CPlayerInterface.cpp 62 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/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/mapping/CMapHeader.h"
  58. #include "../lib/pathfinder/CGPathNode.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/JsonNode.h"
  61. #include "CMusicHandler.h"
  62. #include "../lib/CondSh.h"
  63. #include "../lib/NetPacksBase.h"
  64. #include "../lib/NetPacks.h"//todo: remove
  65. #include "../lib/VCMIDirs.h"
  66. #include "../lib/CStopWatch.h"
  67. #include "../lib/StartInfo.h"
  68. #include "../lib/CPlayerState.h"
  69. #include "../lib/GameConstants.h"
  70. #include "gui/CGuiHandler.h"
  71. #include "gui/WindowHandler.h"
  72. #include "windows/InfoWindows.h"
  73. #include "../lib/UnlockGuard.h"
  74. #include "../lib/RoadHandler.h"
  75. #include "../lib/TerrainHandler.h"
  76. #include "CServerHandler.h"
  77. // FIXME: only needed for CGameState::mutex
  78. #include "../lib/gameState/CGameState.h"
  79. #include "eventsSDL/NotificationHandler.h"
  80. #include "adventureMap/CInGameConsole.h"
  81. // The macro below is used to mark functions that are called by client when game state changes.
  82. // They all assume that CPlayerInterface::pim mutex is locked.
  83. #define EVENT_HANDLER_CALLED_BY_CLIENT
  84. // The macro marks functions that are run on a new thread by client.
  85. // They do not own any mutexes intiially.
  86. #define THREAD_CREATED_BY_CLIENT
  87. #define RETURN_IF_QUICK_COMBAT \
  88. if (isAutoFightOn && !battleInt) \
  89. return;
  90. #define BATTLE_EVENT_POSSIBLE_RETURN\
  91. if (LOCPLINT != this) \
  92. return; \
  93. RETURN_IF_QUICK_COMBAT
  94. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  95. CPlayerInterface * LOCPLINT;
  96. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  97. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  98. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  99. struct HeroObjectRetriever
  100. {
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  102. {
  103. return h;
  104. }
  105. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  106. {
  107. return nullptr;
  108. }
  109. };
  110. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  111. localState(std::make_unique<PlayerLocalState>(*this))
  112. {
  113. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  114. destinationTeleport = ObjectInstanceID();
  115. destinationTeleportPos = int3(-1);
  116. GH.defActionsDef = 0;
  117. LOCPLINT = this;
  118. curAction = nullptr;
  119. playerID=Player;
  120. human=true;
  121. battleInt = nullptr;
  122. castleInt = nullptr;
  123. makingTurn = false;
  124. showingDialog = new CondSh<bool>(false);
  125. cingconsole = new CInGameConsole();
  126. GH.terminate_cond->set(false);
  127. firstCall = 1; //if loading will be overwritten in serialize
  128. autosaveCount = 0;
  129. isAutoFightOn = false;
  130. duringMovement = false;
  131. ignoreEvents = false;
  132. numOfMovedArts = 0;
  133. }
  134. CPlayerInterface::~CPlayerInterface()
  135. {
  136. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  137. delete showingDialog;
  138. delete cingconsole;
  139. if (LOCPLINT == this)
  140. LOCPLINT = nullptr;
  141. }
  142. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  143. {
  144. cb = CB;
  145. env = ENV;
  146. CCS->musich->loadTerrainMusicThemes();
  147. initializeHeroTownList();
  148. // always recreate advmap interface to avoid possible memory-corruption bugs
  149. adventureInt.reset(new AdventureMapInterface());
  150. }
  151. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  155. {
  156. // after map load - remove all active windows and replace them with adventure map
  157. GH.windows().clear();
  158. GH.windows().pushWindow(adventureInt);
  159. }
  160. // remove all dialogs that do not expect query answer
  161. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  162. GH.windows().popWindows(1);
  163. if (player != playerID && LOCPLINT == this)
  164. {
  165. waitWhileDialog();
  166. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  167. adventureInt->onEnemyTurnStarted(player, isHuman);
  168. }
  169. }
  170. void CPlayerInterface::performAutosave()
  171. {
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(frequency > 0 && cb->getDate() % frequency == 0)
  174. {
  175. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  176. std::string prefix = std::string();
  177. if(usePrefix)
  178. {
  179. prefix = settings["general"]["savePrefix"].String();
  180. if(prefix.empty())
  181. {
  182. prefix = cb->getMapHeader()->name.substr(0, 5) + "_";
  183. }
  184. }
  185. autosaveCount++;
  186. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  187. if(autosaveCountLimit > 0)
  188. {
  189. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  190. autosaveCount %= autosaveCountLimit;
  191. }
  192. else
  193. {
  194. std::string stringifiedDate = (cb->getDate(Date::MONTH) < 10
  195. ? std::string("0") + std::to_string(cb->getDate(Date::MONTH))
  196. : std::to_string(cb->getDate(Date::MONTH)))
  197. + std::to_string(cb->getDate(Date::WEEK))
  198. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  199. cb->save("Saves/" + prefix + "Autosave_" + stringifiedDate);
  200. }
  201. }
  202. }
  203. void CPlayerInterface::yourTurn()
  204. {
  205. EVENT_HANDLER_CALLED_BY_CLIENT;
  206. {
  207. LOCPLINT = this;
  208. GH.curInt = this;
  209. NotificationHandler::notify("Your turn");
  210. performAutosave();
  211. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  212. {
  213. adventureInt->onHotseatWaitStarted(playerID);
  214. makingTurn = true;
  215. std::string msg = CGI->generaltexth->allTexts[13];
  216. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  217. std::vector<std::shared_ptr<CComponent>> cmp;
  218. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  219. showInfoDialog(msg, cmp);
  220. }
  221. else
  222. {
  223. makingTurn = true;
  224. adventureInt->onPlayerTurnStarted(playerID);
  225. }
  226. }
  227. acceptTurn();
  228. }
  229. void CPlayerInterface::acceptTurn()
  230. {
  231. if (settings["session"]["autoSkip"].Bool())
  232. {
  233. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  234. iw->close();
  235. }
  236. if(CSH->howManyPlayerInterfaces() > 1)
  237. {
  238. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  239. adventureInt->onPlayerTurnStarted(playerID);
  240. }
  241. // warn player if he has no town
  242. if (cb->howManyTowns() == 0)
  243. {
  244. auto playerColor = *cb->getPlayerID();
  245. std::vector<Component> components;
  246. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  247. MetaString text;
  248. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  249. if(optDaysWithoutCastle)
  250. {
  251. auto daysWithoutCastle = optDaysWithoutCastle.value();
  252. if (daysWithoutCastle < 6)
  253. {
  254. 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.
  255. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  256. text.replaceNumber(7 - daysWithoutCastle);
  257. }
  258. else if (daysWithoutCastle == 6)
  259. {
  260. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  261. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  262. }
  263. showInfoDialogAndWait(components, text);
  264. }
  265. else
  266. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  267. }
  268. }
  269. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  270. {
  271. EVENT_HANDLER_CALLED_BY_CLIENT;
  272. waitWhileDialog();
  273. if(LOCPLINT != this)
  274. return;
  275. //FIXME: read once and store
  276. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  277. return;
  278. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  279. if (!hero)
  280. return;
  281. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  282. {
  283. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  284. CCS->soundh->playSound(hero->getRemovalSound().value());
  285. }
  286. std::unordered_set<int3> changedTiles {
  287. hero->convertToVisitablePos(details.start),
  288. hero->convertToVisitablePos(details.end)
  289. };
  290. adventureInt->onMapTilesChanged(changedTiles);
  291. adventureInt->onHeroMovementStarted(hero);
  292. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  293. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  294. {
  295. if(details.result == TryMoveHero::TELEPORTATION)
  296. {
  297. if(localState->hasPath(hero))
  298. {
  299. assert(localState->getPath(hero).nodes.size() >= 2);
  300. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  301. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  302. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  303. {
  304. //path was between entrance and exit of teleport -> OK, erase node as usual
  305. localState->removeLastNode(hero);
  306. }
  307. else
  308. {
  309. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  310. localState->erasePath(hero);
  311. }
  312. }
  313. }
  314. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  315. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  316. {
  317. localState->erasePath(hero);
  318. }
  319. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  320. {
  321. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  322. localState->removeLastNode(hero);
  323. }
  324. }
  325. if(details.stopMovement()) //hero failed to move
  326. {
  327. stillMoveHero.setn(STOP_MOVE);
  328. adventureInt->onHeroChanged(hero);
  329. return;
  330. }
  331. CGI->mh->waitForOngoingAnimations();
  332. //move finished
  333. adventureInt->onHeroChanged(hero);
  334. //check if user cancelled movement
  335. {
  336. if (GH.input().ignoreEventsUntilInput())
  337. stillMoveHero.setn(STOP_MOVE);
  338. }
  339. if (stillMoveHero.get() == WAITING_MOVE)
  340. stillMoveHero.setn(DURING_MOVE);
  341. // Hero attacked creature directly, set direction to face it.
  342. if (directlyAttackingCreature) {
  343. // Get direction to attacker.
  344. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  345. static const ui8 dirLookup[3][3] = {
  346. { 1, 2, 3 },
  347. { 8, 0, 4 },
  348. { 7, 6, 5 }
  349. };
  350. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  351. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  352. }
  353. }
  354. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  355. {
  356. EVENT_HANDLER_CALLED_BY_CLIENT;
  357. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  358. localState->removeWanderingHero(hero);
  359. adventureInt->onHeroChanged(hero);
  360. localState->erasePath(hero);
  361. }
  362. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  363. {
  364. EVENT_HANDLER_CALLED_BY_CLIENT;
  365. if(start && visitedObj)
  366. {
  367. if(visitedObj->getVisitSound())
  368. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  369. }
  370. }
  371. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. localState->addWanderingHero(hero);
  375. adventureInt->onHeroChanged(hero);
  376. }
  377. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  378. {
  379. if(castleInt)
  380. castleInt->close();
  381. castleInt = nullptr;
  382. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  383. GH.windows().pushWindow(newCastleInt);
  384. }
  385. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. if (which == 4)
  389. {
  390. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  391. ctw->setExpToLevel();
  392. }
  393. else
  394. adventureInt->onHeroChanged(hero);
  395. }
  396. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  400. cuw->redraw();
  401. }
  402. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. adventureInt->onHeroChanged(hero);
  406. if (makingTurn && hero->tempOwner == playerID)
  407. adventureInt->onHeroChanged(hero);
  408. }
  409. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. if (makingTurn && hero->tempOwner == playerID)
  413. adventureInt->onHeroChanged(hero);
  414. }
  415. void CPlayerInterface::receivedResource()
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  419. mw->resourceChanged();
  420. GH.windows().totalRedraw();
  421. }
  422. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. waitWhileDialog();
  426. CCS->soundh->playSound(soundBase::heroNewLevel);
  427. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  428. {
  429. cb->selectionMade(selection, queryID);
  430. });
  431. }
  432. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  433. {
  434. EVENT_HANDLER_CALLED_BY_CLIENT;
  435. waitWhileDialog();
  436. CCS->soundh->playSound(soundBase::heroNewLevel);
  437. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  438. {
  439. cb->selectionMade(selection, queryID);
  440. });
  441. }
  442. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. if(town->garrisonHero) //wandering hero moved to the garrison
  446. {
  447. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  448. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  449. localState->removeWanderingHero(town->garrisonHero);
  450. }
  451. if(town->visitingHero) //hero leaves garrison
  452. {
  453. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  454. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  455. localState->addWanderingHero(town->visitingHero);
  456. }
  457. adventureInt->onHeroChanged(nullptr);
  458. adventureInt->onTownChanged(town);
  459. if(castleInt)
  460. {
  461. castleInt->garr->selectSlot(nullptr);
  462. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  463. castleInt->garr->setArmy(town->visitingHero, 1);
  464. castleInt->garr->recreateSlots();
  465. castleInt->heroes->update();
  466. castleInt->redraw();
  467. }
  468. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  469. {
  470. ki->townChanged(town);
  471. ki->updateGarrisons();
  472. ki->redraw();
  473. }
  474. }
  475. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  476. {
  477. EVENT_HANDLER_CALLED_BY_CLIENT;
  478. if (hero->tempOwner != playerID )
  479. return;
  480. waitWhileDialog();
  481. openTownWindow(town);
  482. }
  483. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  484. {
  485. std::vector<const CGObjectInstance *> instances;
  486. if(auto obj = cb->getObj(id1))
  487. instances.push_back(obj);
  488. if(id2 != ObjectInstanceID() && id2 != id1)
  489. {
  490. if(auto obj = cb->getObj(id2))
  491. instances.push_back(obj);
  492. }
  493. garrisonsChanged(instances);
  494. }
  495. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  496. {
  497. boost::unique_lock<boost::recursive_mutex> un(*pim);
  498. for (auto object : objs)
  499. {
  500. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  501. auto * town = dynamic_cast<const CGTownInstance*>(object);
  502. if (hero)
  503. adventureInt->onHeroChanged(hero);
  504. if (town)
  505. adventureInt->onTownChanged(town);
  506. }
  507. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  508. cgh->updateGarrisons();
  509. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  510. {
  511. if (vstd::contains(objs, cmw->hero))
  512. cmw->garrisonChanged();
  513. }
  514. GH.windows().totalRedraw();
  515. }
  516. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  517. {
  518. EVENT_HANDLER_CALLED_BY_CLIENT;
  519. if (castleInt)
  520. {
  521. castleInt->townlist->update(town);
  522. if (castleInt->town == town)
  523. {
  524. switch(what)
  525. {
  526. case 1:
  527. CCS->soundh->playSound(soundBase::newBuilding);
  528. castleInt->addBuilding(buildingID);
  529. break;
  530. case 2:
  531. castleInt->removeBuilding(buildingID);
  532. break;
  533. }
  534. }
  535. }
  536. adventureInt->onTownChanged(town);
  537. }
  538. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  539. {
  540. //Don't wait for dialogs when we are non-active hot-seat player
  541. if (LOCPLINT == this)
  542. waitForAllDialogs();
  543. }
  544. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  545. {
  546. EVENT_HANDLER_CALLED_BY_CLIENT;
  547. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  548. lastBattleArmies.first = army1;
  549. lastBattleArmies.second = army2;
  550. //quick combat with neutral creatures only
  551. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  552. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  553. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  554. && settings["adventure"]["quickCombat"].Bool())
  555. || settings["adventure"]["alwaysSkipCombat"].Bool())
  556. {
  557. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  558. autofightingAI->initBattleInterface(env, cb);
  559. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  560. isAutoFightOn = true;
  561. cb->registerBattleInterface(autofightingAI);
  562. // Player shouldn't be able to move on adventure map if quick combat is going
  563. allowBattleReplay = true;
  564. }
  565. //Don't wait for dialogs when we are non-active hot-seat player
  566. if (LOCPLINT == this)
  567. waitForAllDialogs();
  568. BATTLE_EVENT_POSSIBLE_RETURN;
  569. }
  570. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  571. {
  572. EVENT_HANDLER_CALLED_BY_CLIENT;
  573. BATTLE_EVENT_POSSIBLE_RETURN;
  574. for(auto & info : units)
  575. {
  576. switch(info.operation)
  577. {
  578. case UnitChanges::EOperation::RESET_STATE:
  579. {
  580. const CStack * stack = cb->battleGetStackByID(info.id );
  581. if(!stack)
  582. {
  583. logGlobal->error("Invalid unit ID %d", info.id);
  584. continue;
  585. }
  586. battleInt->stackReset(stack);
  587. }
  588. break;
  589. case UnitChanges::EOperation::REMOVE:
  590. battleInt->stackRemoved(info.id);
  591. break;
  592. case UnitChanges::EOperation::ADD:
  593. {
  594. const CStack * unit = cb->battleGetStackByID(info.id);
  595. if(!unit)
  596. {
  597. logGlobal->error("Invalid unit ID %d", info.id);
  598. continue;
  599. }
  600. battleInt->stackAdded(unit);
  601. }
  602. break;
  603. default:
  604. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  605. break;
  606. }
  607. }
  608. }
  609. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  610. {
  611. EVENT_HANDLER_CALLED_BY_CLIENT;
  612. BATTLE_EVENT_POSSIBLE_RETURN;
  613. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  614. std::vector<ObstacleChanges> removedObstacles;
  615. for(auto & change : obstacles)
  616. {
  617. if(change.operation == BattleChanges::EOperation::ADD)
  618. {
  619. auto instance = cb->battleGetObstacleByID(change.id);
  620. if(instance)
  621. newObstacles.push_back(instance);
  622. else
  623. logNetwork->error("Invalid obstacle instance %d", change.id);
  624. }
  625. if(change.operation == BattleChanges::EOperation::REMOVE)
  626. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  627. }
  628. if (!newObstacles.empty())
  629. battleInt->obstaclePlaced(newObstacles);
  630. if (!removedObstacles.empty())
  631. battleInt->obstacleRemoved(removedObstacles);
  632. battleInt->fieldController->redrawBackgroundWithHexes();
  633. }
  634. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  635. {
  636. EVENT_HANDLER_CALLED_BY_CLIENT;
  637. BATTLE_EVENT_POSSIBLE_RETURN;
  638. battleInt->stackIsCatapulting(ca);
  639. }
  640. 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
  641. {
  642. EVENT_HANDLER_CALLED_BY_CLIENT;
  643. BATTLE_EVENT_POSSIBLE_RETURN;
  644. battleInt->newRound(round);
  645. }
  646. void CPlayerInterface::actionStarted(const BattleAction &action)
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. curAction = new BattleAction(action);
  651. battleInt->startAction(curAction);
  652. }
  653. void CPlayerInterface::actionFinished(const BattleAction &action)
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. BATTLE_EVENT_POSSIBLE_RETURN;
  657. battleInt->endAction(curAction);
  658. delete curAction;
  659. curAction = nullptr;
  660. }
  661. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  662. {
  663. THREAD_CREATED_BY_CLIENT;
  664. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  665. auto stackId = stack->unitId();
  666. auto stackName = stack->nodeName();
  667. if (autofightingAI)
  668. {
  669. if (isAutoFightOn)
  670. {
  671. auto ret = autofightingAI->activeStack(stack);
  672. if(cb->battleIsFinished())
  673. {
  674. return BattleAction::makeDefend(stack); // battle finished with spellcast
  675. }
  676. if (isAutoFightOn)
  677. {
  678. return ret;
  679. }
  680. }
  681. cb->unregisterBattleInterface(autofightingAI);
  682. autofightingAI.reset();
  683. }
  684. assert(battleInt);
  685. if(!battleInt)
  686. {
  687. return BattleAction::makeDefend(stack); // probably battle is finished already
  688. }
  689. if(BattleInterface::givenCommand.get())
  690. {
  691. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  692. vstd::clear_pointer(BattleInterface::givenCommand.data);
  693. }
  694. {
  695. boost::unique_lock<boost::recursive_mutex> un(*pim);
  696. battleInt->stackActivated(stack);
  697. //Regeneration & mana drain go there
  698. }
  699. //wait till BattleInterface sets its command
  700. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  701. while(!BattleInterface::givenCommand.data)
  702. {
  703. BattleInterface::givenCommand.cond.wait(lock);
  704. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  705. throw boost::thread_interrupted(); //will shut the thread peacefully
  706. }
  707. //tidy up
  708. BattleAction ret = *(BattleInterface::givenCommand.data);
  709. vstd::clear_pointer(BattleInterface::givenCommand.data);
  710. if(ret.actionType == EActionType::CANCEL)
  711. {
  712. if(stackId != ret.stackNumber)
  713. logGlobal->error("Not current active stack action canceled");
  714. logGlobal->trace("Canceled command for %s", stackName);
  715. }
  716. else
  717. logGlobal->trace("Giving command for %s", stackName);
  718. return ret;
  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 = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  731. allowBattleReplay = false;
  732. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  733. wnd->resultCallback = [=](ui32 selection)
  734. {
  735. cb->selectionMade(selection, queryID);
  736. };
  737. GH.windows().pushWindow(wnd);
  738. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  739. // Otherwise NewTurn causes freeze.
  740. waitWhileDialog();
  741. return;
  742. }
  743. }
  744. BATTLE_EVENT_POSSIBLE_RETURN;
  745. battleInt->battleFinished(*br, queryID);
  746. }
  747. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  748. {
  749. EVENT_HANDLER_CALLED_BY_CLIENT;
  750. BATTLE_EVENT_POSSIBLE_RETURN;
  751. battleInt->displayBattleLog(lines);
  752. }
  753. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  754. {
  755. EVENT_HANDLER_CALLED_BY_CLIENT;
  756. BATTLE_EVENT_POSSIBLE_RETURN;
  757. battleInt->stackMoved(stack, dest, distance, teleport);
  758. }
  759. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  760. {
  761. EVENT_HANDLER_CALLED_BY_CLIENT;
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. battleInt->spellCast(sc);
  764. }
  765. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. battleInt->battleStacksEffectsSet(sse);
  770. }
  771. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  772. {
  773. EVENT_HANDLER_CALLED_BY_CLIENT;
  774. BATTLE_EVENT_POSSIBLE_RETURN;
  775. RETURN_IF_QUICK_COMBAT;
  776. battleInt->effectsController->battleTriggerEffect(bte);
  777. }
  778. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  779. {
  780. EVENT_HANDLER_CALLED_BY_CLIENT;
  781. BATTLE_EVENT_POSSIBLE_RETURN;
  782. std::vector<StackAttackedInfo> arg;
  783. for(auto & elem : bsa)
  784. {
  785. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  786. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  787. assert(defender);
  788. StackAttackedInfo info;
  789. info.defender = defender;
  790. info.attacker = attacker;
  791. info.damageDealt = elem.damageAmount;
  792. info.amountKilled = elem.killedAmount;
  793. info.spellEffect = SpellID::NONE;
  794. info.indirectAttack = ranged;
  795. info.killed = elem.killed();
  796. info.rebirth = elem.willRebirth();
  797. info.cloneKilled = elem.cloneKilled();
  798. info.fireShield = elem.fireShield();
  799. if (elem.isSpell())
  800. info.spellEffect = elem.spellID;
  801. arg.push_back(info);
  802. }
  803. battleInt->stacksAreAttacked(arg);
  804. }
  805. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  806. {
  807. EVENT_HANDLER_CALLED_BY_CLIENT;
  808. BATTLE_EVENT_POSSIBLE_RETURN;
  809. assert(curAction);
  810. StackAttackInfo info;
  811. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  812. info.defender = nullptr;
  813. info.indirectAttack = ba->shot();
  814. info.lucky = ba->lucky();
  815. info.unlucky = ba->unlucky();
  816. info.deathBlow = ba->deathBlow();
  817. info.lifeDrain = ba->lifeDrain();
  818. info.tile = ba->tile;
  819. info.spellEffect = SpellID::NONE;
  820. if (ba->spellLike())
  821. info.spellEffect = ba->spellID;
  822. for(auto & elem : ba->bsa)
  823. {
  824. if(!elem.isSecondary())
  825. {
  826. assert(info.defender == nullptr);
  827. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  828. }
  829. else
  830. {
  831. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  832. }
  833. }
  834. assert(info.defender != nullptr);
  835. assert(info.attacker != nullptr);
  836. battleInt->stackAttacking(info);
  837. }
  838. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  839. {
  840. EVENT_HANDLER_CALLED_BY_CLIENT;
  841. BATTLE_EVENT_POSSIBLE_RETURN;
  842. battleInt->gateStateChanged(state);
  843. }
  844. void CPlayerInterface::yourTacticPhase(int distance)
  845. {
  846. THREAD_CREATED_BY_CLIENT;
  847. while(battleInt && battleInt->tacticsMode)
  848. boost::this_thread::sleep(boost::posix_time::millisec(1));
  849. }
  850. void CPlayerInterface::forceEndTacticPhase()
  851. {
  852. if (battleInt)
  853. battleInt->tacticsMode = false;
  854. }
  855. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  856. {
  857. EVENT_HANDLER_CALLED_BY_CLIENT;
  858. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  859. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  860. if(autoTryHover || type == EInfoWindowMode::INFO)
  861. {
  862. waitWhileDialog(); //Fix for mantis #98
  863. adventureInt->showInfoBoxMessage(components, text, timer);
  864. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  865. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  866. return;
  867. }
  868. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  869. {
  870. return;
  871. }
  872. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  873. do
  874. {
  875. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  876. std::vector<std::shared_ptr<CComponent>> intComps;
  877. for (auto & component : sender)
  878. intComps.push_back(std::make_shared<CComponent>(component));
  879. showInfoDialog(text,intComps,soundID);
  880. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  881. }
  882. while(!vect.empty());
  883. }
  884. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  885. {
  886. std::vector<std::shared_ptr<CComponent>> intComps;
  887. intComps.push_back(component);
  888. showInfoDialog(text, intComps, soundBase::sound_todo);
  889. }
  890. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  891. {
  892. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  893. waitWhileDialog();
  894. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  895. {
  896. return;
  897. }
  898. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  899. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  900. {
  901. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  902. showingDialog->set(true);
  903. stopMovement(); // interrupt movement to show dialog
  904. GH.windows().pushWindow(temp);
  905. }
  906. else
  907. {
  908. dialogs.push_back(temp);
  909. }
  910. }
  911. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  912. {
  913. EVENT_HANDLER_CALLED_BY_CLIENT;
  914. std::string str = text.toString();
  915. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  916. waitWhileDialog();
  917. }
  918. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  919. {
  920. boost::unique_lock<boost::recursive_mutex> un(*pim);
  921. stopMovement();
  922. LOCPLINT->showingDialog->setn(true);
  923. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  924. }
  925. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  926. {
  927. EVENT_HANDLER_CALLED_BY_CLIENT;
  928. waitWhileDialog();
  929. stopMovement();
  930. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  931. if (!selection && cancel) //simple yes/no dialog
  932. {
  933. std::vector<std::shared_ptr<CComponent>> intComps;
  934. for (auto & component : components)
  935. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  936. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  937. }
  938. else if (selection)
  939. {
  940. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  941. for (auto & component : components)
  942. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  943. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  944. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  945. if (cancel)
  946. {
  947. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  948. }
  949. int charperline = 35;
  950. if (pom.size() > 1)
  951. charperline = 50;
  952. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  953. intComps[0]->clickPressed(GH.getCursorPosition());
  954. intComps[0]->clickReleased(GH.getCursorPosition());
  955. }
  956. }
  957. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. int choosenExit = -1;
  961. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  962. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  963. choosenExit = vstd::find_pos(exits, neededExit);
  964. cb->selectionMade(choosenExit, askID);
  965. }
  966. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  967. {
  968. EVENT_HANDLER_CALLED_BY_CLIENT;
  969. auto selectCallback = [=](int selection)
  970. {
  971. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  972. reply.Integer() = selection;
  973. cb->sendQueryReply(reply, askID);
  974. };
  975. auto cancelCallback = [=]()
  976. {
  977. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  978. cb->sendQueryReply(reply, askID);
  979. };
  980. const std::string localTitle = title.toString();
  981. const std::string localDescription = description.toString();
  982. std::vector<int> tempList;
  983. tempList.reserve(objects.size());
  984. for(auto item : objects)
  985. tempList.push_back(item.getNum());
  986. CComponent localIconC(icon);
  987. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  988. localIconC.removeChild(localIcon.get(), false);
  989. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  990. wnd->onExit = cancelCallback;
  991. GH.windows().pushWindow(wnd);
  992. }
  993. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  994. {
  995. EVENT_HANDLER_CALLED_BY_CLIENT;
  996. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  997. adventureInt->onMapTilesChanged(pos);
  998. }
  999. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  1000. {
  1001. EVENT_HANDLER_CALLED_BY_CLIENT;
  1002. adventureInt->onMapTilesChanged(pos);
  1003. }
  1004. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1005. {
  1006. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1007. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  1008. }
  1009. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1010. {
  1011. EVENT_HANDLER_CALLED_BY_CLIENT;
  1012. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1013. {
  1014. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1015. fortScreen->creaturesChangedEventHandler();
  1016. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1017. castleInterface->creaturesChangedEventHandler();
  1018. if (townObj)
  1019. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1020. ki->townChanged(townObj);
  1021. }
  1022. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1023. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1024. {
  1025. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1026. if (crw->dwelling == town)
  1027. crw->availableCreaturesChanged();
  1028. }
  1029. }
  1030. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. if (bonus.type == BonusType::NONE)
  1034. return;
  1035. adventureInt->onHeroChanged(hero);
  1036. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1037. {
  1038. //recalculate paths because hero has lost bonus influencing pathfinding
  1039. localState->erasePath(hero);
  1040. }
  1041. }
  1042. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1043. {
  1044. EVENT_HANDLER_CALLED_BY_CLIENT;
  1045. localState->serialize(h, version);
  1046. }
  1047. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1048. {
  1049. EVENT_HANDLER_CALLED_BY_CLIENT;
  1050. localState->serialize(h, version);
  1051. firstCall = -1;
  1052. }
  1053. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1054. {
  1055. LOG_TRACE(logGlobal);
  1056. if (!LOCPLINT->makingTurn)
  1057. return;
  1058. if (!h)
  1059. return; //can't find hero
  1060. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1061. if (showingDialog->get() || !dialogs.empty())
  1062. return;
  1063. setMovementStatus(true);
  1064. if (localState->isHeroSleeping(h))
  1065. localState->setHeroAwaken(h);
  1066. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1067. }
  1068. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1069. {
  1070. EVENT_HANDLER_CALLED_BY_CLIENT;
  1071. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1072. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1073. {
  1074. onEnd();
  1075. return;
  1076. }
  1077. waitForAllDialogs();
  1078. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1079. cgw->quit->addCallback(onEnd);
  1080. GH.windows().pushWindow(cgw);
  1081. }
  1082. /**
  1083. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1084. * into a combinational one on an artifact screen. Does not require the combination of
  1085. * artifacts to be legal.
  1086. */
  1087. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1088. {
  1089. std::string text = artifact->getDescriptionTranslated();
  1090. text += "\n\n";
  1091. std::vector<std::shared_ptr<CComponent>> scs;
  1092. if(assembledArtifact)
  1093. {
  1094. // You possess all of the components to...
  1095. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1096. // Picture of assembled artifact at bottom.
  1097. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1098. scs.push_back(sc);
  1099. }
  1100. else
  1101. {
  1102. // Do you wish to disassemble this artifact?
  1103. text += CGI->generaltexth->allTexts[733];
  1104. }
  1105. showYesNoDialog(text, onYes, nullptr, scs);
  1106. }
  1107. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1108. {
  1109. EVENT_HANDLER_CALLED_BY_CLIENT;
  1110. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1111. && destinationTeleport == ObjectInstanceID())
  1112. stillMoveHero.setn(CONTINUE_MOVE);
  1113. if (destinationTeleport != ObjectInstanceID()
  1114. && pa->packType == typeList.getTypeID<QueryReply>()
  1115. && stillMoveHero.get() == DURING_MOVE)
  1116. { // After teleportation via CGTeleport object is finished
  1117. destinationTeleport = ObjectInstanceID();
  1118. destinationTeleportPos = int3(-1);
  1119. stillMoveHero.setn(CONTINUE_MOVE);
  1120. }
  1121. }
  1122. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1123. {
  1124. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1125. }
  1126. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1127. {
  1128. EVENT_HANDLER_CALLED_BY_CLIENT;
  1129. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1130. }
  1131. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1132. {
  1133. if (sop->what == ObjProperty::OWNER)
  1134. {
  1135. const CGObjectInstance * obj = cb->getObj(sop->id);
  1136. if(obj->ID == Obj::TOWN)
  1137. {
  1138. auto town = static_cast<const CGTownInstance *>(obj);
  1139. if(obj->tempOwner == playerID)
  1140. {
  1141. localState->removeOwnedTown(town);
  1142. adventureInt->onTownChanged(town);
  1143. }
  1144. }
  1145. }
  1146. }
  1147. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1148. {
  1149. EVENT_HANDLER_CALLED_BY_CLIENT;
  1150. if (sop->what == ObjProperty::OWNER)
  1151. {
  1152. const CGObjectInstance * obj = cb->getObj(sop->id);
  1153. if(obj->ID == Obj::TOWN)
  1154. {
  1155. auto town = static_cast<const CGTownInstance *>(obj);
  1156. if(obj->tempOwner == playerID)
  1157. {
  1158. localState->addOwnedTown(town);
  1159. adventureInt->onTownChanged(town);
  1160. }
  1161. }
  1162. //redraw minimap if owner changed
  1163. std::set<int3> pos = obj->getBlockedPos();
  1164. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1165. adventureInt->onMapTilesChanged(upos);
  1166. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1167. }
  1168. }
  1169. void CPlayerInterface::initializeHeroTownList()
  1170. {
  1171. if(localState->getWanderingHeroes().empty())
  1172. {
  1173. for(auto & hero : cb->getHeroesInfo())
  1174. {
  1175. if(!hero->inTownGarrison)
  1176. localState->addWanderingHero(hero);
  1177. }
  1178. }
  1179. if(localState->getOwnedTowns().empty())
  1180. {
  1181. for(auto & town : cb->getTownsInfo())
  1182. localState->addOwnedTown(town);
  1183. }
  1184. if(adventureInt)
  1185. adventureInt->onHeroChanged(nullptr);
  1186. }
  1187. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1188. {
  1189. EVENT_HANDLER_CALLED_BY_CLIENT;
  1190. waitWhileDialog();
  1191. auto recruitCb = [=](CreatureID id, int count)
  1192. {
  1193. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1194. };
  1195. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1196. }
  1197. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1198. {
  1199. if (GH.amIGuiThread())
  1200. {
  1201. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1202. return;
  1203. }
  1204. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1205. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1206. while(showingDialog->data)
  1207. showingDialog->cond.wait(un);
  1208. }
  1209. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1210. {
  1211. EVENT_HANDLER_CALLED_BY_CLIENT;
  1212. auto state = obj->shipyardStatus();
  1213. TResources cost;
  1214. obj->getBoatCost(cost);
  1215. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1216. }
  1217. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1218. {
  1219. EVENT_HANDLER_CALLED_BY_CLIENT;
  1220. //we might have built a boat in shipyard in opened town screen
  1221. if (obj->ID == Obj::BOAT
  1222. && LOCPLINT->castleInt
  1223. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1224. {
  1225. CCS->soundh->playSound(soundBase::newBuilding);
  1226. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1227. }
  1228. }
  1229. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1230. {
  1231. EVENT_HANDLER_CALLED_BY_CLIENT;
  1232. waitWhileDialog();
  1233. CCS->curh->hide();
  1234. adventureInt->centerOnTile(pos);
  1235. if (focusTime)
  1236. {
  1237. GH.windows().totalRedraw();
  1238. {
  1239. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1240. IgnoreEvents ignore(*this);
  1241. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1242. }
  1243. }
  1244. CCS->curh->show();
  1245. }
  1246. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1247. {
  1248. EVENT_HANDLER_CALLED_BY_CLIENT;
  1249. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1250. {
  1251. waitWhileDialog();
  1252. CCS->soundh->playSound(obj->getRemovalSound().value());
  1253. }
  1254. CGI->mh->waitForOngoingAnimations();
  1255. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1256. {
  1257. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1258. heroKilled(h);
  1259. }
  1260. GH.fakeMouseMove();
  1261. }
  1262. void CPlayerInterface::objectRemovedAfter()
  1263. {
  1264. EVENT_HANDLER_CALLED_BY_CLIENT;
  1265. adventureInt->onMapTilesChanged(boost::none);
  1266. }
  1267. void CPlayerInterface::playerBlocked(int reason, bool start)
  1268. {
  1269. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1270. {
  1271. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1272. {
  1273. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1274. LOCPLINT = this;
  1275. GH.curInt = this;
  1276. adventureInt->onCurrentPlayerChanged(playerID);
  1277. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1278. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1279. std::vector<std::shared_ptr<CComponent>> cmp;
  1280. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1281. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1282. showInfoDialog(msg, cmp);
  1283. makingTurn = false;
  1284. }
  1285. }
  1286. }
  1287. void CPlayerInterface::update()
  1288. {
  1289. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1290. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1291. // While mutexes were locked away we may be have stopped being the active interface
  1292. if (LOCPLINT != this)
  1293. return;
  1294. //if there are any waiting dialogs, show them
  1295. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1296. {
  1297. showingDialog->set(true);
  1298. GH.windows().pushWindow(dialogs.front());
  1299. dialogs.pop_front();
  1300. }
  1301. assert(adventureInt);
  1302. // Handles mouse and key input
  1303. GH.handleEvents();
  1304. GH.windows().simpleRedraw();
  1305. }
  1306. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1307. {
  1308. using namespace boost::filesystem;
  1309. using namespace boost::algorithm;
  1310. path gamesDir = VCMIDirs::get().userSavePath();
  1311. std::map<std::time_t, int> dates; //save number => datestamp
  1312. const directory_iterator enddir;
  1313. if (!exists(gamesDir))
  1314. create_directory(gamesDir);
  1315. else
  1316. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1317. {
  1318. if (is_regular_file(dir->status()))
  1319. {
  1320. std::string name = dir->path().filename().string();
  1321. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1322. {
  1323. char nr = name[namePrefix.size()];
  1324. if (std::isdigit(nr))
  1325. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1326. }
  1327. }
  1328. }
  1329. if (!dates.empty())
  1330. return (--dates.end())->second; //return latest file number
  1331. return 0;
  1332. }
  1333. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1334. {
  1335. EVENT_HANDLER_CALLED_BY_CLIENT;
  1336. if (player == playerID)
  1337. {
  1338. if (victoryLossCheckResult.loss())
  1339. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1340. assert(GH.curInt == LOCPLINT);
  1341. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1342. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1343. GH.curInt = this; //waiting for dialogs requires this to get events
  1344. if(!makingTurn)
  1345. {
  1346. makingTurn = true; //also needed for dialog to show with current implementation
  1347. waitForAllDialogs();
  1348. makingTurn = false;
  1349. }
  1350. else
  1351. waitForAllDialogs();
  1352. GH.curInt = previousInterface;
  1353. LOCPLINT = previousInterface;
  1354. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1355. {
  1356. if(adventureInt)
  1357. {
  1358. GH.terminate_cond->setn(true);
  1359. GH.windows().popWindows(GH.windows().count());
  1360. adventureInt.reset();
  1361. }
  1362. }
  1363. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1364. {
  1365. // end game if current human player has won
  1366. CSH->sendClientDisconnecting();
  1367. requestReturningToMainMenu(true);
  1368. }
  1369. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1370. {
  1371. //all human players eliminated
  1372. CSH->sendClientDisconnecting();
  1373. requestReturningToMainMenu(false);
  1374. }
  1375. if (GH.curInt == this)
  1376. GH.curInt = nullptr;
  1377. }
  1378. else
  1379. {
  1380. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1381. {
  1382. MetaString message = victoryLossCheckResult.messageToSelf;
  1383. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1384. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1385. }
  1386. }
  1387. }
  1388. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. }
  1392. void CPlayerInterface::showPuzzleMap()
  1393. {
  1394. EVENT_HANDLER_CALLED_BY_CLIENT;
  1395. waitWhileDialog();
  1396. //TODO: interface should not know the real position of Grail...
  1397. double ratio = 0;
  1398. int3 grailPos = cb->getGrailPos(&ratio);
  1399. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1400. }
  1401. void CPlayerInterface::viewWorldMap()
  1402. {
  1403. adventureInt->openWorldView();
  1404. }
  1405. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1406. {
  1407. EVENT_HANDLER_CALLED_BY_CLIENT;
  1408. if(GH.windows().topWindow<CSpellWindow>())
  1409. GH.windows().popWindows(1);
  1410. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1411. localState->erasePath(caster);
  1412. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1413. auto castSoundPath = spell->getCastSound();
  1414. if(!castSoundPath.empty())
  1415. CCS->soundh->playSound(castSoundPath);
  1416. }
  1417. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1418. {
  1419. int msgToShow = -1;
  1420. const auto diggingStatus = h->diggingStatus();
  1421. switch(diggingStatus)
  1422. {
  1423. case EDiggingStatus::CAN_DIG:
  1424. break;
  1425. case EDiggingStatus::LACK_OF_MOVEMENT:
  1426. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1427. break;
  1428. case EDiggingStatus::TILE_OCCUPIED:
  1429. msgToShow = 97; //Try searching on clear ground.
  1430. break;
  1431. case EDiggingStatus::WRONG_TERRAIN:
  1432. msgToShow = 60; ////Try looking on land!
  1433. break;
  1434. case EDiggingStatus::BACKPACK_IS_FULL:
  1435. msgToShow = 247; //Searching for the Grail is fruitless...
  1436. break;
  1437. default:
  1438. assert(0);
  1439. }
  1440. if(msgToShow < 0)
  1441. cb->dig(h);
  1442. else
  1443. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1444. }
  1445. void CPlayerInterface::battleNewRoundFirst( int round )
  1446. {
  1447. EVENT_HANDLER_CALLED_BY_CLIENT;
  1448. BATTLE_EVENT_POSSIBLE_RETURN;
  1449. battleInt->newRoundFirst(round);
  1450. }
  1451. void CPlayerInterface::stopMovement()
  1452. {
  1453. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1454. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1455. }
  1456. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1457. {
  1458. EVENT_HANDLER_CALLED_BY_CLIENT;
  1459. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1460. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1461. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1462. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1463. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1464. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1465. else if(!market->availableModes().empty())
  1466. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1467. }
  1468. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1469. {
  1470. EVENT_HANDLER_CALLED_BY_CLIENT;
  1471. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1472. }
  1473. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1474. {
  1475. EVENT_HANDLER_CALLED_BY_CLIENT;
  1476. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1477. }
  1478. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1479. {
  1480. EVENT_HANDLER_CALLED_BY_CLIENT;
  1481. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1482. cmw->artifactsChanged(false);
  1483. }
  1484. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1485. {
  1486. EVENT_HANDLER_CALLED_BY_CLIENT;
  1487. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1488. }
  1489. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1490. {
  1491. EVENT_HANDLER_CALLED_BY_CLIENT;
  1492. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1493. }
  1494. void CPlayerInterface::showQuestLog()
  1495. {
  1496. EVENT_HANDLER_CALLED_BY_CLIENT;
  1497. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1498. }
  1499. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1500. {
  1501. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1502. {
  1503. MetaString txt;
  1504. obj->getProblemText(txt);
  1505. showInfoDialog(txt.toString());
  1506. }
  1507. else
  1508. showShipyardDialog(obj);
  1509. }
  1510. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1511. {
  1512. if(won && cb->getStartInfo()->campState)
  1513. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1514. else
  1515. {
  1516. GH.dispatchMainThread(
  1517. []()
  1518. {
  1519. CSH->endGameplay();
  1520. GH.defActionsDef = 63;
  1521. CMM->menu->switchToTab("main");
  1522. }
  1523. );
  1524. }
  1525. }
  1526. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1527. {
  1528. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1529. if(hero)
  1530. {
  1531. auto art = hero->getArt(al.slot);
  1532. if(art == nullptr)
  1533. {
  1534. logGlobal->error("artifact location %d points to nothing",
  1535. al.slot.num);
  1536. return;
  1537. }
  1538. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1539. }
  1540. }
  1541. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1542. {
  1543. EVENT_HANDLER_CALLED_BY_CLIENT;
  1544. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1545. adventureInt->onHeroChanged(hero);
  1546. }
  1547. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1548. {
  1549. EVENT_HANDLER_CALLED_BY_CLIENT;
  1550. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1551. adventureInt->onHeroChanged(hero);
  1552. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1553. artWin->artifactRemoved(al);
  1554. waitWhileDialog();
  1555. }
  1556. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1557. {
  1558. EVENT_HANDLER_CALLED_BY_CLIENT;
  1559. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1560. adventureInt->onHeroChanged(hero);
  1561. bool redraw = true;
  1562. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1563. if(numOfMovedArts != 0)
  1564. {
  1565. numOfMovedArts--;
  1566. if(numOfMovedArts != 0)
  1567. redraw = false;
  1568. }
  1569. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1570. artWin->artifactMoved(src, dst, redraw);
  1571. waitWhileDialog();
  1572. }
  1573. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1574. {
  1575. numOfMovedArts = numOfArts;
  1576. }
  1577. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1578. {
  1579. EVENT_HANDLER_CALLED_BY_CLIENT;
  1580. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1581. adventureInt->onHeroChanged(hero);
  1582. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1583. artWin->artifactAssembled(al);
  1584. }
  1585. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1586. {
  1587. EVENT_HANDLER_CALLED_BY_CLIENT;
  1588. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1589. adventureInt->onHeroChanged(hero);
  1590. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1591. artWin->artifactDisassembled(al);
  1592. }
  1593. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1594. {
  1595. while(!dialogs.empty())
  1596. {
  1597. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1598. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1599. }
  1600. waitWhileDialog(unlockPim);
  1601. }
  1602. void CPlayerInterface::proposeLoadingGame()
  1603. {
  1604. showYesNoDialog(
  1605. CGI->generaltexth->allTexts[68],
  1606. []()
  1607. {
  1608. GH.dispatchMainThread(
  1609. []()
  1610. {
  1611. CSH->endGameplay();
  1612. GH.defActionsDef = 63;
  1613. CMM->menu->switchToTab("load");
  1614. }
  1615. );
  1616. },
  1617. nullptr
  1618. );
  1619. }
  1620. bool CPlayerInterface::capturedAllEvents()
  1621. {
  1622. if(duringMovement)
  1623. {
  1624. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1625. return true;
  1626. }
  1627. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1628. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1629. {
  1630. GH.input().ignoreEventsUntilInput();
  1631. return true;
  1632. }
  1633. return false;
  1634. }
  1635. void CPlayerInterface::setMovementStatus(bool value)
  1636. {
  1637. duringMovement = value;
  1638. if (value)
  1639. {
  1640. CCS->curh->hide();
  1641. }
  1642. else
  1643. {
  1644. CCS->curh->show();
  1645. }
  1646. }
  1647. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1648. {
  1649. int i = 1;
  1650. auto getObj = [&](int3 coord, bool ignoreHero)
  1651. {
  1652. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1653. };
  1654. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1655. {
  1656. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1657. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1658. action != EPathNodeAction::TELEPORT_BATTLE)
  1659. {
  1660. return false;
  1661. }
  1662. return true;
  1663. };
  1664. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1665. {
  1666. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1667. return nextObjectTop;
  1668. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1669. CGTeleport::isConnected(currentObject, nextObject))
  1670. {
  1671. return nextObject;
  1672. }
  1673. return nullptr;
  1674. };
  1675. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1676. stillMoveHero.data = CONTINUE_MOVE;
  1677. auto doMovement = [&](int3 dst, bool transit)
  1678. {
  1679. stillMoveHero.data = WAITING_MOVE;
  1680. cb->moveHero(h, dst, transit);
  1681. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1682. stillMoveHero.cond.wait(un);
  1683. };
  1684. {
  1685. for (auto & elem : path.nodes)
  1686. elem.coord = h->convertFromVisitablePos(elem.coord);
  1687. int soundChannel = -1;
  1688. std::string soundName;
  1689. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext) -> std::string
  1690. {
  1691. // flying movement sound
  1692. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1693. return "HORSE10.wav";
  1694. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1695. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1696. auto prevRoad = prevTile->roadType;
  1697. auto nextRoad = nextTile->roadType;
  1698. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1699. if (movingOnRoad)
  1700. return nextTile->terType->horseSound;
  1701. else
  1702. return nextTile->terType->horseSoundPenalty;
  1703. };
  1704. auto canStop = [&](CGPathNode * node) -> bool
  1705. {
  1706. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1707. return true;
  1708. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1709. return true;
  1710. return false;
  1711. };
  1712. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1713. {
  1714. int3 prevCoord = path.nodes[i].coord;
  1715. int3 nextCoord = path.nodes[i-1].coord;
  1716. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1717. auto nextObjectTop = getObj(nextCoord, false);
  1718. auto nextObject = getObj(nextCoord, true);
  1719. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1720. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1721. {
  1722. CCS->soundh->stopSound(soundChannel);
  1723. destinationTeleport = destTeleportObj->id;
  1724. destinationTeleportPos = nextCoord;
  1725. doMovement(h->pos, false);
  1726. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1727. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1728. {
  1729. destinationTeleport = ObjectInstanceID();
  1730. destinationTeleportPos = int3(-1);
  1731. }
  1732. if(i != path.nodes.size() - 1)
  1733. {
  1734. soundName = getMovementSoundFor(h, prevCoord, nextCoord);
  1735. soundChannel = CCS->soundh->playSound(soundName, -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);
  1747. if(newSoundName != soundName)
  1748. {
  1749. soundName = newSoundName;
  1750. CCS->soundh->stopSound(soundChannel);
  1751. soundChannel = CCS->soundh->playSound(soundName, -1);
  1752. }
  1753. }
  1754. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  1755. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1756. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1757. bool useTransit = false;
  1758. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1759. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1760. || CGTeleport::isTeleport(nextObjectTop)))
  1761. { // Hero should be able to go through object if it's allow transit
  1762. useTransit = true;
  1763. }
  1764. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1765. useTransit = true;
  1766. doMovement(endpos, useTransit);
  1767. logGlobal->trace("Resuming %s", __FUNCTION__);
  1768. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1769. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1770. break;
  1771. }
  1772. CCS->soundh->stopSound(soundChannel);
  1773. }
  1774. //Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
  1775. if (!showingDialog->get())
  1776. GH.fakeMouseMove();
  1777. CGI->mh->waitForOngoingAnimations();
  1778. setMovementStatus(false);
  1779. }
  1780. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1781. {
  1782. EVENT_HANDLER_CALLED_BY_CLIENT;
  1783. adventureInt->openWorldView(objectPositions, showTerrain );
  1784. }