CPlayerInterface.cpp 64 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.h"
  16. #include "adventureMap/CMinimap.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "CMT.h"
  28. #include "windows/CHeroWindow.h"
  29. #include "windows/CCreatureWindow.h"
  30. #include "windows/CQuestLog.h"
  31. #include "windows/CPuzzleWindow.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. template<typename Handler>
  152. void HeroPathStorage::serialize(Handler & h, int version)
  153. {
  154. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  155. if (h.saving)
  156. {
  157. for (auto &p : paths)
  158. {
  159. if (p.second.nodes.size())
  160. pathsMap[p.first] = p.second.endPos();
  161. else
  162. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  163. }
  164. h & pathsMap;
  165. }
  166. else
  167. {
  168. h & pathsMap;
  169. if (owner.cb)
  170. {
  171. for (auto &p : pathsMap)
  172. {
  173. CGPath path;
  174. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  175. paths[p.first] = path;
  176. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  177. }
  178. }
  179. }
  180. }
  181. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  182. paths(*this)
  183. {
  184. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  185. destinationTeleport = ObjectInstanceID();
  186. destinationTeleportPos = int3(-1);
  187. GH.defActionsDef = 0;
  188. LOCPLINT = this;
  189. curAction = nullptr;
  190. playerID=Player;
  191. human=true;
  192. battleInt = nullptr;
  193. castleInt = nullptr;
  194. makingTurn = false;
  195. showingDialog = new CondSh<bool>(false);
  196. cingconsole = new CInGameConsole();
  197. GH.terminate_cond->set(false);
  198. firstCall = 1; //if loading will be overwritten in serialize
  199. autosaveCount = 0;
  200. isAutoFightOn = false;
  201. duringMovement = false;
  202. ignoreEvents = false;
  203. numOfMovedArts = 0;
  204. }
  205. CPlayerInterface::~CPlayerInterface()
  206. {
  207. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  208. delete showingDialog;
  209. delete cingconsole;
  210. if (LOCPLINT == this)
  211. LOCPLINT = nullptr;
  212. }
  213. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  214. {
  215. cb = CB;
  216. env = ENV;
  217. CCS->musich->loadTerrainMusicThemes();
  218. initializeHeroTownList();
  219. // always recreate advmap interface to avoid possible memory-corruption bugs
  220. adventureInt.reset(new CAdvMapInt());
  221. }
  222. void CPlayerInterface::yourTurn()
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. adventureInt->selection = nullptr;
  230. NotificationHandler::notify("Your turn");
  231. std::string prefix = settings["session"]["saveprefix"].String();
  232. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  233. if (firstCall)
  234. {
  235. if(CSH->howManyPlayerInterfaces() == 1)
  236. adventureInt->setPlayer(playerID);
  237. autosaveCount = getLastIndex(prefix + "Autosave_");
  238. if (firstCall > 0) //new game, not loaded
  239. {
  240. int index = getLastIndex(prefix + "Newgame_");
  241. index %= SAVES_COUNT;
  242. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  243. }
  244. firstCall = 0;
  245. }
  246. else if(frequency > 0 && cb->getDate() % frequency == 0)
  247. {
  248. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  249. autosaveCount %= 5;
  250. }
  251. adventureInt->setPlayer(playerID);
  252. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  253. {
  254. adventureInt->startHotSeatWait(playerID);
  255. makingTurn = true;
  256. std::string msg = CGI->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->startTurn();
  266. }
  267. }
  268. acceptTurn();
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. 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::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  889. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  890. if(autoTryHover || type == EInfoWindowMode::INFO)
  891. {
  892. if(adventureInt->infoBar->tryShowComponents(components, text, timer))
  893. {
  894. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  895. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  896. return;
  897. }
  898. }
  899. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  900. {
  901. return;
  902. }
  903. std::vector<std::shared_ptr<CComponent>> intComps;
  904. for (auto & component : components)
  905. intComps.push_back(std::make_shared<CComponent>(component));
  906. showInfoDialog(text,intComps,soundID);
  907. }
  908. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  909. {
  910. std::vector<std::shared_ptr<CComponent>> intComps;
  911. intComps.push_back(component);
  912. showInfoDialog(text, intComps, soundBase::sound_todo);
  913. }
  914. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  915. {
  916. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  917. waitWhileDialog();
  918. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  919. {
  920. return;
  921. }
  922. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  923. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  924. {
  925. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  926. showingDialog->set(true);
  927. stopMovement(); // interrupt movement to show dialog
  928. GH.pushInt(temp);
  929. }
  930. else
  931. {
  932. dialogs.push_back(temp);
  933. }
  934. }
  935. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  936. {
  937. EVENT_HANDLER_CALLED_BY_CLIENT;
  938. std::string str;
  939. text.toString(str);
  940. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  941. waitWhileDialog();
  942. }
  943. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  944. {
  945. boost::unique_lock<boost::recursive_mutex> un(*pim);
  946. stopMovement();
  947. LOCPLINT->showingDialog->setn(true);
  948. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  949. }
  950. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  951. {
  952. EVENT_HANDLER_CALLED_BY_CLIENT;
  953. waitWhileDialog();
  954. stopMovement();
  955. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  956. if (!selection && cancel) //simple yes/no dialog
  957. {
  958. std::vector<std::shared_ptr<CComponent>> intComps;
  959. for (auto & component : components)
  960. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  961. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  962. }
  963. else if (selection)
  964. {
  965. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  966. for (auto & component : components)
  967. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  968. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  969. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  970. if (cancel)
  971. {
  972. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  973. }
  974. int charperline = 35;
  975. if (pom.size() > 1)
  976. charperline = 50;
  977. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  978. intComps[0]->clickLeft(true, false);
  979. }
  980. }
  981. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  982. {
  983. EVENT_HANDLER_CALLED_BY_CLIENT;
  984. int choosenExit = -1;
  985. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  986. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  987. choosenExit = vstd::find_pos(exits, neededExit);
  988. cb->selectionMade(choosenExit, askID);
  989. }
  990. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. auto selectCallback = [=](int selection)
  994. {
  995. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  996. reply.Integer() = selection;
  997. cb->sendQueryReply(reply, askID);
  998. };
  999. auto cancelCallback = [=]()
  1000. {
  1001. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1002. cb->sendQueryReply(reply, askID);
  1003. };
  1004. const std::string localTitle = title.toString();
  1005. const std::string localDescription = description.toString();
  1006. std::vector<int> tempList;
  1007. tempList.reserve(objects.size());
  1008. for(auto item : objects)
  1009. tempList.push_back(item.getNum());
  1010. CComponent localIconC(icon);
  1011. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1012. localIconC.removeChild(localIcon.get(), false);
  1013. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1014. wnd->onExit = cancelCallback;
  1015. GH.pushInt(wnd);
  1016. }
  1017. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1018. {
  1019. EVENT_HANDLER_CALLED_BY_CLIENT;
  1020. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1021. for (auto & po : pos)
  1022. adventureInt->minimap->updateTile(po);
  1023. if (!pos.empty())
  1024. GH.totalRedraw();
  1025. }
  1026. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1027. {
  1028. EVENT_HANDLER_CALLED_BY_CLIENT;
  1029. for (auto & po : pos)
  1030. adventureInt->minimap->updateTile(po);
  1031. if (!pos.empty())
  1032. GH.totalRedraw();
  1033. }
  1034. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1035. {
  1036. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1037. GH.pushIntT<CHeroWindow>(hero);
  1038. }
  1039. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1040. {
  1041. EVENT_HANDLER_CALLED_BY_CLIENT;
  1042. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1043. {
  1044. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1045. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1046. if (fortScreen)
  1047. fortScreen->creaturesChangedEventHandler();
  1048. else if(castleInterface)
  1049. castleInterface->creaturesChangedEventHandler();
  1050. for(auto isa : GH.listInt)
  1051. {
  1052. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1053. if (ki && townObj)
  1054. ki->townChanged(townObj);
  1055. }
  1056. }
  1057. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1058. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1059. {
  1060. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1061. if (crw && crw->dwelling == town)
  1062. crw->availableCreaturesChanged();
  1063. }
  1064. }
  1065. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1066. {
  1067. EVENT_HANDLER_CALLED_BY_CLIENT;
  1068. if (bonus.type == Bonus::NONE)
  1069. return;
  1070. updateInfo(hero);
  1071. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1072. {
  1073. //recalculate paths because hero has lost bonus influencing pathfinding
  1074. paths.erasePath(hero);
  1075. }
  1076. }
  1077. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1078. {
  1079. h & wanderingHeroes;
  1080. h & towns;
  1081. h & sleepingHeroes;
  1082. h & paths;
  1083. h & spellbookSettings;
  1084. }
  1085. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1086. {
  1087. EVENT_HANDLER_CALLED_BY_CLIENT;
  1088. serializeTempl(h,version);
  1089. }
  1090. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1091. {
  1092. EVENT_HANDLER_CALLED_BY_CLIENT;
  1093. serializeTempl(h,version);
  1094. firstCall = -1;
  1095. }
  1096. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1097. {
  1098. LOG_TRACE(logGlobal);
  1099. if (!LOCPLINT->makingTurn)
  1100. return;
  1101. if (!h)
  1102. return; //can't find hero
  1103. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1104. if (showingDialog->get() || !dialogs.empty())
  1105. return;
  1106. setMovementStatus(true);
  1107. if (adventureInt && adventureInt->isHeroSleeping(h))
  1108. {
  1109. adventureInt->sleepWake->clickLeft(true, false);
  1110. adventureInt->sleepWake->clickLeft(false, true);
  1111. //could've just called
  1112. //adventureInt->fsleepWake();
  1113. //but no authentic button click/sound ;-)
  1114. }
  1115. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1116. }
  1117. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1121. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1122. {
  1123. onEnd();
  1124. return;
  1125. }
  1126. waitForAllDialogs();
  1127. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1128. cgw->quit->addCallback(onEnd);
  1129. GH.pushInt(cgw);
  1130. }
  1131. /**
  1132. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1133. * into a combinational one on an artifact screen. Does not require the combination of
  1134. * artifacts to be legal.
  1135. */
  1136. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1137. {
  1138. std::string text = artifact->getDescriptionTranslated();
  1139. text += "\n\n";
  1140. std::vector<std::shared_ptr<CComponent>> scs;
  1141. if(assembledArtifact)
  1142. {
  1143. // You possess all of the components to...
  1144. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1145. // Picture of assembled artifact at bottom.
  1146. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1147. scs.push_back(sc);
  1148. }
  1149. else
  1150. {
  1151. // Do you wish to disassemble this artifact?
  1152. text += CGI->generaltexth->allTexts[733];
  1153. }
  1154. showYesNoDialog(text, onYes, nullptr, scs);
  1155. }
  1156. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1157. {
  1158. EVENT_HANDLER_CALLED_BY_CLIENT;
  1159. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1160. && destinationTeleport == ObjectInstanceID())
  1161. stillMoveHero.setn(CONTINUE_MOVE);
  1162. if (destinationTeleport != ObjectInstanceID()
  1163. && pa->packType == typeList.getTypeID<QueryReply>()
  1164. && stillMoveHero.get() == DURING_MOVE)
  1165. { // After teleportation via CGTeleport object is finished
  1166. destinationTeleport = ObjectInstanceID();
  1167. destinationTeleportPos = int3(-1);
  1168. stillMoveHero.setn(CONTINUE_MOVE);
  1169. }
  1170. }
  1171. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1172. {
  1173. EVENT_HANDLER_CALLED_BY_CLIENT;
  1174. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1175. }
  1176. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1177. {
  1178. EVENT_HANDLER_CALLED_BY_CLIENT;
  1179. //redraw minimap if owner changed
  1180. if (sop->what == ObjProperty::OWNER)
  1181. {
  1182. const CGObjectInstance * obj = cb->getObj(sop->id);
  1183. std::set<int3> pos = obj->getBlockedPos();
  1184. for(auto & po : pos)
  1185. {
  1186. if(cb->isVisible(po))
  1187. adventureInt->minimap->updateTile(po);
  1188. }
  1189. if(obj->ID == Obj::TOWN)
  1190. {
  1191. if(obj->tempOwner == playerID)
  1192. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1193. else
  1194. towns -= obj;
  1195. adventureInt->townList->update();
  1196. adventureInt->minimap->update();
  1197. }
  1198. assert(cb->getTownsInfo().size() == towns.size());
  1199. }
  1200. }
  1201. void CPlayerInterface::initializeHeroTownList()
  1202. {
  1203. if(!wanderingHeroes.size())
  1204. {
  1205. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1206. for(auto & hero : heroes)
  1207. {
  1208. if(!hero->inTownGarrison)
  1209. wanderingHeroes.push_back(hero);
  1210. }
  1211. }
  1212. if(!towns.size())
  1213. towns = cb->getTownsInfo();
  1214. if(adventureInt)
  1215. adventureInt->updateNextHero(nullptr);
  1216. }
  1217. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1218. {
  1219. EVENT_HANDLER_CALLED_BY_CLIENT;
  1220. waitWhileDialog();
  1221. auto recruitCb = [=](CreatureID id, int count)
  1222. {
  1223. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1224. };
  1225. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1226. }
  1227. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1228. {
  1229. if (GH.amIGuiThread())
  1230. {
  1231. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1232. return;
  1233. }
  1234. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1235. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1236. while(showingDialog->data)
  1237. showingDialog->cond.wait(un);
  1238. }
  1239. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1240. {
  1241. EVENT_HANDLER_CALLED_BY_CLIENT;
  1242. auto state = obj->shipyardStatus();
  1243. std::vector<si32> cost;
  1244. obj->getBoatCost(cost);
  1245. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1246. }
  1247. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1248. {
  1249. EVENT_HANDLER_CALLED_BY_CLIENT;
  1250. //we might have built a boat in shipyard in opened town screen
  1251. if (obj->ID == Obj::BOAT
  1252. && LOCPLINT->castleInt
  1253. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1254. {
  1255. CCS->soundh->playSound(soundBase::newBuilding);
  1256. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1257. }
  1258. }
  1259. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1260. {
  1261. EVENT_HANDLER_CALLED_BY_CLIENT;
  1262. waitWhileDialog();
  1263. CCS->curh->hide();
  1264. adventureInt->centerOnTile(pos);
  1265. if (focusTime)
  1266. {
  1267. GH.totalRedraw();
  1268. {
  1269. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1270. IgnoreEvents ignore(*this);
  1271. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1272. }
  1273. }
  1274. CCS->curh->show();
  1275. }
  1276. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1277. {
  1278. EVENT_HANDLER_CALLED_BY_CLIENT;
  1279. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1280. {
  1281. waitWhileDialog();
  1282. CCS->soundh->playSound(obj->getRemovalSound().get());
  1283. }
  1284. CGI->mh->waitForOngoingAnimations();
  1285. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1286. {
  1287. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1288. heroKilled(h);
  1289. }
  1290. }
  1291. void CPlayerInterface::objectRemovedAfter()
  1292. {
  1293. EVENT_HANDLER_CALLED_BY_CLIENT;
  1294. adventureInt->minimap->update();
  1295. }
  1296. void CPlayerInterface::playerBlocked(int reason, bool start)
  1297. {
  1298. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1299. {
  1300. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1301. {
  1302. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1303. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1304. LOCPLINT = this;
  1305. GH.curInt = this;
  1306. adventureInt->selection = nullptr;
  1307. adventureInt->setPlayer(playerID);
  1308. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1309. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1310. std::vector<std::shared_ptr<CComponent>> cmp;
  1311. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1312. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1313. showInfoDialog(msg, cmp);
  1314. makingTurn = false;
  1315. }
  1316. }
  1317. }
  1318. void CPlayerInterface::update()
  1319. {
  1320. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1321. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1322. // While mutexes were locked away we may be have stopped being the active interface
  1323. if (LOCPLINT != this)
  1324. return;
  1325. //if there are any waiting dialogs, show them
  1326. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1327. {
  1328. showingDialog->set(true);
  1329. GH.pushInt(dialogs.front());
  1330. dialogs.pop_front();
  1331. }
  1332. assert(adventureInt);
  1333. assert(adventureInt->selection);
  1334. // Handles mouse and key input
  1335. GH.updateTime();
  1336. GH.handleEvents();
  1337. GH.simpleRedraw();
  1338. }
  1339. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1340. {
  1341. using namespace boost::filesystem;
  1342. using namespace boost::algorithm;
  1343. path gamesDir = VCMIDirs::get().userSavePath();
  1344. std::map<std::time_t, int> dates; //save number => datestamp
  1345. const directory_iterator enddir;
  1346. if (!exists(gamesDir))
  1347. create_directory(gamesDir);
  1348. else
  1349. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1350. {
  1351. if (is_regular_file(dir->status()))
  1352. {
  1353. std::string name = dir->path().filename().string();
  1354. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1355. {
  1356. char nr = name[namePrefix.size()];
  1357. if (std::isdigit(nr))
  1358. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1359. }
  1360. }
  1361. }
  1362. if (!dates.empty())
  1363. return (--dates.end())->second; //return latest file number
  1364. return 0;
  1365. }
  1366. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1367. {
  1368. EVENT_HANDLER_CALLED_BY_CLIENT;
  1369. if (player == playerID)
  1370. {
  1371. if (victoryLossCheckResult.loss())
  1372. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1373. //we assume GH.curInt == LOCPLINT
  1374. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1375. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1376. GH.curInt = this; //waiting for dialogs requires this to get events
  1377. if(!makingTurn)
  1378. {
  1379. makingTurn = true; //also needed for dialog to show with current implementation
  1380. waitForAllDialogs();
  1381. makingTurn = false;
  1382. }
  1383. else
  1384. waitForAllDialogs();
  1385. GH.curInt = previousInterface;
  1386. LOCPLINT = previousInterface;
  1387. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1388. {
  1389. if(adventureInt)
  1390. {
  1391. GH.terminate_cond->setn(true);
  1392. adventureInt->deactivate();
  1393. if (GH.topInt() == adventureInt)
  1394. GH.popInt(adventureInt);
  1395. adventureInt.reset();
  1396. }
  1397. }
  1398. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1399. {
  1400. // end game if current human player has won
  1401. CSH->sendClientDisconnecting();
  1402. requestReturningToMainMenu(true);
  1403. }
  1404. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1405. {
  1406. //all human players eliminated
  1407. CSH->sendClientDisconnecting();
  1408. requestReturningToMainMenu(false);
  1409. }
  1410. if (GH.curInt == this) GH.curInt = nullptr;
  1411. }
  1412. else
  1413. {
  1414. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1415. {
  1416. std::string str = victoryLossCheckResult.messageToSelf;
  1417. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1418. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1419. }
  1420. }
  1421. }
  1422. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1423. {
  1424. EVENT_HANDLER_CALLED_BY_CLIENT;
  1425. }
  1426. void CPlayerInterface::showPuzzleMap()
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. waitWhileDialog();
  1430. //TODO: interface should not know the real position of Grail...
  1431. double ratio = 0;
  1432. int3 grailPos = cb->getGrailPos(&ratio);
  1433. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1434. }
  1435. void CPlayerInterface::viewWorldMap()
  1436. {
  1437. adventureInt->openWorldView();
  1438. }
  1439. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1440. {
  1441. EVENT_HANDLER_CALLED_BY_CLIENT;
  1442. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1443. GH.popInts(1);
  1444. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1445. paths.erasePath(caster);
  1446. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1447. auto castSoundPath = spell->getCastSound();
  1448. if(!castSoundPath.empty())
  1449. CCS->soundh->playSound(castSoundPath);
  1450. }
  1451. void CPlayerInterface::acceptTurn()
  1452. {
  1453. if (settings["session"]["autoSkip"].Bool())
  1454. {
  1455. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1456. iw->close();
  1457. }
  1458. if(CSH->howManyPlayerInterfaces() > 1)
  1459. {
  1460. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1461. adventureInt->startTurn();
  1462. }
  1463. adventureInt->initializeNewTurn();
  1464. // warn player if he has no town
  1465. if (cb->howManyTowns() == 0)
  1466. {
  1467. auto playerColor = *cb->getPlayerID();
  1468. std::vector<Component> components;
  1469. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1470. MetaString text;
  1471. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1472. if(optDaysWithoutCastle)
  1473. {
  1474. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1475. if (daysWithoutCastle < 6)
  1476. {
  1477. 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.
  1478. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1479. text.addReplacement(7 - daysWithoutCastle);
  1480. }
  1481. else if (daysWithoutCastle == 6)
  1482. {
  1483. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1484. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1485. }
  1486. showInfoDialogAndWait(components, text);
  1487. }
  1488. else
  1489. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1490. }
  1491. }
  1492. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1493. {
  1494. int msgToShow = -1;
  1495. const auto diggingStatus = h->diggingStatus();
  1496. switch(diggingStatus)
  1497. {
  1498. case EDiggingStatus::CAN_DIG:
  1499. break;
  1500. case EDiggingStatus::LACK_OF_MOVEMENT:
  1501. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1502. break;
  1503. case EDiggingStatus::TILE_OCCUPIED:
  1504. msgToShow = 97; //Try searching on clear ground.
  1505. break;
  1506. case EDiggingStatus::WRONG_TERRAIN:
  1507. msgToShow = 60; ////Try looking on land!
  1508. break;
  1509. default:
  1510. assert(0);
  1511. }
  1512. if(msgToShow < 0)
  1513. cb->dig(h);
  1514. else
  1515. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1516. }
  1517. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1518. {
  1519. bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
  1520. bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
  1521. bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
  1522. bool update = (isHero && changedHero) || (isTown);
  1523. // If infobar is showing components and we request an update to hero
  1524. // do not force infobar tick here, it will prevents us to show components just picked up
  1525. if(adventureInt->infoBar->showingComponents() && !update)
  1526. return;
  1527. adventureInt->infoBar->showSelection();
  1528. }
  1529. void CPlayerInterface::battleNewRoundFirst( int round )
  1530. {
  1531. EVENT_HANDLER_CALLED_BY_CLIENT;
  1532. BATTLE_EVENT_POSSIBLE_RETURN;
  1533. battleInt->newRoundFirst(round);
  1534. }
  1535. void CPlayerInterface::stopMovement()
  1536. {
  1537. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1538. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1539. }
  1540. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1541. {
  1542. EVENT_HANDLER_CALLED_BY_CLIENT;
  1543. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1544. {
  1545. //EEMarketMode mode = market->availableModes().front();
  1546. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1547. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1548. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1549. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1550. }
  1551. else
  1552. {
  1553. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1554. }
  1555. }
  1556. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1557. {
  1558. EVENT_HANDLER_CALLED_BY_CLIENT;
  1559. GH.pushIntT<CUniversityWindow>(visitor, market);
  1560. }
  1561. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1562. {
  1563. EVENT_HANDLER_CALLED_BY_CLIENT;
  1564. GH.pushIntT<CHillFortWindow>(visitor, object);
  1565. }
  1566. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1567. {
  1568. EVENT_HANDLER_CALLED_BY_CLIENT;
  1569. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1570. cmw->artifactsChanged(false);
  1571. }
  1572. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1573. {
  1574. EVENT_HANDLER_CALLED_BY_CLIENT;
  1575. GH.pushIntT<CTavernWindow>(townOrTavern);
  1576. }
  1577. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1578. {
  1579. EVENT_HANDLER_CALLED_BY_CLIENT;
  1580. GH.pushIntT<CThievesGuildWindow>(obj);
  1581. }
  1582. void CPlayerInterface::showQuestLog()
  1583. {
  1584. EVENT_HANDLER_CALLED_BY_CLIENT;
  1585. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1586. }
  1587. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1588. {
  1589. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1590. {
  1591. MetaString txt;
  1592. obj->getProblemText(txt);
  1593. showInfoDialog(txt.toString());
  1594. }
  1595. else
  1596. showShipyardDialog(obj);
  1597. }
  1598. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1599. {
  1600. if(won && cb->getStartInfo()->campState)
  1601. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1602. else
  1603. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1604. }
  1605. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1606. {
  1607. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1608. if(hero)
  1609. {
  1610. auto art = hero->getArt(al.slot);
  1611. if(art == nullptr)
  1612. {
  1613. logGlobal->error("artifact location %d points to nothing",
  1614. al.slot.num);
  1615. return;
  1616. }
  1617. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1618. }
  1619. }
  1620. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1621. {
  1622. EVENT_HANDLER_CALLED_BY_CLIENT;
  1623. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1624. updateInfo(hero);
  1625. askToAssembleArtifact(al);
  1626. }
  1627. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1628. {
  1629. EVENT_HANDLER_CALLED_BY_CLIENT;
  1630. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1631. updateInfo(hero);
  1632. for(auto isa : GH.listInt)
  1633. {
  1634. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1635. if (artWin)
  1636. artWin->artifactRemoved(al);
  1637. }
  1638. waitWhileDialog();
  1639. }
  1640. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1641. {
  1642. EVENT_HANDLER_CALLED_BY_CLIENT;
  1643. auto hero = boost::apply_visitor(HeroObjectRetriever(), dst.artHolder);
  1644. updateInfo(hero);
  1645. bool redraw = true;
  1646. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1647. if(numOfMovedArts != 0)
  1648. {
  1649. numOfMovedArts--;
  1650. if(numOfMovedArts != 0)
  1651. redraw = false;
  1652. }
  1653. for(auto isa : GH.listInt)
  1654. {
  1655. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1656. if (artWin)
  1657. artWin->artifactMoved(src, dst, redraw);
  1658. }
  1659. waitWhileDialog();
  1660. }
  1661. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1662. {
  1663. numOfMovedArts = numOfArts;
  1664. }
  1665. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1666. {
  1667. EVENT_HANDLER_CALLED_BY_CLIENT;
  1668. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1669. updateInfo(hero);
  1670. for(auto isa : GH.listInt)
  1671. {
  1672. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1673. if (artWin)
  1674. artWin->artifactAssembled(al);
  1675. }
  1676. }
  1677. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1678. {
  1679. EVENT_HANDLER_CALLED_BY_CLIENT;
  1680. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1681. updateInfo(hero);
  1682. for(auto isa : GH.listInt)
  1683. {
  1684. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1685. if (artWin)
  1686. artWin->artifactDisassembled(al);
  1687. }
  1688. }
  1689. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1690. {
  1691. EVENT_HANDLER_CALLED_BY_CLIENT;
  1692. if (!vstd::contains (GH.listInt, adventureInt))
  1693. {
  1694. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1695. GH.pushInt (adventureInt);
  1696. }
  1697. else
  1698. {
  1699. if (player == playerID)
  1700. adventureInt->infoBar->showSelection();
  1701. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1702. GH.popInts(1);
  1703. }
  1704. if(CSH->howManyPlayerInterfaces() == 1)
  1705. {
  1706. GH.curInt = this;
  1707. adventureInt->startTurn();
  1708. }
  1709. if (player != playerID && this == LOCPLINT)
  1710. {
  1711. waitWhileDialog();
  1712. adventureInt->aiTurnStarted();
  1713. }
  1714. }
  1715. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1716. {
  1717. while(!dialogs.empty())
  1718. {
  1719. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1720. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1721. }
  1722. waitWhileDialog(unlockPim);
  1723. }
  1724. void CPlayerInterface::proposeLoadingGame()
  1725. {
  1726. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1727. }
  1728. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1729. {
  1730. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1731. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1732. }
  1733. bool CPlayerInterface::capturedAllEvents()
  1734. {
  1735. if (duringMovement)
  1736. {
  1737. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1738. return true;
  1739. }
  1740. if (ignoreEvents)
  1741. {
  1742. boost::unique_lock<boost::mutex> un(eventsM);
  1743. while(!SDLEventsQueue.empty())
  1744. {
  1745. SDLEventsQueue.pop();
  1746. }
  1747. return true;
  1748. }
  1749. return false;
  1750. }
  1751. void CPlayerInterface::setMovementStatus(bool value)
  1752. {
  1753. duringMovement = value;
  1754. if (value)
  1755. {
  1756. CCS->curh->hide();
  1757. }
  1758. else
  1759. {
  1760. CCS->curh->show();
  1761. }
  1762. }
  1763. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1764. {
  1765. int i = 1;
  1766. auto getObj = [&](int3 coord, bool ignoreHero)
  1767. {
  1768. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1769. };
  1770. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1771. {
  1772. if (action != CGPathNode::TELEPORT_NORMAL &&
  1773. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1774. action != CGPathNode::TELEPORT_BATTLE)
  1775. {
  1776. return false;
  1777. }
  1778. return true;
  1779. };
  1780. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1781. {
  1782. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1783. return nextObjectTop;
  1784. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1785. CGTeleport::isConnected(currentObject, nextObject))
  1786. {
  1787. return nextObject;
  1788. }
  1789. return nullptr;
  1790. };
  1791. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1792. stillMoveHero.data = CONTINUE_MOVE;
  1793. auto doMovement = [&](int3 dst, bool transit)
  1794. {
  1795. stillMoveHero.data = WAITING_MOVE;
  1796. cb->moveHero(h, dst, transit);
  1797. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1798. stillMoveHero.cond.wait(un);
  1799. };
  1800. {
  1801. for (auto & elem : path.nodes)
  1802. elem.coord = h->convertFromVisitablePos(elem.coord);
  1803. TerrainId currentTerrain = ETerrainId::NONE;
  1804. TerrainId newTerrain;
  1805. bool wasOnRoad = true;
  1806. int sh = -1;
  1807. auto canStop = [&](CGPathNode * node) -> bool
  1808. {
  1809. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1810. return true;
  1811. if (node->accessible == CGPathNode::ACCESSIBLE)
  1812. return true;
  1813. return false;
  1814. };
  1815. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1816. {
  1817. int3 prevCoord = path.nodes[i].coord;
  1818. int3 nextCoord = path.nodes[i-1].coord;
  1819. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1820. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1821. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1822. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1823. auto nextObjectTop = getObj(nextCoord, false);
  1824. auto nextObject = getObj(nextCoord, true);
  1825. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1826. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1827. {
  1828. CCS->soundh->stopSound(sh);
  1829. destinationTeleport = destTeleportObj->id;
  1830. destinationTeleportPos = nextCoord;
  1831. doMovement(h->pos, false);
  1832. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1833. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1834. {
  1835. destinationTeleport = ObjectInstanceID();
  1836. destinationTeleportPos = int3(-1);
  1837. }
  1838. if(i != path.nodes.size() - 1)
  1839. {
  1840. if (movingOnRoad)
  1841. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1842. else
  1843. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1844. }
  1845. continue;
  1846. }
  1847. if (path.nodes[i-1].turns)
  1848. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1849. stillMoveHero.data = STOP_MOVE;
  1850. break;
  1851. }
  1852. // Start a new sound for the hero movement or let the existing one carry on.
  1853. #if 0
  1854. // TODO
  1855. if (hero is flying && sh == -1)
  1856. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1857. #endif
  1858. {
  1859. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1860. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1861. {
  1862. CCS->soundh->stopSound(sh);
  1863. if (movingOnRoad)
  1864. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1865. else
  1866. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1867. currentTerrain = newTerrain;
  1868. wasOnRoad = movingOnRoad;
  1869. }
  1870. }
  1871. 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
  1872. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1873. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1874. bool useTransit = false;
  1875. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1876. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1877. || CGTeleport::isTeleport(nextObjectTop)))
  1878. { // Hero should be able to go through object if it's allow transit
  1879. useTransit = true;
  1880. }
  1881. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1882. useTransit = true;
  1883. doMovement(endpos, useTransit);
  1884. logGlobal->trace("Resuming %s", __FUNCTION__);
  1885. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1886. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1887. break;
  1888. }
  1889. CCS->soundh->stopSound(sh);
  1890. }
  1891. //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
  1892. if (!showingDialog->get())
  1893. GH.fakeMouseMove();
  1894. //todo: this should be in main thread
  1895. if (adventureInt)
  1896. {
  1897. // (i == 0) means hero went through all the path
  1898. adventureInt->updateMoveHero(h, (i != 0));
  1899. adventureInt->updateNextHero(h);
  1900. }
  1901. CGI->mh->waitForOngoingAnimations();
  1902. setMovementStatus(false);
  1903. }
  1904. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1905. {
  1906. EVENT_HANDLER_CALLED_BY_CLIENT;
  1907. adventureInt->openWorldView(objectPositions, showTerrain );
  1908. }