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