CPlayerInterface.cpp 63 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/CGarrisonInt.h"
  36. #include "widgets/Buttons.h"
  37. #include "windows/CTradeWindow.h"
  38. #include "windows/CSpellWindow.h"
  39. #include "../lib/CConfigHandler.h"
  40. #include "windows/GUIClasses.h"
  41. #include "render/CAnimation.h"
  42. #include "render/IImage.h"
  43. #include "../lib/CArtHandler.h"
  44. #include "../lib/CGeneralTextHandler.h"
  45. #include "../lib/CHeroHandler.h"
  46. #include "../lib/bonuses/CBonusSystemNode.h"
  47. #include "../lib/bonuses/Limiters.h"
  48. #include "../lib/bonuses/Updaters.h"
  49. #include "../lib/bonuses/Propagators.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/BinaryDeserializer.h"
  52. #include "../lib/serializer/BinarySerializer.h"
  53. #include "../lib/spells/CSpellHandler.h"
  54. #include "../lib/CTownHandler.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjects/ObjectTemplate.h"
  58. #include "../lib/mapping/CMapHeader.h"
  59. #include "../lib/pathfinder/CGPathNode.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/JsonNode.h"
  62. #include "CMusicHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/NetPacks.h"//todo: remove
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/CStopWatch.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/TextOperations.h"
  70. #include "../lib/CPlayerState.h"
  71. #include "../lib/GameConstants.h"
  72. #include "gui/CGuiHandler.h"
  73. #include "gui/WindowHandler.h"
  74. #include "windows/InfoWindows.h"
  75. #include "../lib/UnlockGuard.h"
  76. #include "../lib/RoadHandler.h"
  77. #include "../lib/TerrainHandler.h"
  78. #include "../lib/CThreadHelper.h"
  79. #include "CServerHandler.h"
  80. // FIXME: only needed for CGameState::mutex
  81. #include "../lib/gameState/CGameState.h"
  82. #include "eventsSDL/NotificationHandler.h"
  83. #include "adventureMap/CInGameConsole.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. // The macro marks functions that are run on a new thread by client.
  88. // They do not own any mutexes intiially.
  89. #define THREAD_CREATED_BY_CLIENT
  90. #define RETURN_IF_QUICK_COMBAT \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. #define BATTLE_EVENT_POSSIBLE_RETURN\
  94. if (LOCPLINT != this) \
  95. return; \
  96. RETURN_IF_QUICK_COMBAT
  97. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  98. CPlayerInterface * LOCPLINT;
  99. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  100. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  101. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  102. struct HeroObjectRetriever
  103. {
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  105. {
  106. return h;
  107. }
  108. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  109. {
  110. return nullptr;
  111. }
  112. };
  113. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  114. localState(std::make_unique<PlayerLocalState>(*this))
  115. {
  116. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  117. destinationTeleport = ObjectInstanceID();
  118. destinationTeleportPos = int3(-1);
  119. GH.defActionsDef = 0;
  120. LOCPLINT = this;
  121. playerID=Player;
  122. human=true;
  123. battleInt = nullptr;
  124. castleInt = nullptr;
  125. makingTurn = false;
  126. showingDialog = new CondSh<bool>(false);
  127. cingconsole = new CInGameConsole();
  128. firstCall = 1; //if loading will be overwritten in serialize
  129. autosaveCount = 0;
  130. isAutoFightOn = false;
  131. timerEnabled = true;
  132. duringMovement = false;
  133. ignoreEvents = false;
  134. numOfMovedArts = 0;
  135. }
  136. CPlayerInterface::~CPlayerInterface()
  137. {
  138. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  139. delete showingDialog;
  140. delete cingconsole;
  141. if (LOCPLINT == this)
  142. LOCPLINT = nullptr;
  143. }
  144. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  145. {
  146. cb = CB;
  147. env = ENV;
  148. CCS->musich->loadTerrainMusicThemes();
  149. initializeHeroTownList();
  150. // always recreate advmap interface to avoid possible memory-corruption bugs
  151. adventureInt.reset(new AdventureMapInterface());
  152. }
  153. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  154. {
  155. EVENT_HANDLER_CALLED_BY_CLIENT;
  156. makingTurn = false;
  157. stillMoveHero.setn(STOP_MOVE);
  158. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  159. {
  160. // after map load - remove all active windows and replace them with adventure map
  161. GH.windows().clear();
  162. GH.windows().pushWindow(adventureInt);
  163. }
  164. // close window from another player
  165. if(auto w = GH.windows().topWindow<CInfoWindow>())
  166. if(w->ID == QueryID::NONE && player != playerID)
  167. w->close();
  168. // remove all dialogs that do not expect query answer
  169. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  170. GH.windows().popWindows(1);
  171. if (player != playerID && LOCPLINT == this)
  172. {
  173. waitWhileDialog();
  174. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  175. adventureInt->onEnemyTurnStarted(player, isHuman);
  176. }
  177. }
  178. void CPlayerInterface::performAutosave()
  179. {
  180. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  181. if(frequency > 0 && cb->getDate() % frequency == 0)
  182. {
  183. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  184. std::string prefix = std::string();
  185. if(usePrefix)
  186. {
  187. prefix = settings["general"]["savePrefix"].String();
  188. if(prefix.empty())
  189. {
  190. std::string name = cb->getMapHeader()->name;
  191. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  192. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  193. std::string forbiddenChars("\\/:?\"<>| ");
  194. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  195. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  196. }
  197. }
  198. autosaveCount++;
  199. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  200. if(autosaveCountLimit > 0)
  201. {
  202. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  203. autosaveCount %= autosaveCountLimit;
  204. }
  205. else
  206. {
  207. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  208. + std::to_string(cb->getDate(Date::WEEK))
  209. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  210. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  211. }
  212. }
  213. }
  214. void CPlayerInterface::yourTurn(QueryID queryID)
  215. {
  216. EVENT_HANDLER_CALLED_BY_CLIENT;
  217. {
  218. LOCPLINT = this;
  219. GH.curInt = this;
  220. NotificationHandler::notify("Your turn");
  221. if(settings["general"]["startTurnAutosave"].Bool())
  222. {
  223. performAutosave();
  224. }
  225. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  226. {
  227. adventureInt->onHotseatWaitStarted(playerID);
  228. makingTurn = true;
  229. std::string msg = CGI->generaltexth->allTexts[13];
  230. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  231. std::vector<std::shared_ptr<CComponent>> cmp;
  232. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  233. showInfoDialog(msg, cmp);
  234. }
  235. else
  236. {
  237. makingTurn = true;
  238. adventureInt->onPlayerTurnStarted(playerID);
  239. }
  240. timerEnabled = false;
  241. }
  242. acceptTurn(queryID);
  243. }
  244. void CPlayerInterface::acceptTurn(QueryID queryID)
  245. {
  246. if (settings["session"]["autoSkip"].Bool())
  247. {
  248. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  249. iw->close();
  250. }
  251. if(CSH->howManyPlayerInterfaces() > 1)
  252. {
  253. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  254. adventureInt->onPlayerTurnStarted(playerID);
  255. }
  256. // warn player if he has no town
  257. if (cb->howManyTowns() == 0)
  258. {
  259. auto playerColor = *cb->getPlayerID();
  260. std::vector<Component> components;
  261. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  262. MetaString text;
  263. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  264. if(optDaysWithoutCastle)
  265. {
  266. auto daysWithoutCastle = optDaysWithoutCastle.value();
  267. if (daysWithoutCastle < 6)
  268. {
  269. text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  270. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  271. text.replaceNumber(7 - daysWithoutCastle);
  272. }
  273. else if (daysWithoutCastle == 6)
  274. {
  275. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  276. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  277. }
  278. showInfoDialogAndWait(components, text);
  279. }
  280. else
  281. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  282. }
  283. cb->selectionMade(0, queryID);
  284. timerEnabled = true;
  285. }
  286. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  287. {
  288. EVENT_HANDLER_CALLED_BY_CLIENT;
  289. waitWhileDialog();
  290. if(LOCPLINT != this)
  291. return;
  292. //FIXME: read once and store
  293. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  294. return;
  295. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  296. if (!hero)
  297. return;
  298. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  299. {
  300. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  301. CCS->soundh->playSound(hero->getRemovalSound().value());
  302. }
  303. std::unordered_set<int3> changedTiles {
  304. hero->convertToVisitablePos(details.start),
  305. hero->convertToVisitablePos(details.end)
  306. };
  307. adventureInt->onMapTilesChanged(changedTiles);
  308. adventureInt->onHeroMovementStarted(hero);
  309. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  310. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  311. {
  312. if(details.result == TryMoveHero::TELEPORTATION)
  313. {
  314. if(localState->hasPath(hero))
  315. {
  316. assert(localState->getPath(hero).nodes.size() >= 2);
  317. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  318. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  319. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  320. {
  321. //path was between entrance and exit of teleport -> OK, erase node as usual
  322. localState->removeLastNode(hero);
  323. }
  324. else
  325. {
  326. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  327. localState->erasePath(hero);
  328. }
  329. }
  330. }
  331. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  332. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  333. {
  334. localState->erasePath(hero);
  335. }
  336. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  337. {
  338. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  339. localState->removeLastNode(hero);
  340. }
  341. }
  342. if(details.stopMovement()) //hero failed to move
  343. {
  344. stillMoveHero.setn(STOP_MOVE);
  345. adventureInt->onHeroChanged(hero);
  346. return;
  347. }
  348. CGI->mh->waitForOngoingAnimations();
  349. //move finished
  350. adventureInt->onHeroChanged(hero);
  351. //check if user cancelled movement
  352. {
  353. if (GH.input().ignoreEventsUntilInput())
  354. stillMoveHero.setn(STOP_MOVE);
  355. }
  356. if (stillMoveHero.get() == WAITING_MOVE)
  357. stillMoveHero.setn(DURING_MOVE);
  358. // Hero attacked creature directly, set direction to face it.
  359. if (directlyAttackingCreature) {
  360. // Get direction to attacker.
  361. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  362. static const ui8 dirLookup[3][3] = {
  363. { 1, 2, 3 },
  364. { 8, 0, 4 },
  365. { 7, 6, 5 }
  366. };
  367. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  368. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  369. }
  370. }
  371. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  375. // if hero is not in town garrison
  376. if (vstd::contains(localState->getWanderingHeroes(), hero))
  377. localState->removeWanderingHero(hero);
  378. adventureInt->onHeroChanged(hero);
  379. localState->erasePath(hero);
  380. }
  381. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if(start && visitedObj)
  385. {
  386. if(visitedObj->getVisitSound())
  387. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  388. }
  389. }
  390. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. localState->addWanderingHero(hero);
  394. adventureInt->onHeroChanged(hero);
  395. }
  396. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  397. {
  398. if(castleInt)
  399. castleInt->close();
  400. castleInt = nullptr;
  401. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  402. GH.windows().pushWindow(newCastleInt);
  403. }
  404. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. if (which == PrimarySkill::EXPERIENCE)
  408. {
  409. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  410. ctw->setExpToLevel();
  411. }
  412. else
  413. adventureInt->onHeroChanged(hero);
  414. }
  415. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  419. cuw->redraw();
  420. }
  421. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. adventureInt->onHeroChanged(hero);
  425. if (makingTurn && hero->tempOwner == playerID)
  426. adventureInt->onHeroChanged(hero);
  427. for (auto window : GH.windows().findWindows<BattleWindow>())
  428. window->heroManaPointsChanged(hero);
  429. }
  430. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. if (makingTurn && hero->tempOwner == playerID)
  434. adventureInt->onHeroChanged(hero);
  435. }
  436. void CPlayerInterface::receivedResource()
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  440. mw->resourceChanged();
  441. GH.windows().totalRedraw();
  442. }
  443. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  444. {
  445. EVENT_HANDLER_CALLED_BY_CLIENT;
  446. waitWhileDialog();
  447. CCS->soundh->playSound(soundBase::heroNewLevel);
  448. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  449. {
  450. cb->selectionMade(selection, queryID);
  451. });
  452. }
  453. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  454. {
  455. EVENT_HANDLER_CALLED_BY_CLIENT;
  456. waitWhileDialog();
  457. CCS->soundh->playSound(soundBase::heroNewLevel);
  458. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  459. {
  460. cb->selectionMade(selection, queryID);
  461. });
  462. }
  463. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. if(town->garrisonHero) //wandering hero moved to the garrison
  467. {
  468. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  469. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  470. localState->removeWanderingHero(town->garrisonHero);
  471. }
  472. if(town->visitingHero) //hero leaves garrison
  473. {
  474. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  475. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  476. localState->addWanderingHero(town->visitingHero);
  477. }
  478. adventureInt->onHeroChanged(nullptr);
  479. adventureInt->onTownChanged(town);
  480. if(castleInt)
  481. {
  482. castleInt->garr->selectSlot(nullptr);
  483. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  484. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  485. castleInt->garr->recreateSlots();
  486. castleInt->heroes->update();
  487. // Perform totalRedraw to update hero list on adventure map
  488. GH.windows().totalRedraw();
  489. }
  490. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  491. {
  492. ki->townChanged(town);
  493. ki->updateGarrisons();
  494. ki->redraw();
  495. }
  496. }
  497. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  498. {
  499. EVENT_HANDLER_CALLED_BY_CLIENT;
  500. if (hero->tempOwner != playerID )
  501. return;
  502. waitWhileDialog();
  503. openTownWindow(town);
  504. }
  505. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  506. {
  507. std::vector<const CGObjectInstance *> instances;
  508. if(auto obj = cb->getObj(id1))
  509. instances.push_back(obj);
  510. if(id2 != ObjectInstanceID() && id2 != id1)
  511. {
  512. if(auto obj = cb->getObj(id2))
  513. instances.push_back(obj);
  514. }
  515. garrisonsChanged(instances);
  516. }
  517. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  518. {
  519. boost::unique_lock<boost::recursive_mutex> un(*pim);
  520. for (auto object : objs)
  521. {
  522. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  523. auto * town = dynamic_cast<const CGTownInstance*>(object);
  524. if (hero)
  525. {
  526. adventureInt->onHeroChanged(hero);
  527. if(hero->inTownGarrison)
  528. {
  529. adventureInt->onTownChanged(hero->visitedTown);
  530. }
  531. }
  532. if (town)
  533. adventureInt->onTownChanged(town);
  534. }
  535. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  536. cgh->updateGarrisons();
  537. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  538. {
  539. if (vstd::contains(objs, cmw->hero))
  540. cmw->garrisonChanged();
  541. }
  542. GH.windows().totalRedraw();
  543. }
  544. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  545. {
  546. EVENT_HANDLER_CALLED_BY_CLIENT;
  547. adventureInt->onTownChanged(town);
  548. if (castleInt)
  549. {
  550. castleInt->townlist->updateElement(town);
  551. if (castleInt->town == town)
  552. {
  553. switch(what)
  554. {
  555. case 1:
  556. CCS->soundh->playSound(soundBase::newBuilding);
  557. castleInt->addBuilding(buildingID);
  558. break;
  559. case 2:
  560. castleInt->removeBuilding(buildingID);
  561. break;
  562. }
  563. }
  564. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  565. GH.windows().totalRedraw();
  566. }
  567. }
  568. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  569. {
  570. // when battle starts, game will send battleStart pack *before* movement confirmation
  571. // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
  572. // leading to several bugs, such as blocked input during intro
  573. stillMoveHero.setn(STOP_MOVE);
  574. //Don't wait for dialogs when we are non-active hot-seat player
  575. if (LOCPLINT == this)
  576. waitForAllDialogs();
  577. }
  578. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  579. {
  580. EVENT_HANDLER_CALLED_BY_CLIENT;
  581. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  582. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  583. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  584. {
  585. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  586. autofightingAI->initBattleInterface(env, cb);
  587. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  588. isAutoFightOn = true;
  589. cb->registerBattleInterface(autofightingAI);
  590. }
  591. //Don't wait for dialogs when we are non-active hot-seat player
  592. if (LOCPLINT == this)
  593. waitForAllDialogs();
  594. BATTLE_EVENT_POSSIBLE_RETURN;
  595. }
  596. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  597. {
  598. EVENT_HANDLER_CALLED_BY_CLIENT;
  599. BATTLE_EVENT_POSSIBLE_RETURN;
  600. for(auto & info : units)
  601. {
  602. switch(info.operation)
  603. {
  604. case UnitChanges::EOperation::RESET_STATE:
  605. {
  606. const CStack * stack = cb->battleGetStackByID(info.id );
  607. if(!stack)
  608. {
  609. logGlobal->error("Invalid unit ID %d", info.id);
  610. continue;
  611. }
  612. battleInt->stackReset(stack);
  613. }
  614. break;
  615. case UnitChanges::EOperation::REMOVE:
  616. battleInt->stackRemoved(info.id);
  617. break;
  618. case UnitChanges::EOperation::ADD:
  619. {
  620. const CStack * unit = cb->battleGetStackByID(info.id);
  621. if(!unit)
  622. {
  623. logGlobal->error("Invalid unit ID %d", info.id);
  624. continue;
  625. }
  626. battleInt->stackAdded(unit);
  627. }
  628. break;
  629. default:
  630. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  631. break;
  632. }
  633. }
  634. }
  635. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  636. {
  637. EVENT_HANDLER_CALLED_BY_CLIENT;
  638. BATTLE_EVENT_POSSIBLE_RETURN;
  639. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  640. std::vector<ObstacleChanges> removedObstacles;
  641. for(auto & change : obstacles)
  642. {
  643. if(change.operation == BattleChanges::EOperation::ADD)
  644. {
  645. auto instance = cb->battleGetObstacleByID(change.id);
  646. if(instance)
  647. newObstacles.push_back(instance);
  648. else
  649. logNetwork->error("Invalid obstacle instance %d", change.id);
  650. }
  651. if(change.operation == BattleChanges::EOperation::REMOVE)
  652. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  653. }
  654. if (!newObstacles.empty())
  655. battleInt->obstaclePlaced(newObstacles);
  656. if (!removedObstacles.empty())
  657. battleInt->obstacleRemoved(removedObstacles);
  658. battleInt->fieldController->redrawBackgroundWithHexes();
  659. }
  660. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  661. {
  662. EVENT_HANDLER_CALLED_BY_CLIENT;
  663. BATTLE_EVENT_POSSIBLE_RETURN;
  664. battleInt->stackIsCatapulting(ca);
  665. }
  666. 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
  667. {
  668. EVENT_HANDLER_CALLED_BY_CLIENT;
  669. BATTLE_EVENT_POSSIBLE_RETURN;
  670. battleInt->newRound(round);
  671. }
  672. void CPlayerInterface::actionStarted(const BattleAction &action)
  673. {
  674. EVENT_HANDLER_CALLED_BY_CLIENT;
  675. BATTLE_EVENT_POSSIBLE_RETURN;
  676. battleInt->startAction(action);
  677. }
  678. void CPlayerInterface::actionFinished(const BattleAction &action)
  679. {
  680. EVENT_HANDLER_CALLED_BY_CLIENT;
  681. BATTLE_EVENT_POSSIBLE_RETURN;
  682. battleInt->endAction(action);
  683. }
  684. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  685. {
  686. EVENT_HANDLER_CALLED_BY_CLIENT;
  687. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  688. assert(!cb->battleIsFinished());
  689. if (cb->battleIsFinished())
  690. {
  691. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  692. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  693. return ;
  694. }
  695. if (autofightingAI)
  696. {
  697. if (isAutoFightOn)
  698. {
  699. //FIXME: we want client rendering to proceed while AI is making actions
  700. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  701. auto unlockPim = vstd::makeUnlockGuard(*pim);
  702. autofightingAI->activeStack(stack);
  703. return;
  704. }
  705. cb->unregisterBattleInterface(autofightingAI);
  706. autofightingAI.reset();
  707. }
  708. assert(battleInt);
  709. if(!battleInt)
  710. {
  711. // probably battle is finished already
  712. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  713. }
  714. {
  715. boost::unique_lock<boost::recursive_mutex> un(*pim);
  716. battleInt->stackActivated(stack);
  717. //Regeneration & mana drain go there
  718. }
  719. }
  720. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. if(isAutoFightOn || autofightingAI)
  724. {
  725. isAutoFightOn = false;
  726. cb->unregisterBattleInterface(autofightingAI);
  727. autofightingAI.reset();
  728. if(!battleInt)
  729. {
  730. bool allowManualReplay = queryID != QueryID::NONE;
  731. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  732. if (allowManualReplay)
  733. {
  734. wnd->resultCallback = [=](ui32 selection)
  735. {
  736. cb->selectionMade(selection, queryID);
  737. };
  738. }
  739. GH.windows().pushWindow(wnd);
  740. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  741. // Otherwise NewTurn causes freeze.
  742. waitWhileDialog();
  743. return;
  744. }
  745. }
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. battleInt->battleFinished(*br, queryID);
  748. }
  749. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  750. {
  751. EVENT_HANDLER_CALLED_BY_CLIENT;
  752. BATTLE_EVENT_POSSIBLE_RETURN;
  753. battleInt->displayBattleLog(lines);
  754. }
  755. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. BATTLE_EVENT_POSSIBLE_RETURN;
  759. battleInt->stackMoved(stack, dest, distance, teleport);
  760. }
  761. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. BATTLE_EVENT_POSSIBLE_RETURN;
  765. battleInt->spellCast(sc);
  766. }
  767. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. battleInt->battleStacksEffectsSet(sse);
  772. }
  773. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. BATTLE_EVENT_POSSIBLE_RETURN;
  777. RETURN_IF_QUICK_COMBAT;
  778. battleInt->effectsController->battleTriggerEffect(bte);
  779. }
  780. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  781. {
  782. EVENT_HANDLER_CALLED_BY_CLIENT;
  783. BATTLE_EVENT_POSSIBLE_RETURN;
  784. std::vector<StackAttackedInfo> arg;
  785. for(auto & elem : bsa)
  786. {
  787. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  788. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  789. assert(defender);
  790. StackAttackedInfo info;
  791. info.defender = defender;
  792. info.attacker = attacker;
  793. info.damageDealt = elem.damageAmount;
  794. info.amountKilled = elem.killedAmount;
  795. info.spellEffect = SpellID::NONE;
  796. info.indirectAttack = ranged;
  797. info.killed = elem.killed();
  798. info.rebirth = elem.willRebirth();
  799. info.cloneKilled = elem.cloneKilled();
  800. info.fireShield = elem.fireShield();
  801. if (elem.isSpell())
  802. info.spellEffect = elem.spellID;
  803. arg.push_back(info);
  804. }
  805. battleInt->stacksAreAttacked(arg);
  806. }
  807. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. BATTLE_EVENT_POSSIBLE_RETURN;
  811. StackAttackInfo info;
  812. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  813. info.defender = nullptr;
  814. info.indirectAttack = ba->shot();
  815. info.lucky = ba->lucky();
  816. info.unlucky = ba->unlucky();
  817. info.deathBlow = ba->deathBlow();
  818. info.lifeDrain = ba->lifeDrain();
  819. info.tile = ba->tile;
  820. info.spellEffect = SpellID::NONE;
  821. if (ba->spellLike())
  822. info.spellEffect = ba->spellID;
  823. for(auto & elem : ba->bsa)
  824. {
  825. if(!elem.isSecondary())
  826. {
  827. assert(info.defender == nullptr);
  828. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  829. }
  830. else
  831. {
  832. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  833. }
  834. }
  835. assert(info.defender != nullptr);
  836. assert(info.attacker != nullptr);
  837. battleInt->stackAttacking(info);
  838. }
  839. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  840. {
  841. EVENT_HANDLER_CALLED_BY_CLIENT;
  842. BATTLE_EVENT_POSSIBLE_RETURN;
  843. battleInt->gateStateChanged(state);
  844. }
  845. void CPlayerInterface::yourTacticPhase(int distance)
  846. {
  847. EVENT_HANDLER_CALLED_BY_CLIENT;
  848. }
  849. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  850. {
  851. EVENT_HANDLER_CALLED_BY_CLIENT;
  852. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  853. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  854. if(autoTryHover || type == EInfoWindowMode::INFO)
  855. {
  856. waitWhileDialog(); //Fix for mantis #98
  857. adventureInt->showInfoBoxMessage(components, text, timer);
  858. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  859. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  860. return;
  861. }
  862. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  863. {
  864. return;
  865. }
  866. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  867. do
  868. {
  869. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  870. std::vector<std::shared_ptr<CComponent>> intComps;
  871. for (auto & component : sender)
  872. intComps.push_back(std::make_shared<CComponent>(component));
  873. showInfoDialog(text,intComps,soundID);
  874. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  875. }
  876. while(!vect.empty());
  877. }
  878. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  879. {
  880. std::vector<std::shared_ptr<CComponent>> intComps;
  881. intComps.push_back(component);
  882. showInfoDialog(text, intComps, soundBase::sound_todo);
  883. }
  884. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  885. {
  886. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  887. waitWhileDialog();
  888. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  889. {
  890. return;
  891. }
  892. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  893. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  894. {
  895. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  896. showingDialog->set(true);
  897. stopMovement(); // interrupt movement to show dialog
  898. GH.windows().pushWindow(temp);
  899. }
  900. else
  901. {
  902. dialogs.push_back(temp);
  903. }
  904. }
  905. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  906. {
  907. EVENT_HANDLER_CALLED_BY_CLIENT;
  908. std::string str = text.toString();
  909. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  910. waitWhileDialog();
  911. }
  912. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  913. {
  914. boost::unique_lock<boost::recursive_mutex> un(*pim);
  915. stopMovement();
  916. LOCPLINT->showingDialog->setn(true);
  917. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  918. }
  919. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  920. {
  921. EVENT_HANDLER_CALLED_BY_CLIENT;
  922. waitWhileDialog();
  923. stopMovement();
  924. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  925. if (!selection && cancel) //simple yes/no dialog
  926. {
  927. std::vector<std::shared_ptr<CComponent>> intComps;
  928. for (auto & component : components)
  929. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  930. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  931. }
  932. else if (selection)
  933. {
  934. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  935. for (auto & component : components)
  936. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  937. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  938. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  939. if (cancel)
  940. {
  941. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  942. }
  943. int charperline = 35;
  944. if (pom.size() > 1)
  945. charperline = 50;
  946. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  947. intComps[0]->clickPressed(GH.getCursorPosition());
  948. intComps[0]->clickReleased(GH.getCursorPosition());
  949. }
  950. }
  951. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. int choosenExit = -1;
  955. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  956. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  957. choosenExit = vstd::find_pos(exits, neededExit);
  958. cb->selectionMade(choosenExit, askID);
  959. }
  960. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  961. {
  962. EVENT_HANDLER_CALLED_BY_CLIENT;
  963. auto selectCallback = [=](int selection)
  964. {
  965. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  966. reply.Integer() = selection;
  967. cb->sendQueryReply(reply, askID);
  968. };
  969. auto cancelCallback = [=]()
  970. {
  971. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  972. cb->sendQueryReply(reply, askID);
  973. };
  974. const std::string localTitle = title.toString();
  975. const std::string localDescription = description.toString();
  976. std::vector<int> tempList;
  977. tempList.reserve(objects.size());
  978. for(auto item : objects)
  979. tempList.push_back(item.getNum());
  980. CComponent localIconC(icon);
  981. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  982. localIconC.removeChild(localIcon.get(), false);
  983. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  984. wnd->onExit = cancelCallback;
  985. GH.windows().pushWindow(wnd);
  986. }
  987. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  988. {
  989. EVENT_HANDLER_CALLED_BY_CLIENT;
  990. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  991. adventureInt->onMapTilesChanged(pos);
  992. }
  993. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  994. {
  995. EVENT_HANDLER_CALLED_BY_CLIENT;
  996. adventureInt->onMapTilesChanged(pos);
  997. }
  998. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  999. {
  1000. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1001. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  1002. }
  1003. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1004. {
  1005. EVENT_HANDLER_CALLED_BY_CLIENT;
  1006. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1007. {
  1008. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1009. fortScreen->creaturesChangedEventHandler();
  1010. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1011. castleInterface->creaturesChangedEventHandler();
  1012. if (townObj)
  1013. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1014. ki->townChanged(townObj);
  1015. }
  1016. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1017. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1018. {
  1019. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1020. if (crw->dwelling == town)
  1021. crw->availableCreaturesChanged();
  1022. }
  1023. }
  1024. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1025. {
  1026. EVENT_HANDLER_CALLED_BY_CLIENT;
  1027. if (bonus.type == BonusType::NONE)
  1028. return;
  1029. adventureInt->onHeroChanged(hero);
  1030. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1031. {
  1032. //recalculate paths because hero has lost bonus influencing pathfinding
  1033. localState->erasePath(hero);
  1034. }
  1035. }
  1036. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1037. {
  1038. EVENT_HANDLER_CALLED_BY_CLIENT;
  1039. localState->serialize(h, version);
  1040. }
  1041. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1042. {
  1043. EVENT_HANDLER_CALLED_BY_CLIENT;
  1044. localState->serialize(h, version);
  1045. firstCall = -1;
  1046. }
  1047. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1048. {
  1049. LOG_TRACE(logGlobal);
  1050. if (!LOCPLINT->makingTurn)
  1051. return;
  1052. if (!h)
  1053. return; //can't find hero
  1054. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1055. if (showingDialog->get() || !dialogs.empty())
  1056. return;
  1057. setMovementStatus(true);
  1058. if (localState->isHeroSleeping(h))
  1059. localState->setHeroAwaken(h);
  1060. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1061. }
  1062. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1066. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1067. {
  1068. onEnd();
  1069. return;
  1070. }
  1071. waitForAllDialogs();
  1072. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1073. cgw->quit->addCallback(onEnd);
  1074. GH.windows().pushWindow(cgw);
  1075. }
  1076. /**
  1077. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1078. * into a combinational one on an artifact screen. Does not require the combination of
  1079. * artifacts to be legal.
  1080. */
  1081. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1082. {
  1083. std::string text = artifact->getDescriptionTranslated();
  1084. text += "\n\n";
  1085. std::vector<std::shared_ptr<CComponent>> scs;
  1086. if(assembledArtifact)
  1087. {
  1088. // You possess all of the components to...
  1089. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1090. // Picture of assembled artifact at bottom.
  1091. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1092. scs.push_back(sc);
  1093. }
  1094. else
  1095. {
  1096. // Do you wish to disassemble this artifact?
  1097. text += CGI->generaltexth->allTexts[733];
  1098. }
  1099. showYesNoDialog(text, onYes, nullptr, scs);
  1100. }
  1101. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1102. {
  1103. EVENT_HANDLER_CALLED_BY_CLIENT;
  1104. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1105. && destinationTeleport == ObjectInstanceID())
  1106. stillMoveHero.setn(CONTINUE_MOVE);
  1107. if (destinationTeleport != ObjectInstanceID()
  1108. && pa->packType == typeList.getTypeID<QueryReply>()
  1109. && stillMoveHero.get() == DURING_MOVE)
  1110. { // After teleportation via CGTeleport object is finished
  1111. destinationTeleport = ObjectInstanceID();
  1112. destinationTeleportPos = int3(-1);
  1113. stillMoveHero.setn(CONTINUE_MOVE);
  1114. }
  1115. }
  1116. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1117. {
  1118. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1119. }
  1120. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1121. {
  1122. EVENT_HANDLER_CALLED_BY_CLIENT;
  1123. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1124. }
  1125. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1126. {
  1127. if (sop->what == ObjProperty::OWNER)
  1128. {
  1129. const CGObjectInstance * obj = cb->getObj(sop->id);
  1130. if(obj->ID == Obj::TOWN)
  1131. {
  1132. auto town = static_cast<const CGTownInstance *>(obj);
  1133. if(obj->tempOwner == playerID)
  1134. {
  1135. localState->removeOwnedTown(town);
  1136. adventureInt->onTownChanged(town);
  1137. }
  1138. }
  1139. }
  1140. }
  1141. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. if (sop->what == ObjProperty::OWNER)
  1145. {
  1146. const CGObjectInstance * obj = cb->getObj(sop->id);
  1147. if(obj->ID == Obj::TOWN)
  1148. {
  1149. auto town = static_cast<const CGTownInstance *>(obj);
  1150. if(obj->tempOwner == playerID)
  1151. {
  1152. localState->addOwnedTown(town);
  1153. adventureInt->onTownChanged(town);
  1154. }
  1155. }
  1156. //redraw minimap if owner changed
  1157. std::set<int3> pos = obj->getBlockedPos();
  1158. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1159. adventureInt->onMapTilesChanged(upos);
  1160. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1161. }
  1162. }
  1163. void CPlayerInterface::initializeHeroTownList()
  1164. {
  1165. if(localState->getWanderingHeroes().empty())
  1166. {
  1167. for(auto & hero : cb->getHeroesInfo())
  1168. {
  1169. if(!hero->inTownGarrison)
  1170. localState->addWanderingHero(hero);
  1171. }
  1172. }
  1173. if(localState->getOwnedTowns().empty())
  1174. {
  1175. for(auto & town : cb->getTownsInfo())
  1176. localState->addOwnedTown(town);
  1177. }
  1178. if(adventureInt)
  1179. adventureInt->onHeroChanged(nullptr);
  1180. }
  1181. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1182. {
  1183. EVENT_HANDLER_CALLED_BY_CLIENT;
  1184. waitWhileDialog();
  1185. auto recruitCb = [=](CreatureID id, int count)
  1186. {
  1187. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1188. };
  1189. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1190. }
  1191. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1192. {
  1193. if (GH.amIGuiThread())
  1194. {
  1195. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1196. return;
  1197. }
  1198. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1199. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1200. while(showingDialog->data)
  1201. showingDialog->cond.wait(un);
  1202. }
  1203. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. auto state = obj->shipyardStatus();
  1207. TResources cost;
  1208. obj->getBoatCost(cost);
  1209. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1210. }
  1211. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1212. {
  1213. EVENT_HANDLER_CALLED_BY_CLIENT;
  1214. //we might have built a boat in shipyard in opened town screen
  1215. if (obj->ID == Obj::BOAT
  1216. && LOCPLINT->castleInt
  1217. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1218. {
  1219. CCS->soundh->playSound(soundBase::newBuilding);
  1220. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1221. }
  1222. }
  1223. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1224. {
  1225. EVENT_HANDLER_CALLED_BY_CLIENT;
  1226. waitWhileDialog();
  1227. CCS->curh->hide();
  1228. adventureInt->centerOnTile(pos);
  1229. if (focusTime)
  1230. {
  1231. GH.windows().totalRedraw();
  1232. {
  1233. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1234. IgnoreEvents ignore(*this);
  1235. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1236. }
  1237. }
  1238. CCS->curh->show();
  1239. }
  1240. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1241. {
  1242. EVENT_HANDLER_CALLED_BY_CLIENT;
  1243. if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound())
  1244. {
  1245. waitWhileDialog();
  1246. CCS->soundh->playSound(obj->getRemovalSound().value());
  1247. }
  1248. CGI->mh->waitForOngoingAnimations();
  1249. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1250. {
  1251. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1252. heroKilled(h);
  1253. }
  1254. GH.fakeMouseMove();
  1255. }
  1256. void CPlayerInterface::objectRemovedAfter()
  1257. {
  1258. EVENT_HANDLER_CALLED_BY_CLIENT;
  1259. adventureInt->onMapTilesChanged(boost::none);
  1260. // visiting or garrisoned hero removed - recreate castle window
  1261. if (castleInt)
  1262. openTownWindow(castleInt->town);
  1263. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1264. ki->heroRemoved();
  1265. }
  1266. void CPlayerInterface::playerBlocked(int reason, bool start)
  1267. {
  1268. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1269. {
  1270. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1271. {
  1272. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1273. LOCPLINT = this;
  1274. GH.curInt = this;
  1275. adventureInt->onCurrentPlayerChanged(playerID);
  1276. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1277. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1278. std::vector<std::shared_ptr<CComponent>> cmp;
  1279. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1280. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1281. showInfoDialog(msg, cmp);
  1282. makingTurn = false;
  1283. }
  1284. }
  1285. }
  1286. void CPlayerInterface::update()
  1287. {
  1288. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1289. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1290. // While mutexes were locked away we may be have stopped being the active interface
  1291. if (LOCPLINT != this)
  1292. return;
  1293. //if there are any waiting dialogs, show them
  1294. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1295. {
  1296. showingDialog->set(true);
  1297. GH.windows().pushWindow(dialogs.front());
  1298. dialogs.pop_front();
  1299. }
  1300. assert(adventureInt);
  1301. // Handles mouse and key input
  1302. GH.handleEvents();
  1303. GH.windows().simpleRedraw();
  1304. }
  1305. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1306. {
  1307. using namespace boost::filesystem;
  1308. using namespace boost::algorithm;
  1309. path gamesDir = VCMIDirs::get().userSavePath();
  1310. std::map<std::time_t, int> dates; //save number => datestamp
  1311. const directory_iterator enddir;
  1312. if (!exists(gamesDir))
  1313. create_directory(gamesDir);
  1314. else
  1315. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1316. {
  1317. if (is_regular_file(dir->status()))
  1318. {
  1319. std::string name = dir->path().filename().string();
  1320. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1321. {
  1322. char nr = name[namePrefix.size()];
  1323. if (std::isdigit(nr))
  1324. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1325. }
  1326. }
  1327. }
  1328. if (!dates.empty())
  1329. return (--dates.end())->second; //return latest file number
  1330. return 0;
  1331. }
  1332. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1333. {
  1334. EVENT_HANDLER_CALLED_BY_CLIENT;
  1335. if (player == playerID)
  1336. {
  1337. if (victoryLossCheckResult.loss())
  1338. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1339. assert(GH.curInt == LOCPLINT);
  1340. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1341. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1342. GH.curInt = this; //waiting for dialogs requires this to get events
  1343. if(!makingTurn)
  1344. {
  1345. makingTurn = true; //also needed for dialog to show with current implementation
  1346. waitForAllDialogs();
  1347. makingTurn = false;
  1348. }
  1349. else
  1350. waitForAllDialogs();
  1351. GH.curInt = previousInterface;
  1352. LOCPLINT = previousInterface;
  1353. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1354. {
  1355. if(adventureInt)
  1356. {
  1357. GH.windows().popWindows(GH.windows().count());
  1358. adventureInt.reset();
  1359. }
  1360. }
  1361. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1362. {
  1363. // end game if current human player has won
  1364. CSH->sendClientDisconnecting();
  1365. requestReturningToMainMenu(true);
  1366. }
  1367. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1368. {
  1369. //all human players eliminated
  1370. CSH->sendClientDisconnecting();
  1371. requestReturningToMainMenu(false);
  1372. }
  1373. if (GH.curInt == this)
  1374. GH.curInt = nullptr;
  1375. }
  1376. }
  1377. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. }
  1381. void CPlayerInterface::showPuzzleMap()
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. waitWhileDialog();
  1385. //TODO: interface should not know the real position of Grail...
  1386. double ratio = 0;
  1387. int3 grailPos = cb->getGrailPos(&ratio);
  1388. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1389. }
  1390. void CPlayerInterface::viewWorldMap()
  1391. {
  1392. adventureInt->openWorldView();
  1393. }
  1394. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. if(GH.windows().topWindow<CSpellWindow>())
  1398. GH.windows().popWindows(1);
  1399. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1400. localState->erasePath(caster);
  1401. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1402. auto castSoundPath = spell->getCastSound();
  1403. if(!castSoundPath.empty())
  1404. CCS->soundh->playSound(castSoundPath);
  1405. }
  1406. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1407. {
  1408. int msgToShow = -1;
  1409. const auto diggingStatus = h->diggingStatus();
  1410. switch(diggingStatus)
  1411. {
  1412. case EDiggingStatus::CAN_DIG:
  1413. break;
  1414. case EDiggingStatus::LACK_OF_MOVEMENT:
  1415. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1416. break;
  1417. case EDiggingStatus::TILE_OCCUPIED:
  1418. msgToShow = 97; //Try searching on clear ground.
  1419. break;
  1420. case EDiggingStatus::WRONG_TERRAIN:
  1421. msgToShow = 60; ////Try looking on land!
  1422. break;
  1423. case EDiggingStatus::BACKPACK_IS_FULL:
  1424. msgToShow = 247; //Searching for the Grail is fruitless...
  1425. break;
  1426. default:
  1427. assert(0);
  1428. }
  1429. if(msgToShow < 0)
  1430. cb->dig(h);
  1431. else
  1432. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1433. }
  1434. void CPlayerInterface::battleNewRoundFirst( int round )
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. BATTLE_EVENT_POSSIBLE_RETURN;
  1438. battleInt->newRoundFirst(round);
  1439. }
  1440. void CPlayerInterface::stopMovement()
  1441. {
  1442. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1443. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1444. }
  1445. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1446. {
  1447. EVENT_HANDLER_CALLED_BY_CLIENT;
  1448. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1449. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1450. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1451. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1452. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1453. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1454. else if(!market->availableModes().empty())
  1455. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1456. }
  1457. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1461. }
  1462. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1466. }
  1467. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1468. {
  1469. EVENT_HANDLER_CALLED_BY_CLIENT;
  1470. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1471. cmw->artifactsChanged(false);
  1472. }
  1473. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1474. {
  1475. EVENT_HANDLER_CALLED_BY_CLIENT;
  1476. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1477. }
  1478. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1479. {
  1480. EVENT_HANDLER_CALLED_BY_CLIENT;
  1481. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1482. }
  1483. void CPlayerInterface::showQuestLog()
  1484. {
  1485. EVENT_HANDLER_CALLED_BY_CLIENT;
  1486. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1487. }
  1488. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1489. {
  1490. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1491. {
  1492. MetaString txt;
  1493. obj->getProblemText(txt);
  1494. showInfoDialog(txt.toString());
  1495. }
  1496. else
  1497. showShipyardDialog(obj);
  1498. }
  1499. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1500. {
  1501. if(won && cb->getStartInfo()->campState)
  1502. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1503. else
  1504. {
  1505. GH.dispatchMainThread(
  1506. []()
  1507. {
  1508. CSH->endGameplay();
  1509. GH.defActionsDef = 63;
  1510. CMM->menu->switchToTab("main");
  1511. }
  1512. );
  1513. }
  1514. }
  1515. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1516. {
  1517. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1518. if(hero)
  1519. {
  1520. auto art = hero->getArt(al.slot);
  1521. if(art == nullptr)
  1522. {
  1523. logGlobal->error("artifact location %d points to nothing",
  1524. al.slot.num);
  1525. return;
  1526. }
  1527. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1528. }
  1529. }
  1530. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1531. {
  1532. EVENT_HANDLER_CALLED_BY_CLIENT;
  1533. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1534. adventureInt->onHeroChanged(hero);
  1535. }
  1536. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1537. {
  1538. EVENT_HANDLER_CALLED_BY_CLIENT;
  1539. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1540. adventureInt->onHeroChanged(hero);
  1541. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1542. artWin->artifactRemoved(al);
  1543. waitWhileDialog();
  1544. }
  1545. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1546. {
  1547. EVENT_HANDLER_CALLED_BY_CLIENT;
  1548. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1549. adventureInt->onHeroChanged(hero);
  1550. bool redraw = true;
  1551. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1552. if(numOfMovedArts != 0)
  1553. {
  1554. numOfMovedArts--;
  1555. if(numOfMovedArts != 0)
  1556. redraw = false;
  1557. }
  1558. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1559. artWin->artifactMoved(src, dst, redraw);
  1560. waitWhileDialog();
  1561. }
  1562. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1563. {
  1564. numOfMovedArts = numOfArts;
  1565. }
  1566. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1567. {
  1568. EVENT_HANDLER_CALLED_BY_CLIENT;
  1569. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1570. adventureInt->onHeroChanged(hero);
  1571. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1572. artWin->artifactAssembled(al);
  1573. }
  1574. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1575. {
  1576. EVENT_HANDLER_CALLED_BY_CLIENT;
  1577. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1578. adventureInt->onHeroChanged(hero);
  1579. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1580. artWin->artifactDisassembled(al);
  1581. }
  1582. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1583. {
  1584. while(!dialogs.empty())
  1585. {
  1586. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1587. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1588. }
  1589. waitWhileDialog(unlockPim);
  1590. }
  1591. void CPlayerInterface::proposeLoadingGame()
  1592. {
  1593. showYesNoDialog(
  1594. CGI->generaltexth->allTexts[68],
  1595. []()
  1596. {
  1597. GH.dispatchMainThread(
  1598. []()
  1599. {
  1600. CSH->endGameplay();
  1601. GH.defActionsDef = 63;
  1602. CMM->menu->switchToTab("load");
  1603. }
  1604. );
  1605. },
  1606. nullptr
  1607. );
  1608. }
  1609. bool CPlayerInterface::capturedAllEvents()
  1610. {
  1611. if(duringMovement)
  1612. {
  1613. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1614. return true;
  1615. }
  1616. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1617. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1618. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1619. {
  1620. GH.input().ignoreEventsUntilInput();
  1621. return true;
  1622. }
  1623. return false;
  1624. }
  1625. void CPlayerInterface::setMovementStatus(bool value)
  1626. {
  1627. duringMovement = value;
  1628. if (value)
  1629. {
  1630. CCS->curh->hide();
  1631. }
  1632. else
  1633. {
  1634. CCS->curh->show();
  1635. }
  1636. }
  1637. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1638. {
  1639. setThreadName("doMoveHero");
  1640. int i = 1;
  1641. auto getObj = [&](int3 coord, bool ignoreHero)
  1642. {
  1643. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1644. };
  1645. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1646. {
  1647. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1648. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1649. action != EPathNodeAction::TELEPORT_BATTLE)
  1650. {
  1651. return false;
  1652. }
  1653. return true;
  1654. };
  1655. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1656. {
  1657. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1658. return nextObjectTop;
  1659. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1660. CGTeleport::isConnected(currentObject, nextObject))
  1661. {
  1662. return nextObject;
  1663. }
  1664. return nullptr;
  1665. };
  1666. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1667. stillMoveHero.data = CONTINUE_MOVE;
  1668. auto doMovement = [&](int3 dst, bool transit)
  1669. {
  1670. stillMoveHero.data = WAITING_MOVE;
  1671. cb->moveHero(h, dst, transit);
  1672. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1673. stillMoveHero.cond.wait(un);
  1674. };
  1675. {
  1676. for (auto & elem : path.nodes)
  1677. elem.coord = h->convertFromVisitablePos(elem.coord);
  1678. int soundChannel = -1;
  1679. std::string soundName;
  1680. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1681. {
  1682. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1683. return "";
  1684. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1685. return "";
  1686. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1687. return "";
  1688. // flying movement sound
  1689. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1690. return "HORSE10.wav";
  1691. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1692. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1693. auto prevRoad = prevTile->roadType;
  1694. auto nextRoad = nextTile->roadType;
  1695. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1696. if (movingOnRoad)
  1697. return nextTile->terType->horseSound;
  1698. else
  1699. return nextTile->terType->horseSoundPenalty;
  1700. };
  1701. auto canStop = [&](CGPathNode * node) -> bool
  1702. {
  1703. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1704. return true;
  1705. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1706. return true;
  1707. return false;
  1708. };
  1709. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1710. {
  1711. int3 prevCoord = path.nodes[i].coord;
  1712. int3 nextCoord = path.nodes[i-1].coord;
  1713. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1714. auto nextObjectTop = getObj(nextCoord, false);
  1715. auto nextObject = getObj(nextCoord, true);
  1716. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1717. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1718. {
  1719. CCS->soundh->stopSound(soundChannel);
  1720. destinationTeleport = destTeleportObj->id;
  1721. destinationTeleportPos = nextCoord;
  1722. doMovement(h->pos, false);
  1723. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1724. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1725. {
  1726. destinationTeleport = ObjectInstanceID();
  1727. destinationTeleportPos = int3(-1);
  1728. }
  1729. if(i != path.nodes.size() - 1)
  1730. {
  1731. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1732. if (!soundName.empty())
  1733. soundChannel = CCS->soundh->playSound(soundName, -1);
  1734. else
  1735. soundChannel = -1;
  1736. }
  1737. continue;
  1738. }
  1739. if (path.nodes[i-1].turns)
  1740. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1741. stillMoveHero.data = STOP_MOVE;
  1742. break;
  1743. }
  1744. {
  1745. // Start a new sound for the hero movement or let the existing one carry on.
  1746. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1747. if(newSoundName != soundName)
  1748. {
  1749. soundName = newSoundName;
  1750. CCS->soundh->stopSound(soundChannel);
  1751. if (!soundName.empty())
  1752. soundChannel = CCS->soundh->playSound(soundName, -1);
  1753. else
  1754. soundChannel = -1;
  1755. }
  1756. }
  1757. 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
  1758. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1759. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1760. bool useTransit = false;
  1761. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1762. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1763. || CGTeleport::isTeleport(nextObjectTop)))
  1764. { // Hero should be able to go through object if it's allow transit
  1765. useTransit = true;
  1766. }
  1767. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1768. useTransit = true;
  1769. doMovement(endpos, useTransit);
  1770. logGlobal->trace("Resuming %s", __FUNCTION__);
  1771. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1772. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1773. break;
  1774. }
  1775. CCS->soundh->stopSound(soundChannel);
  1776. }
  1777. //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
  1778. if (!showingDialog->get())
  1779. GH.fakeMouseMove();
  1780. CGI->mh->waitForOngoingAnimations();
  1781. setMovementStatus(false);
  1782. }
  1783. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1784. {
  1785. EVENT_HANDLER_CALLED_BY_CLIENT;
  1786. adventureInt->openWorldView(objectPositions, showTerrain );
  1787. }
  1788. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1789. {
  1790. return std::nullopt;
  1791. }
  1792. bool CPlayerInterface::isTimerEnabled() const
  1793. {
  1794. return timerEnabled;
  1795. }