hero);
  308. }
  309. }
  310. }
  311. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  312. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  313. {
  314. paths.erasePath(hero);
  315. }
  316. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  317. {
  318. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  319. paths.removeLastNode(hero);
  320. }
  321. }
  322. if(details.stopMovement()) //hero failed to move
  323. {
  324. stillMoveHero.setn(STOP_MOVE);
  325. GH.totalRedraw();
  326. adventureInt->heroList->update(hero);
  327. return;
  328. }
  329. adventureInt->heroList->redraw();
  330. CGI->mh->waitForOngoingAnimations();
  331. //move finished
  332. adventureInt->heroList->update(hero);
  333. //check if user cancelled movement
  334. {
  335. boost::unique_lock<boost::mutex> un(eventsM);
  336. while(!SDLEventsQueue.empty())
  337. {
  338. SDL_Event ev = SDLEventsQueue.front();
  339. SDLEventsQueue.pop();
  340. switch(ev.type)
  341. {
  342. case SDL_MOUSEBUTTONDOWN:
  343. stillMoveHero.setn(STOP_MOVE);
  344. break;
  345. case SDL_KEYDOWN:
  346. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  347. stillMoveHero.setn(STOP_MOVE);
  348. break;
  349. }
  350. }
  351. }
  352. if (stillMoveHero.get() == WAITING_MOVE)
  353. stillMoveHero.setn(DURING_MOVE);
  354. // Hero attacked creature directly, set direction to face it.
  355. if (directlyAttackingCreature) {
  356. // Get direction to attacker.
  357. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  358. static const ui8 dirLookup[3][3] = {
  359. { 1, 2, 3 },
  360. { 8, 0, 4 },
  361. { 7, 6, 5 }
  362. };
  363. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  364. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  365. }
  366. }
  367. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  371. const CArmedInstance *newSelection = nullptr;
  372. if (makingTurn)
  373. {
  374. //find new object for selection: either hero
  375. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  376. if (next >= 0)
  377. newSelection = wanderingHeroes[next];
  378. //or town
  379. if (!newSelection || newSelection == hero)
  380. {
  381. if (towns.empty())
  382. newSelection = nullptr;
  383. else
  384. newSelection = towns.front();
  385. }
  386. }
  387. wanderingHeroes -= hero;
  388. adventureInt->heroList->update(hero);
  389. if (makingTurn && newSelection)
  390. adventureInt->select(newSelection, true);
  391. else if (adventureInt->selection == hero)
  392. adventureInt->selection = nullptr;
  393. paths.erasePath(hero);
  394. }
  395. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if(start && visitedObj)
  399. {
  400. if(visitedObj->getVisitSound())
  401. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  402. }
  403. }
  404. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. wanderingHeroes.push_back(hero);
  408. adventureInt->heroList->update(hero);
  409. }
  410. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  411. {
  412. if(castleInt)
  413. castleInt->close();
  414. castleInt = nullptr;
  415. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  416. GH.pushInt(newCastleInt);
  417. }
  418. void CPlayerInterface::activateForSpectator()
  419. {
  420. adventureInt->state = CAdvMapInt::INGAME;
  421. adventureInt->activate();
  422. adventureInt->minimap->activate();
  423. }
  424. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. if (which == 4)
  428. {
  429. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  430. ctw->setExpToLevel();
  431. }
  432. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  433. updateInfo(hero);
  434. }
  435. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  439. if (cuw) //university window is open
  440. {
  441. GH.totalRedraw();
  442. }
  443. }
  444. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. updateInfo(hero);
  448. if (makingTurn && hero->tempOwner == playerID)
  449. adventureInt->heroList->update(hero);
  450. }
  451. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  452. {
  453. EVENT_HANDLER_CALLED_BY_CLIENT;
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::receivedResource()
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  461. mw->resourceChanged();
  462. GH.totalRedraw();
  463. }
  464. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  465. {
  466. EVENT_HANDLER_CALLED_BY_CLIENT;
  467. waitWhileDialog();
  468. CCS->soundh->playSound(soundBase::heroNewLevel);
  469. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  470. {
  471. cb->selectionMade(selection, queryID);
  472. });
  473. }
  474. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  475. {
  476. EVENT_HANDLER_CALLED_BY_CLIENT;
  477. waitWhileDialog();
  478. CCS->soundh->playSound(soundBase::heroNewLevel);
  479. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  480. {
  481. cb->selectionMade(selection, queryID);
  482. });
  483. }
  484. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  485. {
  486. EVENT_HANDLER_CALLED_BY_CLIENT;
  487. updateInfo(town);
  488. if (town->garrisonHero) //wandering hero moved to the garrison
  489. {
  490. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  491. wanderingHeroes -= town->garrisonHero;
  492. }
  493. if (town->visitingHero) //hero leaves garrison
  494. {
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList->update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. }
  508. for (auto isa : GH.listInt)
  509. {
  510. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  511. if (ki)
  512. {
  513. ki->townChanged(town);
  514. ki->updateGarrisons();
  515. }
  516. }
  517. GH.totalRedraw();
  518. }
  519. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. if (hero->tempOwner != playerID )
  523. return;
  524. waitWhileDialog();
  525. openTownWindow(town);
  526. }
  527. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  528. {
  529. std::vector<const CGObjectInstance *> instances;
  530. if(auto obj = cb->getObj(id1))
  531. instances.push_back(obj);
  532. if(id2 != ObjectInstanceID() && id2 != id1)
  533. {
  534. if(auto obj = cb->getObj(id2))
  535. instances.push_back(obj);
  536. }
  537. garrisonsChanged(instances);
  538. }
  539. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  540. {
  541. boost::unique_lock<boost::recursive_mutex> un(*pim);
  542. for (auto object : objs)
  543. updateInfo(object);
  544. for (auto & elem : GH.listInt)
  545. {
  546. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  547. if (cgh)
  548. cgh->updateGarrisons();
  549. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  550. {
  551. if (vstd::contains(objs, cmw->hero))
  552. cmw->garrisonChanged();
  553. }
  554. }
  555. GH.totalRedraw();
  556. }
  557. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  558. {
  559. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  560. }
  561. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  562. {
  563. EVENT_HANDLER_CALLED_BY_CLIENT;
  564. switch (buildingID)
  565. {
  566. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  567. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  568. case BuildingID::RESOURCE_SILO:
  569. updateInfo(town);
  570. break;
  571. }
  572. if (castleInt)
  573. {
  574. castleInt->townlist->update(town);
  575. if (castleInt->town == town)
  576. {
  577. switch(what)
  578. {
  579. case 1:
  580. CCS->soundh->playSound(soundBase::newBuilding);
  581. castleInt->addBuilding(buildingID);
  582. break;
  583. case 2:
  584. castleInt->removeBuilding(buildingID);
  585. break;
  586. }
  587. }
  588. }
  589. adventureInt->townList->update(town);
  590. }
  591. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  592. {
  593. //Don't wait for dialogs when we are non-active hot-seat player
  594. if (LOCPLINT == this)
  595. waitForAllDialogs();
  596. }
  597. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. if (settings["adventure"]["quickCombat"].Bool())
  601. {
  602. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  603. autofightingAI->initBattleInterface(env, cb);
  604. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  605. isAutoFightOn = true;
  606. cb->registerBattleInterface(autofightingAI);
  607. // Player shouldn't be able to move on adventure map if quick combat is going
  608. adventureInt->quickCombatLock();
  609. }
  610. //Don't wait for dialogs when we are non-active hot-seat player
  611. if (LOCPLINT == this)
  612. waitForAllDialogs();
  613. BATTLE_EVENT_POSSIBLE_RETURN;
  614. }
  615. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. for(auto & info : units)
  620. {
  621. switch(info.operation)
  622. {
  623. case UnitChanges::EOperation::RESET_STATE:
  624. {
  625. const CStack * stack = cb->battleGetStackByID(info.id );
  626. if(!stack)
  627. {
  628. logGlobal->error("Invalid unit ID %d", info.id);
  629. continue;
  630. }
  631. battleInt->stackReset(stack);
  632. }
  633. break;
  634. case UnitChanges::EOperation::REMOVE:
  635. battleInt->stackRemoved(info.id);
  636. break;
  637. case UnitChanges::EOperation::ADD:
  638. {
  639. const CStack * unit = cb->battleGetStackByID(info.id);
  640. if(!unit)
  641. {
  642. logGlobal->error("Invalid unit ID %d", info.id);
  643. continue;
  644. }
  645. battleInt->stackAdded(unit);
  646. }
  647. break;
  648. default:
  649. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  650. break;
  651. }
  652. }
  653. }
  654. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  655. {
  656. EVENT_HANDLER_CALLED_BY_CLIENT;
  657. BATTLE_EVENT_POSSIBLE_RETURN;
  658. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  659. for(auto & change : obstacles)
  660. {
  661. if(change.operation == BattleChanges::EOperation::ADD)
  662. {
  663. auto instance = cb->battleGetObstacleByID(change.id);
  664. if(instance)
  665. newObstacles.push_back(instance);
  666. else
  667. logNetwork->error("Invalid obstacle instance %d", change.id);
  668. }
  669. }
  670. if (!newObstacles.empty())
  671. battleInt->obstaclePlaced(newObstacles);
  672. battleInt->fieldController->redrawBackgroundWithHexes();
  673. }
  674. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. battleInt->stackIsCatapulting(ca);
  679. }
  680. 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
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->newRound(round);
  685. }
  686. void CPlayerInterface::actionStarted(const BattleAction &action)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. curAction = new BattleAction(action);
  691. battleInt->startAction(curAction);
  692. }
  693. void CPlayerInterface::actionFinished(const BattleAction &action)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->endAction(curAction);
  698. delete curAction;
  699. curAction = nullptr;
  700. }
  701. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  702. {
  703. THREAD_CREATED_BY_CLIENT;
  704. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  705. auto stackId = stack->ID;
  706. auto stackName = stack->nodeName();
  707. if (autofightingAI)
  708. {
  709. if (isAutoFightOn)
  710. {
  711. auto ret = autofightingAI->activeStack(stack);
  712. if(cb->battleIsFinished())
  713. {
  714. return BattleAction::makeDefend(stack); // battle finished with spellcast
  715. }
  716. if (isAutoFightOn)
  717. {
  718. return ret;
  719. }
  720. }
  721. cb->unregisterBattleInterface(autofightingAI);
  722. autofightingAI.reset();
  723. }
  724. assert(battleInt);
  725. if(!battleInt)
  726. {
  727. return BattleAction::makeDefend(stack); // probably battle is finished already
  728. }
  729. if(BattleInterface::givenCommand.get())
  730. {
  731. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  732. vstd::clear_pointer(BattleInterface::givenCommand.data);
  733. }
  734. {
  735. boost::unique_lock<boost::recursive_mutex> un(*pim);
  736. battleInt->stackActivated(stack);
  737. //Regeneration & mana drain go there
  738. }
  739. //wait till BattleInterface sets its command
  740. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  741. while(!BattleInterface::givenCommand.data)
  742. {
  743. BattleInterface::givenCommand.cond.wait(lock);
  744. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  745. throw boost::thread_interrupted(); //will shut the thread peacefully
  746. }
  747. //tidy up
  748. BattleAction ret = *(BattleInterface::givenCommand.data);
  749. vstd::clear_pointer(BattleInterface::givenCommand.data);
  750. if(ret.actionType == EActionType::CANCEL)
  751. {
  752. if(stackId != ret.stackNumber)
  753. logGlobal->error("Not current active stack action canceled");
  754. logGlobal->trace("Canceled command for %s", stackName);
  755. }
  756. else
  757. logGlobal->trace("Giving command for %s", stackName);
  758. return ret;
  759. }
  760. void CPlayerInterface::battleEnd(const BattleResult *br)
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. if(isAutoFightOn || autofightingAI)
  764. {
  765. isAutoFightOn = false;
  766. cb->unregisterBattleInterface(autofightingAI);
  767. autofightingAI.reset();
  768. if(!battleInt)
  769. {
  770. GH.pushIntT<BattleResultWindow>(*br, *this);
  771. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  772. // Otherwise NewTurn causes freeze.
  773. waitWhileDialog();
  774. adventureInt->quickCombatUnlock();
  775. return;
  776. }
  777. }
  778. BATTLE_EVENT_POSSIBLE_RETURN;
  779. battleInt->battleFinished(*br);
  780. adventureInt->quickCombatUnlock();
  781. }
  782. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  783. {
  784. EVENT_HANDLER_CALLED_BY_CLIENT;
  785. BATTLE_EVENT_POSSIBLE_RETURN;
  786. battleInt->displayBattleLog(lines);
  787. }
  788. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  789. {
  790. EVENT_HANDLER_CALLED_BY_CLIENT;
  791. BATTLE_EVENT_POSSIBLE_RETURN;
  792. battleInt->stackMoved(stack, dest, distance, teleport);
  793. }
  794. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  795. {
  796. EVENT_HANDLER_CALLED_BY_CLIENT;
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. battleInt->spellCast(sc);
  799. }
  800. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. BATTLE_EVENT_POSSIBLE_RETURN;
  804. battleInt->battleStacksEffectsSet(sse);
  805. }
  806. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  807. {
  808. EVENT_HANDLER_CALLED_BY_CLIENT;
  809. //TODO why is this different (no return on LOPLINT != this) ?
  810. RETURN_IF_QUICK_COMBAT;
  811. battleInt->effectsController->battleTriggerEffect(bte);
  812. }
  813. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  814. {
  815. EVENT_HANDLER_CALLED_BY_CLIENT;
  816. BATTLE_EVENT_POSSIBLE_RETURN;
  817. std::vector<StackAttackedInfo> arg;
  818. for(auto & elem : bsa)
  819. {
  820. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  821. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  822. assert(defender);
  823. StackAttackedInfo info;
  824. info.defender = defender;
  825. info.attacker = attacker;
  826. info.damageDealt = elem.damageAmount;
  827. info.amountKilled = elem.killedAmount;
  828. info.spellEffect = SpellID::NONE;
  829. info.indirectAttack = ranged;
  830. info.killed = elem.killed();
  831. info.rebirth = elem.willRebirth();
  832. info.cloneKilled = elem.cloneKilled();
  833. info.fireShield = elem.fireShield();
  834. if (elem.isSpell())
  835. info.spellEffect = elem.spellID;
  836. arg.push_back(info);
  837. }
  838. battleInt->stacksAreAttacked(arg);
  839. }
  840. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  841. {
  842. EVENT_HANDLER_CALLED_BY_CLIENT;
  843. BATTLE_EVENT_POSSIBLE_RETURN;
  844. assert(curAction);
  845. StackAttackInfo info;
  846. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  847. info.defender = nullptr;
  848. info.indirectAttack = ba->shot();
  849. info.lucky = ba->lucky();
  850. info.unlucky = ba->unlucky();
  851. info.deathBlow = ba->deathBlow();
  852. info.lifeDrain = ba->lifeDrain();
  853. info.tile = ba->tile;
  854. info.spellEffect = SpellID::NONE;
  855. if (ba->spellLike())
  856. info.spellEffect = ba->spellID;
  857. for(auto & elem : ba->bsa)
  858. {
  859. if(!elem.isSecondary())
  860. {
  861. assert(info.defender == nullptr);
  862. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  863. }
  864. else
  865. {
  866. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  867. }
  868. }
  869. assert(info.defender != nullptr);
  870. assert(info.attacker != nullptr);
  871. battleInt->stackAttacking(info);
  872. }
  873. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  874. {
  875. EVENT_HANDLER_CALLED_BY_CLIENT;
  876. BATTLE_EVENT_POSSIBLE_RETURN;
  877. battleInt->gateStateChanged(state);
  878. }
  879. void CPlayerInterface::yourTacticPhase(int distance)
  880. {
  881. THREAD_CREATED_BY_CLIENT;
  882. while(battleInt && battleInt->tacticsMode)
  883. boost::this_thread::sleep(boost::posix_time::millisec(1));
  884. }
  885. void CPlayerInterface::showComp(const Component &comp, std::string message)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. waitWhileDialog(); //Fix for mantis #98
  889. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  890. adventureInt->infoBar->showComponent(comp, message);
  891. }
  892. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  896. {
  897. return;
  898. }
  899. std::vector<std::shared_ptr<CComponent>> intComps;
  900. for (auto & component : components)
  901. intComps.push_back(std::make_shared<CComponent>(component));
  902. showInfoDialog(text,intComps,soundID);
  903. }
  904. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  905. {
  906. std::vector<std::shared_ptr<CComponent>> intComps;
  907. intComps.push_back(component);
  908. showInfoDialog(text, intComps, soundBase::sound_todo);
  909. }
  910. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  911. {
  912. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  913. waitWhileDialog();
  914. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  915. {
  916. return;
  917. }
  918. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  919. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  920. {
  921. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  922. showingDialog->set(true);
  923. stopMovement(); // interrupt movement to show dialog
  924. GH.pushInt(temp);
  925. }
  926. else
  927. {
  928. dialogs.push_back(temp);
  929. }
  930. }
  931. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  932. {
  933. EVENT_HANDLER_CALLED_BY_CLIENT;
  934. std::string str;
  935. text.toString(str);
  936. showInfoDialog(str, components, 0);
  937. waitWhileDialog();
  938. }
  939. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  940. {
  941. boost::unique_lock<boost::recursive_mutex> un(*pim);
  942. stopMovement();
  943. LOCPLINT->showingDialog->setn(true);
  944. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  945. }
  946. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  947. {
  948. EVENT_HANDLER_CALLED_BY_CLIENT;
  949. waitWhileDialog();
  950. stopMovement();
  951. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  952. if (!selection && cancel) //simple yes/no dialog
  953. {
  954. std::vector<std::shared_ptr<CComponent>> intComps;
  955. for (auto & component : components)
  956. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  957. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  958. }
  959. else if (selection)
  960. {
  961. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  962. for (auto & component : components)
  963. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  964. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  965. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  966. if (cancel)
  967. {
  968. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  969. }
  970. int charperline = 35;
  971. if (pom.size() > 1)
  972. charperline = 50;
  973. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  974. intComps[0]->clickLeft(true, false);
  975. }
  976. }
  977. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  978. {
  979. EVENT_HANDLER_CALLED_BY_CLIENT;
  980. int choosenExit = -1;
  981. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  982. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  983. choosenExit = vstd::find_pos(exits, neededExit);
  984. cb->selectionMade(choosenExit, askID);
  985. }
  986. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. auto selectCallback = [=](int selection)
  990. {
  991. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  992. reply.Integer() = selection;
  993. cb->sendQueryReply(reply, askID);
  994. };
  995. auto cancelCallback = [=]()
  996. {
  997. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  998. cb->sendQueryReply(reply, askID);
  999. };
  1000. const std::string localTitle = title.toString();
  1001. const std::string localDescription = description.toString();
  1002. std::vector<int> tempList;
  1003. tempList.reserve(objects.size());
  1004. for(auto item : objects)
  1005. tempList.push_back(item.getNum());
  1006. CComponent localIconC(icon);
  1007. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1008. localIconC.removeChild(localIcon.get(), false);
  1009. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1010. wnd->onExit = cancelCallback;
  1011. GH.pushInt(wnd);
  1012. }
  1013. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1014. {
  1015. EVENT_HANDLER_CALLED_BY_CLIENT;
  1016. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1017. for (auto & po : pos)
  1018. adventureInt->minimap->updateTile(po);
  1019. if (!pos.empty())
  1020. GH.totalRedraw();
  1021. }
  1022. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1023. {
  1024. EVENT_HANDLER_CALLED_BY_CLIENT;
  1025. for (auto & po : pos)
  1026. adventureInt->minimap->updateTile(po);
  1027. if (!pos.empty())
  1028. GH.totalRedraw();
  1029. }
  1030. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1031. {
  1032. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1033. GH.pushIntT<CHeroWindow>(hero);
  1034. }
  1035. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1036. {
  1037. EVENT_HANDLER_CALLED_BY_CLIENT;
  1038. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1039. {
  1040. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1041. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1042. if (fortScreen)
  1043. fortScreen->creaturesChangedEventHandler();
  1044. else if(castleInterface)
  1045. castleInterface->creaturesChangedEventHandler();
  1046. for(auto isa : GH.listInt)
  1047. {
  1048. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1049. if (ki && townObj)
  1050. ki->townChanged(townObj);
  1051. }
  1052. }
  1053. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1054. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1055. {
  1056. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1057. if (crw && crw->dwelling == town)
  1058. crw->availableCreaturesChanged();
  1059. }
  1060. }
  1061. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1062. {
  1063. EVENT_HANDLER_CALLED_BY_CLIENT;
  1064. if (bonus.type == Bonus::NONE)
  1065. return;
  1066. updateInfo(hero);
  1067. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1068. {
  1069. //recalculate paths because hero has lost bonus influencing pathfinding
  1070. paths.erasePath(hero);
  1071. }
  1072. }
  1073. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1074. {
  1075. h & wanderingHeroes;
  1076. h & towns;
  1077. h & sleepingHeroes;
  1078. h & paths;
  1079. h & spellbookSettings;
  1080. }
  1081. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1082. {
  1083. EVENT_HANDLER_CALLED_BY_CLIENT;
  1084. serializeTempl(h,version);
  1085. }
  1086. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1087. {
  1088. EVENT_HANDLER_CALLED_BY_CLIENT;
  1089. serializeTempl(h,version);
  1090. firstCall = -1;
  1091. }
  1092. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1093. {
  1094. LOG_TRACE(logGlobal);
  1095. if (!LOCPLINT->makingTurn)
  1096. return;
  1097. if (!h)
  1098. return; //can't find hero
  1099. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1100. if (showingDialog->get() || !dialogs.empty())
  1101. return;
  1102. setMovementStatus(true);
  1103. if (adventureInt && adventureInt->isHeroSleeping(h))
  1104. {
  1105. adventureInt->sleepWake->clickLeft(true, false);
  1106. adventureInt->sleepWake->clickLeft(false, true);
  1107. //could've just called
  1108. //adventureInt->fsleepWake();
  1109. //but no authentic button click/sound ;-)
  1110. }
  1111. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1112. }
  1113. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1114. {
  1115. EVENT_HANDLER_CALLED_BY_CLIENT;
  1116. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1117. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1118. {
  1119. onEnd();
  1120. return;
  1121. }
  1122. waitForAllDialogs();
  1123. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1124. cgw->quit->addCallback(onEnd);
  1125. GH.pushInt(cgw);
  1126. }
  1127. /**
  1128. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1129. * into a combinational one on an artifact screen. Does not require the combination of
  1130. * artifacts to be legal.
  1131. */
  1132. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1133. {
  1134. std::string text = artifact->getDescriptionTranslated();
  1135. text += "\n\n";
  1136. std::vector<std::shared_ptr<CComponent>> scs;
  1137. if(assembledArtifact)
  1138. {
  1139. // You possess all of the components to...
  1140. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1141. // Picture of assembled artifact at bottom.
  1142. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1143. scs.push_back(sc);
  1144. }
  1145. else
  1146. {
  1147. // Do you wish to disassemble this artifact?
  1148. text += CGI->generaltexth->allTexts[733];
  1149. }
  1150. showYesNoDialog(text, onYes, nullptr, scs);
  1151. }
  1152. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1153. {
  1154. EVENT_HANDLER_CALLED_BY_CLIENT;
  1155. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1156. && destinationTeleport == ObjectInstanceID())
  1157. stillMoveHero.setn(CONTINUE_MOVE);
  1158. if (destinationTeleport != ObjectInstanceID()
  1159. && pa->packType == typeList.getTypeID<QueryReply>()
  1160. && stillMoveHero.get() == DURING_MOVE)
  1161. { // After teleportation via CGTeleport object is finished
  1162. destinationTeleport = ObjectInstanceID();
  1163. destinationTeleportPos = int3(-1);
  1164. stillMoveHero.setn(CONTINUE_MOVE);
  1165. }
  1166. }
  1167. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1168. {
  1169. EVENT_HANDLER_CALLED_BY_CLIENT;
  1170. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1171. }
  1172. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1173. {
  1174. EVENT_HANDLER_CALLED_BY_CLIENT;
  1175. //redraw minimap if owner changed
  1176. if (sop->what == ObjProperty::OWNER)
  1177. {
  1178. const CGObjectInstance * obj = cb->getObj(sop->id);
  1179. std::set<int3> pos = obj->getBlockedPos();
  1180. for(auto & po : pos)
  1181. {
  1182. if(cb->isVisible(po))
  1183. adventureInt->minimap->updateTile(po);
  1184. }
  1185. if(obj->ID == Obj::TOWN)
  1186. {
  1187. if(obj->tempOwner == playerID)
  1188. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1189. else
  1190. towns -= obj;
  1191. adventureInt->townList->update();
  1192. adventureInt->minimap->update();
  1193. }
  1194. assert(cb->getTownsInfo().size() == towns.size());
  1195. }
  1196. }
  1197. void CPlayerInterface::initializeHeroTownList()
  1198. {
  1199. if(!wanderingHeroes.size())
  1200. {
  1201. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1202. for(auto & hero : heroes)
  1203. {
  1204. if(!hero->inTownGarrison)
  1205. wanderingHeroes.push_back(hero);
  1206. }
  1207. }
  1208. if(!towns.size())
  1209. towns = cb->getTownsInfo();
  1210. if(adventureInt)
  1211. adventureInt->updateNextHero(nullptr);
  1212. }
  1213. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1214. {
  1215. EVENT_HANDLER_CALLED_BY_CLIENT;
  1216. waitWhileDialog();
  1217. auto recruitCb = [=](CreatureID id, int count)
  1218. {
  1219. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1220. };
  1221. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1222. }
  1223. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1224. {
  1225. if (GH.amIGuiThread())
  1226. {
  1227. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1228. return;
  1229. }
  1230. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1231. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1232. while(showingDialog->data)
  1233. showingDialog->cond.wait(un);
  1234. }
  1235. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1236. {
  1237. EVENT_HANDLER_CALLED_BY_CLIENT;
  1238. auto state = obj->shipyardStatus();
  1239. std::vector<si32> cost;
  1240. obj->getBoatCost(cost);
  1241. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1242. }
  1243. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. //we might have built a boat in shipyard in opened town screen
  1247. if (obj->ID == Obj::BOAT
  1248. && LOCPLINT->castleInt
  1249. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1250. {
  1251. CCS->soundh->playSound(soundBase::newBuilding);
  1252. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1253. }
  1254. }
  1255. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1256. {
  1257. EVENT_HANDLER_CALLED_BY_CLIENT;
  1258. waitWhileDialog();
  1259. CCS->curh->hide();
  1260. adventureInt->centerOnTile(pos);
  1261. if (focusTime)
  1262. {
  1263. GH.totalRedraw();
  1264. {
  1265. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1266. IgnoreEvents ignore(*this);
  1267. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1268. }
  1269. }
  1270. CCS->curh->show();
  1271. }
  1272. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1273. {
  1274. EVENT_HANDLER_CALLED_BY_CLIENT;
  1275. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1276. {
  1277. waitWhileDialog();
  1278. CCS->soundh->playSound(obj->getRemovalSound().get());
  1279. }
  1280. CGI->mh->waitForOngoingAnimations();
  1281. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1282. {
  1283. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1284. heroKilled(h);
  1285. }
  1286. }
  1287. void CPlayerInterface::objectRemovedAfter()
  1288. {
  1289. EVENT_HANDLER_CALLED_BY_CLIENT;
  1290. adventureInt->minimap->update();
  1291. }
  1292. void CPlayerInterface::playerBlocked(int reason, bool start)
  1293. {
  1294. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1295. {
  1296. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1297. {
  1298. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1299. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1300. LOCPLINT = this;
  1301. GH.curInt = this;
  1302. adventureInt->selection = nullptr;
  1303. adventureInt->setPlayer(playerID);
  1304. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1305. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1306. std::vector<std::shared_ptr<CComponent>> cmp;
  1307. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1308. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1309. showInfoDialog(msg, cmp);
  1310. makingTurn = false;
  1311. }
  1312. }
  1313. }
  1314. void CPlayerInterface::update()
  1315. {
  1316. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1317. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1318. // While mutexes were locked away we may be have stopped being the active interface
  1319. if (LOCPLINT != this)
  1320. return;
  1321. //if there are any waiting dialogs, show them
  1322. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1323. {
  1324. showingDialog->set(true);
  1325. GH.pushInt(dialogs.front());
  1326. dialogs.pop_front();
  1327. }
  1328. assert(adventureInt);
  1329. assert(adventureInt->selection);
  1330. // Handles mouse and key input
  1331. GH.updateTime();
  1332. GH.handleEvents();
  1333. GH.simpleRedraw();
  1334. }
  1335. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1336. {
  1337. using namespace boost::filesystem;
  1338. using namespace boost::algorithm;
  1339. path gamesDir = VCMIDirs::get().userSavePath();
  1340. std::map<std::time_t, int> dates; //save number => datestamp
  1341. const directory_iterator enddir;
  1342. if (!exists(gamesDir))
  1343. create_directory(gamesDir);
  1344. else
  1345. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1346. {
  1347. if (is_regular_file(dir->status()))
  1348. {
  1349. std::string name = dir->path().filename().string();
  1350. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1351. {
  1352. char nr = name[namePrefix.size()];
  1353. if (std::isdigit(nr))
  1354. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1355. }
  1356. }
  1357. }
  1358. if (!dates.empty())
  1359. return (--dates.end())->second; //return latest file number
  1360. return 0;
  1361. }
  1362. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1363. {
  1364. EVENT_HANDLER_CALLED_BY_CLIENT;
  1365. if (player == playerID)
  1366. {
  1367. if (victoryLossCheckResult.loss())
  1368. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1369. //we assume GH.curInt == LOCPLINT
  1370. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1371. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1372. GH.curInt = this; //waiting for dialogs requires this to get events
  1373. if(!makingTurn)
  1374. {
  1375. makingTurn = true; //also needed for dialog to show with current implementation
  1376. waitForAllDialogs();
  1377. makingTurn = false;
  1378. }
  1379. else
  1380. waitForAllDialogs();
  1381. GH.curInt = previousInterface;
  1382. LOCPLINT = previousInterface;
  1383. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1384. {
  1385. if(adventureInt)
  1386. {
  1387. GH.terminate_cond->setn(true);
  1388. adventureInt->deactivate();
  1389. if (GH.topInt() == adventureInt)
  1390. GH.popInt(adventureInt);
  1391. adventureInt.reset();
  1392. }
  1393. }
  1394. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1395. {
  1396. // end game if current human player has won
  1397. CSH->sendClientDisconnecting();
  1398. requestReturningToMainMenu(true);
  1399. }
  1400. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1401. {
  1402. //all human players eliminated
  1403. CSH->sendClientDisconnecting();
  1404. requestReturningToMainMenu(false);
  1405. }
  1406. if (GH.curInt == this) GH.curInt = nullptr;
  1407. }
  1408. else
  1409. {
  1410. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1411. {
  1412. std::string str = victoryLossCheckResult.messageToSelf;
  1413. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1414. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1415. }
  1416. }
  1417. }
  1418. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1419. {
  1420. EVENT_HANDLER_CALLED_BY_CLIENT;
  1421. }
  1422. void CPlayerInterface::showPuzzleMap()
  1423. {
  1424. EVENT_HANDLER_CALLED_BY_CLIENT;
  1425. waitWhileDialog();
  1426. //TODO: interface should not know the real position of Grail...
  1427. double ratio = 0;
  1428. int3 grailPos = cb->getGrailPos(&ratio);
  1429. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1430. }
  1431. void CPlayerInterface::viewWorldMap()
  1432. {
  1433. adventureInt->openWorldView();
  1434. }
  1435. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1439. GH.popInts(1);
  1440. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1441. paths.erasePath(caster);
  1442. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1443. auto castSoundPath = spell->getCastSound();
  1444. if(!castSoundPath.empty())
  1445. CCS->soundh->playSound(castSoundPath);
  1446. }
  1447. void CPlayerInterface::acceptTurn()
  1448. {
  1449. if (settings["session"]["autoSkip"].Bool())
  1450. {
  1451. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1452. iw->close();
  1453. }
  1454. if(CSH->howManyPlayerInterfaces() > 1)
  1455. {
  1456. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1457. adventureInt->startTurn();
  1458. }
  1459. adventureInt->initializeNewTurn();
  1460. // warn player if he has no town
  1461. if (cb->howManyTowns() == 0)
  1462. {
  1463. auto playerColor = *cb->getPlayerID();
  1464. std::vector<Component> components;
  1465. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1466. MetaString text;
  1467. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1468. if(optDaysWithoutCastle)
  1469. {
  1470. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1471. if (daysWithoutCastle < 6)
  1472. {
  1473. 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.
  1474. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1475. text.addReplacement(7 - daysWithoutCastle);
  1476. }
  1477. else if (daysWithoutCastle == 6)
  1478. {
  1479. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1480. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1481. }
  1482. showInfoDialogAndWait(components, text);
  1483. }
  1484. else
  1485. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1486. }
  1487. }
  1488. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1489. {
  1490. int msgToShow = -1;
  1491. const auto diggingStatus = h->diggingStatus();
  1492. switch(diggingStatus)
  1493. {
  1494. case EDiggingStatus::CAN_DIG:
  1495. break;
  1496. case EDiggingStatus::LACK_OF_MOVEMENT:
  1497. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1498. break;
  1499. case EDiggingStatus::TILE_OCCUPIED:
  1500. msgToShow = 97; //Try searching on clear ground.
  1501. break;
  1502. case EDiggingStatus::WRONG_TERRAIN:
  1503. msgToShow = 60; ////Try looking on land!
  1504. break;
  1505. default:
  1506. assert(0);
  1507. }
  1508. if(msgToShow < 0)
  1509. cb->dig(h);
  1510. else
  1511. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1512. }
  1513. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1514. {
  1515. adventureInt->infoBar->showSelection();
  1516. }
  1517. void CPlayerInterface::battleNewRoundFirst( int round )
  1518. {
  1519. EVENT_HANDLER_CALLED_BY_CLIENT;
  1520. BATTLE_EVENT_POSSIBLE_RETURN;
  1521. battleInt->newRoundFirst(round);
  1522. }
  1523. void CPlayerInterface::stopMovement()
  1524. {
  1525. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1526. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1527. }
  1528. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1529. {
  1530. EVENT_HANDLER_CALLED_BY_CLIENT;
  1531. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1532. {
  1533. //EEMarketMode mode = market->availableModes().front();
  1534. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1535. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1536. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1537. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1538. }
  1539. else
  1540. {
  1541. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1542. }
  1543. }
  1544. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1545. {
  1546. EVENT_HANDLER_CALLED_BY_CLIENT;
  1547. GH.pushIntT<CUniversityWindow>(visitor, market);
  1548. }
  1549. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1550. {
  1551. EVENT_HANDLER_CALLED_BY_CLIENT;
  1552. GH.pushIntT<CHillFortWindow>(visitor, object);
  1553. }
  1554. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1555. {
  1556. EVENT_HANDLER_CALLED_BY_CLIENT;
  1557. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1558. cmw->artifactsChanged(false);
  1559. }
  1560. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1561. {
  1562. EVENT_HANDLER_CALLED_BY_CLIENT;
  1563. GH.pushIntT<CTavernWindow>(townOrTavern);
  1564. }
  1565. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1566. {
  1567. EVENT_HANDLER_CALLED_BY_CLIENT;
  1568. GH.pushIntT<CThievesGuildWindow>(obj);
  1569. }
  1570. void CPlayerInterface::showQuestLog()
  1571. {
  1572. EVENT_HANDLER_CALLED_BY_CLIENT;
  1573. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1574. }
  1575. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1576. {
  1577. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1578. {
  1579. MetaString txt;
  1580. obj->getProblemText(txt);
  1581. showInfoDialog(txt.toString());
  1582. }
  1583. else
  1584. showShipyardDialog(obj);
  1585. }
  1586. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1587. {
  1588. if(won && cb->getStartInfo()->campState)
  1589. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1590. else
  1591. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1592. }
  1593. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1594. {
  1595. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1596. if(hero)
  1597. {
  1598. auto art = hero->getArt(al.slot);
  1599. if(art == nullptr)
  1600. {
  1601. logGlobal->error("artifact location %d points to nothing",
  1602. al.slot.num);
  1603. return;
  1604. }
  1605. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1606. }
  1607. }
  1608. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1609. {
  1610. EVENT_HANDLER_CALLED_BY_CLIENT;
  1611. adventureInt->infoBar->showSelection();
  1612. askToAssembleArtifact(al);
  1613. }
  1614. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1615. {
  1616. EVENT_HANDLER_CALLED_BY_CLIENT;
  1617. adventureInt->infoBar->showSelection();
  1618. for(auto isa : GH.listInt)
  1619. {
  1620. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1621. if (artWin)
  1622. artWin->artifactRemoved(al);
  1623. }
  1624. waitWhileDialog();
  1625. }
  1626. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1627. {
  1628. EVENT_HANDLER_CALLED_BY_CLIENT;
  1629. adventureInt->infoBar->showSelection();
  1630. bool redraw = true;
  1631. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1632. if(numOfMovedArts != 0)
  1633. {
  1634. numOfMovedArts--;
  1635. if(numOfMovedArts != 0)
  1636. redraw = false;
  1637. }
  1638. for(auto isa : GH.listInt)
  1639. {
  1640. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1641. if (artWin)
  1642. artWin->artifactMoved(src, dst, redraw);
  1643. }
  1644. waitWhileDialog();
  1645. }
  1646. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1647. {
  1648. numOfMovedArts = numOfArts;
  1649. }
  1650. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1651. {
  1652. EVENT_HANDLER_CALLED_BY_CLIENT;
  1653. adventureInt->infoBar->showSelection();
  1654. for(auto isa : GH.listInt)
  1655. {
  1656. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1657. if (artWin)
  1658. artWin->artifactAssembled(al);
  1659. }
  1660. }
  1661. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1662. {
  1663. EVENT_HANDLER_CALLED_BY_CLIENT;
  1664. adventureInt->infoBar->showSelection();
  1665. for(auto isa : GH.listInt)
  1666. {
  1667. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1668. if (artWin)
  1669. artWin->artifactDisassembled(al);
  1670. }
  1671. }
  1672. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1673. {
  1674. EVENT_HANDLER_CALLED_BY_CLIENT;
  1675. if (!vstd::contains (GH.listInt, adventureInt))
  1676. {
  1677. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1678. GH.pushInt (adventureInt);
  1679. }
  1680. else
  1681. {
  1682. adventureInt->infoBar->showSelection();
  1683. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1684. GH.popInts(1);
  1685. }
  1686. if(CSH->howManyPlayerInterfaces() == 1)
  1687. {
  1688. GH.curInt = this;
  1689. adventureInt->startTurn();
  1690. }
  1691. if (player != playerID && this == LOCPLINT)
  1692. {
  1693. waitWhileDialog();
  1694. adventureInt->aiTurnStarted();
  1695. }
  1696. }
  1697. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1698. {
  1699. while(!dialogs.empty())
  1700. {
  1701. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1702. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1703. }
  1704. waitWhileDialog(unlockPim);
  1705. }
  1706. void CPlayerInterface::proposeLoadingGame()
  1707. {
  1708. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1709. }
  1710. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1711. {
  1712. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1713. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1714. }
  1715. bool CPlayerInterface::capturedAllEvents()
  1716. {
  1717. if (duringMovement)
  1718. {
  1719. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1720. return true;
  1721. }
  1722. if (ignoreEvents)
  1723. {
  1724. boost::unique_lock<boost::mutex> un(eventsM);
  1725. while(!SDLEventsQueue.empty())
  1726. {
  1727. SDLEventsQueue.pop();
  1728. }
  1729. return true;
  1730. }
  1731. return false;
  1732. }
  1733. void CPlayerInterface::setMovementStatus(bool value)
  1734. {
  1735. duringMovement = value;
  1736. if (value)
  1737. {
  1738. CCS->curh->hide();
  1739. }
  1740. else
  1741. {
  1742. CCS->curh->show();
  1743. }
  1744. }
  1745. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1746. {
  1747. int i = 1;
  1748. auto getObj = [&](int3 coord, bool ignoreHero)
  1749. {
  1750. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1751. };
  1752. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1753. {
  1754. if (action != CGPathNode::TELEPORT_NORMAL &&
  1755. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1756. action != CGPathNode::TELEPORT_BATTLE)
  1757. {
  1758. return false;
  1759. }
  1760. return true;
  1761. };
  1762. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1763. {
  1764. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1765. return nextObjectTop;
  1766. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1767. CGTeleport::isConnected(currentObject, nextObject))
  1768. {
  1769. return nextObject;
  1770. }
  1771. return nullptr;
  1772. };
  1773. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1774. stillMoveHero.data = CONTINUE_MOVE;
  1775. auto doMovement = [&](int3 dst, bool transit)
  1776. {
  1777. stillMoveHero.data = WAITING_MOVE;
  1778. cb->moveHero(h, dst, transit);
  1779. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1780. stillMoveHero.cond.wait(un);
  1781. };
  1782. {
  1783. for (auto & elem : path.nodes)
  1784. elem.coord = h->convertFromVisitablePos(elem.coord);
  1785. TerrainId currentTerrain = ETerrainId::NONE;
  1786. TerrainId newTerrain;
  1787. bool wasOnRoad = true;
  1788. int sh = -1;
  1789. auto canStop = [&](CGPathNode * node) -> bool
  1790. {
  1791. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1792. return true;
  1793. if (node->accessible == CGPathNode::ACCESSIBLE)
  1794. return true;
  1795. return false;
  1796. };
  1797. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1798. {
  1799. int3 prevCoord = path.nodes[i].coord;
  1800. int3 nextCoord = path.nodes[i-1].coord;
  1801. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1802. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1803. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1804. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1805. auto nextObjectTop = getObj(nextCoord, false);
  1806. auto nextObject = getObj(nextCoord, true);
  1807. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1808. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1809. {
  1810. CCS->soundh->stopSound(sh);
  1811. destinationTeleport = destTeleportObj->id;
  1812. destinationTeleportPos = nextCoord;
  1813. doMovement(h->pos, false);
  1814. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1815. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1816. {
  1817. destinationTeleport = ObjectInstanceID();
  1818. destinationTeleportPos = int3(-1);
  1819. }
  1820. if(i != path.nodes.size() - 1)
  1821. {
  1822. if (movingOnRoad)
  1823. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1824. else
  1825. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1826. }
  1827. continue;
  1828. }
  1829. if (path.nodes[i-1].turns)
  1830. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1831. stillMoveHero.data = STOP_MOVE;
  1832. break;
  1833. }
  1834. // Start a new sound for the hero movement or let the existing one carry on.
  1835. #if 0
  1836. // TODO
  1837. if (hero is flying && sh == -1)
  1838. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1839. #endif
  1840. {
  1841. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1842. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1843. {
  1844. CCS->soundh->stopSound(sh);
  1845. if (movingOnRoad)
  1846. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1847. else
  1848. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1849. currentTerrain = newTerrain;
  1850. wasOnRoad = movingOnRoad;
  1851. }
  1852. }
  1853. 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
  1854. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1855. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1856. bool useTransit = false;
  1857. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1858. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1859. || CGTeleport::isTeleport(nextObjectTop)))
  1860. { // Hero should be able to go through object if it's allow transit
  1861. useTransit = true;
  1862. }
  1863. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1864. useTransit = true;
  1865. doMovement(endpos, useTransit);
  1866. logGlobal->trace("Resuming %s", __FUNCTION__);
  1867. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1868. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1869. break;
  1870. }
  1871. CCS->soundh->stopSound(sh);
  1872. }
  1873. //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
  1874. if (!showingDialog->get())
  1875. GH.fakeMouseMove();
  1876. //todo: this should be in main thread
  1877. if (adventureInt)
  1878. {
  1879. // (i == 0) means hero went through all the path
  1880. adventureInt->updateMoveHero(h, (i != 0));
  1881. adventureInt->updateNextHero(h);
  1882. }
  1883. CGI->mh->waitForOngoingAnimations();
  1884. setMovementStatus(false);
  1885. }
  1886. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1887. {
  1888. EVENT_HANDLER_CALLED_BY_CLIENT;
  1889. adventureInt->openWorldView(objectPositions, showTerrain );
  1890. }