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/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/pathfinder/CGPathNode.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/JsonNode.h"
  60. #include "CMusicHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/NetPacksBase.h"
  63. #include "../lib/NetPacks.h"//todo: remove
  64. #include "../lib/VCMIDirs.h"
  65. #include "../lib/CStopWatch.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/CPlayerState.h"
  68. #include "../lib/GameConstants.h"
  69. #include "gui/CGuiHandler.h"
  70. #include "gui/WindowHandler.h"
  71. #include "windows/InfoWindows.h"
  72. #include "../lib/UnlockGuard.h"
  73. #include "../lib/RoadHandler.h"
  74. #include "../lib/TerrainHandler.h"
  75. #include "CServerHandler.h"
  76. // FIXME: only needed for CGameState::mutex
  77. #include "../lib/gameState/CGameState.h"
  78. #include "eventsSDL/NotificationHandler.h"
  79. #include "adventureMap/CInGameConsole.h"
  80. // The macro below is used to mark functions that are called by client when game state changes.
  81. // They all assume that CPlayerInterface::pim mutex is locked.
  82. #define EVENT_HANDLER_CALLED_BY_CLIENT
  83. // The macro marks functions that are run on a new thread by client.
  84. // They do not own any mutexes intiially.
  85. #define THREAD_CREATED_BY_CLIENT
  86. #define RETURN_IF_QUICK_COMBAT \
  87. if (isAutoFightOn && !battleInt) \
  88. return;
  89. #define BATTLE_EVENT_POSSIBLE_RETURN\
  90. if (LOCPLINT != this) \
  91. return; \
  92. RETURN_IF_QUICK_COMBAT
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  97. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  98. struct HeroObjectRetriever
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  110. localState(std::make_unique<PlayerLocalState>(*this))
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  113. destinationTeleport = ObjectInstanceID();
  114. destinationTeleportPos = int3(-1);
  115. GH.defActionsDef = 0;
  116. LOCPLINT = this;
  117. curAction = nullptr;
  118. playerID=Player;
  119. human=true;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  136. delete showingDialog;
  137. delete cingconsole;
  138. if (LOCPLINT == this)
  139. LOCPLINT = nullptr;
  140. }
  141. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  142. {
  143. cb = CB;
  144. env = ENV;
  145. CCS->musich->loadTerrainMusicThemes();
  146. initializeHeroTownList();
  147. // always recreate advmap interface to avoid possible memory-corruption bugs
  148. adventureInt.reset(new AdventureMapInterface());
  149. }
  150. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  151. {
  152. EVENT_HANDLER_CALLED_BY_CLIENT;
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // remove all dialogs that do not expect query answer
  160. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  161. GH.windows().popWindows(1);
  162. if (player != playerID && LOCPLINT == this)
  163. {
  164. waitWhileDialog();
  165. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  166. adventureInt->onEnemyTurnStarted(player, isHuman);
  167. }
  168. }
  169. void CPlayerInterface::performAutosave()
  170. {
  171. std::string prefix = settings["session"]["saveprefix"].String();
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(firstCall)
  174. {
  175. autosaveCount = getLastIndex(prefix + "Autosave_");
  176. if(firstCall > 0) //new game, not loaded
  177. {
  178. int index = getLastIndex(prefix + "Newgame_");
  179. index %= SAVES_COUNT;
  180. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  181. }
  182. firstCall = 0;
  183. }
  184. else if(frequency > 0 && cb->getDate() % frequency == 0)
  185. {
  186. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  187. autosaveCount %= 5;
  188. }
  189. }
  190. void CPlayerInterface::yourTurn()
  191. {
  192. EVENT_HANDLER_CALLED_BY_CLIENT;
  193. {
  194. LOCPLINT = this;
  195. GH.curInt = this;
  196. NotificationHandler::notify("Your turn");
  197. performAutosave();
  198. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  199. {
  200. adventureInt->onHotseatWaitStarted(playerID);
  201. makingTurn = true;
  202. std::string msg = CGI->generaltexth->allTexts[13];
  203. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  204. std::vector<std::shared_ptr<CComponent>> cmp;
  205. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  206. showInfoDialog(msg, cmp);
  207. }
  208. else
  209. {
  210. makingTurn = true;
  211. adventureInt->onPlayerTurnStarted(playerID);
  212. }
  213. }
  214. acceptTurn();
  215. }
  216. void CPlayerInterface::acceptTurn()
  217. {
  218. if (settings["session"]["autoSkip"].Bool())
  219. {
  220. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  221. iw->close();
  222. }
  223. if(CSH->howManyPlayerInterfaces() > 1)
  224. {
  225. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. // warn player if he has no town
  229. if (cb->howManyTowns() == 0)
  230. {
  231. auto playerColor = *cb->getPlayerID();
  232. std::vector<Component> components;
  233. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  234. MetaString text;
  235. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  236. if(optDaysWithoutCastle)
  237. {
  238. auto daysWithoutCastle = optDaysWithoutCastle.value();
  239. if (daysWithoutCastle < 6)
  240. {
  241. 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.
  242. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  243. text.replaceNumber(7 - daysWithoutCastle);
  244. }
  245. else if (daysWithoutCastle == 6)
  246. {
  247. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  248. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  249. }
  250. showInfoDialogAndWait(components, text);
  251. }
  252. else
  253. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  254. }
  255. }
  256. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  257. {
  258. EVENT_HANDLER_CALLED_BY_CLIENT;
  259. waitWhileDialog();
  260. if(LOCPLINT != this)
  261. return;
  262. //FIXME: read once and store
  263. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  264. return;
  265. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  266. if (!hero)
  267. return;
  268. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  269. {
  270. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  271. CCS->soundh->playSound(hero->getRemovalSound().value());
  272. }
  273. std::unordered_set<int3> changedTiles {
  274. hero->convertToVisitablePos(details.start),
  275. hero->convertToVisitablePos(details.end)
  276. };
  277. adventureInt->onMapTilesChanged(changedTiles);
  278. adventureInt->onHeroMovementStarted(hero);
  279. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  280. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  281. {
  282. if(details.result == TryMoveHero::TELEPORTATION)
  283. {
  284. if(localState->hasPath(hero))
  285. {
  286. assert(localState->getPath(hero).nodes.size() >= 2);
  287. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  288. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  289. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  290. {
  291. //path was between entrance and exit of teleport -> OK, erase node as usual
  292. localState->removeLastNode(hero);
  293. }
  294. else
  295. {
  296. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  297. localState->erasePath(hero);
  298. }
  299. }
  300. }
  301. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  302. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  303. {
  304. localState->erasePath(hero);
  305. }
  306. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  307. {
  308. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  309. localState->removeLastNode(hero);
  310. }
  311. }
  312. if(details.stopMovement()) //hero failed to move
  313. {
  314. stillMoveHero.setn(STOP_MOVE);
  315. adventureInt->onHeroChanged(hero);
  316. return;
  317. }
  318. CGI->mh->waitForOngoingAnimations();
  319. //move finished
  320. adventureInt->onHeroChanged(hero);
  321. //check if user cancelled movement
  322. {
  323. if (GH.input().ignoreEventsUntilInput())
  324. stillMoveHero.setn(STOP_MOVE);
  325. }
  326. if (stillMoveHero.get() == WAITING_MOVE)
  327. stillMoveHero.setn(DURING_MOVE);
  328. // Hero attacked creature directly, set direction to face it.
  329. if (directlyAttackingCreature) {
  330. // Get direction to attacker.
  331. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  332. static const ui8 dirLookup[3][3] = {
  333. { 1, 2, 3 },
  334. { 8, 0, 4 },
  335. { 7, 6, 5 }
  336. };
  337. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  338. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  339. }
  340. }
  341. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  345. // if hero is not in town garrison
  346. if (vstd::contains(localState->getWanderingHeroes(), hero))
  347. localState->removeWanderingHero(hero);
  348. adventureInt->onHeroChanged(hero);
  349. localState->erasePath(hero);
  350. }
  351. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  352. {
  353. EVENT_HANDLER_CALLED_BY_CLIENT;
  354. if(start && visitedObj)
  355. {
  356. if(visitedObj->getVisitSound())
  357. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  358. }
  359. }
  360. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. localState->addWanderingHero(hero);
  364. adventureInt->onHeroChanged(hero);
  365. }
  366. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  367. {
  368. if(castleInt)
  369. castleInt->close();
  370. castleInt = nullptr;
  371. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  372. GH.windows().pushWindow(newCastleInt);
  373. }
  374. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. if (which == 4)
  378. {
  379. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  380. ctw->setExpToLevel();
  381. }
  382. else
  383. adventureInt->onHeroChanged(hero);
  384. }
  385. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  389. cuw->redraw();
  390. }
  391. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. adventureInt->onHeroChanged(hero);
  395. if (makingTurn && hero->tempOwner == playerID)
  396. adventureInt->onHeroChanged(hero);
  397. }
  398. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. if (makingTurn && hero->tempOwner == playerID)
  402. adventureInt->onHeroChanged(hero);
  403. }
  404. void CPlayerInterface::receivedResource()
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  408. mw->resourceChanged();
  409. GH.windows().totalRedraw();
  410. }
  411. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. waitWhileDialog();
  415. CCS->soundh->playSound(soundBase::heroNewLevel);
  416. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  417. {
  418. cb->selectionMade(selection, queryID);
  419. });
  420. }
  421. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. waitWhileDialog();
  425. CCS->soundh->playSound(soundBase::heroNewLevel);
  426. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  427. {
  428. cb->selectionMade(selection, queryID);
  429. });
  430. }
  431. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  432. {
  433. EVENT_HANDLER_CALLED_BY_CLIENT;
  434. if(town->garrisonHero) //wandering hero moved to the garrison
  435. {
  436. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  437. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  438. localState->removeWanderingHero(town->garrisonHero);
  439. }
  440. if(town->visitingHero) //hero leaves garrison
  441. {
  442. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  443. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  444. localState->addWanderingHero(town->visitingHero);
  445. }
  446. adventureInt->onHeroChanged(nullptr);
  447. adventureInt->onTownChanged(town);
  448. if(castleInt)
  449. {
  450. castleInt->garr->selectSlot(nullptr);
  451. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  452. castleInt->garr->setArmy(town->visitingHero, 1);
  453. castleInt->garr->recreateSlots();
  454. castleInt->heroes->update();
  455. // Perform totalRedraw to update hero list on adventure map
  456. GH.windows().totalRedraw();
  457. }
  458. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  459. {
  460. ki->townChanged(town);
  461. ki->updateGarrisons();
  462. ki->redraw();
  463. }
  464. }
  465. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  466. {
  467. EVENT_HANDLER_CALLED_BY_CLIENT;
  468. if (hero->tempOwner != playerID )
  469. return;
  470. waitWhileDialog();
  471. openTownWindow(town);
  472. }
  473. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  474. {
  475. std::vector<const CGObjectInstance *> instances;
  476. if(auto obj = cb->getObj(id1))
  477. instances.push_back(obj);
  478. if(id2 != ObjectInstanceID() && id2 != id1)
  479. {
  480. if(auto obj = cb->getObj(id2))
  481. instances.push_back(obj);
  482. }
  483. garrisonsChanged(instances);
  484. }
  485. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  486. {
  487. boost::unique_lock<boost::recursive_mutex> un(*pim);
  488. for (auto object : objs)
  489. {
  490. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  491. auto * town = dynamic_cast<const CGTownInstance*>(object);
  492. if (hero)
  493. adventureInt->onHeroChanged(hero);
  494. if (town)
  495. adventureInt->onTownChanged(town);
  496. }
  497. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  498. cgh->updateGarrisons();
  499. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  500. {
  501. if (vstd::contains(objs, cmw->hero))
  502. cmw->garrisonChanged();
  503. }
  504. GH.windows().totalRedraw();
  505. }
  506. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  507. {
  508. EVENT_HANDLER_CALLED_BY_CLIENT;
  509. adventureInt->onTownChanged(town);
  510. if (castleInt)
  511. {
  512. castleInt->townlist->updateElement(town);
  513. if (castleInt->town == town)
  514. {
  515. switch(what)
  516. {
  517. case 1:
  518. CCS->soundh->playSound(soundBase::newBuilding);
  519. castleInt->addBuilding(buildingID);
  520. break;
  521. case 2:
  522. castleInt->removeBuilding(buildingID);
  523. break;
  524. }
  525. }
  526. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  527. GH.windows().totalRedraw();
  528. }
  529. }
  530. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  531. {
  532. //Don't wait for dialogs when we are non-active hot-seat player
  533. if (LOCPLINT == this)
  534. waitForAllDialogs();
  535. }
  536. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  537. {
  538. EVENT_HANDLER_CALLED_BY_CLIENT;
  539. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  540. lastBattleArmies.first = army1;
  541. lastBattleArmies.second = army2;
  542. //quick combat with neutral creatures only
  543. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  544. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  545. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  546. && settings["adventure"]["quickCombat"].Bool())
  547. || settings["adventure"]["alwaysSkipCombat"].Bool())
  548. {
  549. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  550. autofightingAI->initBattleInterface(env, cb);
  551. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  552. isAutoFightOn = true;
  553. cb->registerBattleInterface(autofightingAI);
  554. // Player shouldn't be able to move on adventure map if quick combat is going
  555. allowBattleReplay = true;
  556. }
  557. //Don't wait for dialogs when we are non-active hot-seat player
  558. if (LOCPLINT == this)
  559. waitForAllDialogs();
  560. BATTLE_EVENT_POSSIBLE_RETURN;
  561. }
  562. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. BATTLE_EVENT_POSSIBLE_RETURN;
  566. for(auto & info : units)
  567. {
  568. switch(info.operation)
  569. {
  570. case UnitChanges::EOperation::RESET_STATE:
  571. {
  572. const CStack * stack = cb->battleGetStackByID(info.id );
  573. if(!stack)
  574. {
  575. logGlobal->error("Invalid unit ID %d", info.id);
  576. continue;
  577. }
  578. battleInt->stackReset(stack);
  579. }
  580. break;
  581. case UnitChanges::EOperation::REMOVE:
  582. battleInt->stackRemoved(info.id);
  583. break;
  584. case UnitChanges::EOperation::ADD:
  585. {
  586. const CStack * unit = cb->battleGetStackByID(info.id);
  587. if(!unit)
  588. {
  589. logGlobal->error("Invalid unit ID %d", info.id);
  590. continue;
  591. }
  592. battleInt->stackAdded(unit);
  593. }
  594. break;
  595. default:
  596. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  597. break;
  598. }
  599. }
  600. }
  601. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  606. std::vector<ObstacleChanges> removedObstacles;
  607. for(auto & change : obstacles)
  608. {
  609. if(change.operation == BattleChanges::EOperation::ADD)
  610. {
  611. auto instance = cb->battleGetObstacleByID(change.id);
  612. if(instance)
  613. newObstacles.push_back(instance);
  614. else
  615. logNetwork->error("Invalid obstacle instance %d", change.id);
  616. }
  617. if(change.operation == BattleChanges::EOperation::REMOVE)
  618. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  619. }
  620. if (!newObstacles.empty())
  621. battleInt->obstaclePlaced(newObstacles);
  622. if (!removedObstacles.empty())
  623. battleInt->obstacleRemoved(removedObstacles);
  624. battleInt->fieldController->redrawBackgroundWithHexes();
  625. }
  626. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  627. {
  628. EVENT_HANDLER_CALLED_BY_CLIENT;
  629. BATTLE_EVENT_POSSIBLE_RETURN;
  630. battleInt->stackIsCatapulting(ca);
  631. }
  632. 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
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. battleInt->newRound(round);
  637. }
  638. void CPlayerInterface::actionStarted(const BattleAction &action)
  639. {
  640. EVENT_HANDLER_CALLED_BY_CLIENT;
  641. BATTLE_EVENT_POSSIBLE_RETURN;
  642. curAction = new BattleAction(action);
  643. battleInt->startAction(curAction);
  644. }
  645. void CPlayerInterface::actionFinished(const BattleAction &action)
  646. {
  647. EVENT_HANDLER_CALLED_BY_CLIENT;
  648. BATTLE_EVENT_POSSIBLE_RETURN;
  649. battleInt->endAction(curAction);
  650. delete curAction;
  651. curAction = nullptr;
  652. }
  653. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  654. {
  655. THREAD_CREATED_BY_CLIENT;
  656. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  657. auto stackId = stack->unitId();
  658. auto stackName = stack->nodeName();
  659. if (autofightingAI)
  660. {
  661. if (isAutoFightOn)
  662. {
  663. auto ret = autofightingAI->activeStack(stack);
  664. if(cb->battleIsFinished())
  665. {
  666. return BattleAction::makeDefend(stack); // battle finished with spellcast
  667. }
  668. if (isAutoFightOn)
  669. {
  670. return ret;
  671. }
  672. }
  673. cb->unregisterBattleInterface(autofightingAI);
  674. autofightingAI.reset();
  675. }
  676. assert(battleInt);
  677. if(!battleInt)
  678. {
  679. return BattleAction::makeDefend(stack); // probably battle is finished already
  680. }
  681. if(BattleInterface::givenCommand.get())
  682. {
  683. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  684. vstd::clear_pointer(BattleInterface::givenCommand.data);
  685. }
  686. {
  687. boost::unique_lock<boost::recursive_mutex> un(*pim);
  688. battleInt->stackActivated(stack);
  689. //Regeneration & mana drain go there
  690. }
  691. //wait till BattleInterface sets its command
  692. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  693. while(!BattleInterface::givenCommand.data)
  694. {
  695. BattleInterface::givenCommand.cond.wait(lock);
  696. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  697. throw boost::thread_interrupted(); //will shut the thread peacefully
  698. }
  699. //tidy up
  700. BattleAction ret = *(BattleInterface::givenCommand.data);
  701. vstd::clear_pointer(BattleInterface::givenCommand.data);
  702. if(ret.actionType == EActionType::CANCEL)
  703. {
  704. if(stackId != ret.stackNumber)
  705. logGlobal->error("Not current active stack action canceled");
  706. logGlobal->trace("Canceled command for %s", stackName);
  707. }
  708. else
  709. logGlobal->trace("Giving command for %s", stackName);
  710. return ret;
  711. }
  712. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  713. {
  714. EVENT_HANDLER_CALLED_BY_CLIENT;
  715. if(isAutoFightOn || autofightingAI)
  716. {
  717. isAutoFightOn = false;
  718. cb->unregisterBattleInterface(autofightingAI);
  719. autofightingAI.reset();
  720. if(!battleInt)
  721. {
  722. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  723. allowBattleReplay = false;
  724. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  725. wnd->resultCallback = [=](ui32 selection)
  726. {
  727. cb->selectionMade(selection, queryID);
  728. };
  729. GH.windows().pushWindow(wnd);
  730. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  731. // Otherwise NewTurn causes freeze.
  732. waitWhileDialog();
  733. return;
  734. }
  735. }
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. battleInt->battleFinished(*br, queryID);
  738. }
  739. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  740. {
  741. EVENT_HANDLER_CALLED_BY_CLIENT;
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->displayBattleLog(lines);
  744. }
  745. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->stackMoved(stack, dest, distance, teleport);
  750. }
  751. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->spellCast(sc);
  756. }
  757. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->battleStacksEffectsSet(sse);
  762. }
  763. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. RETURN_IF_QUICK_COMBAT;
  768. battleInt->effectsController->battleTriggerEffect(bte);
  769. }
  770. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  771. {
  772. EVENT_HANDLER_CALLED_BY_CLIENT;
  773. BATTLE_EVENT_POSSIBLE_RETURN;
  774. std::vector<StackAttackedInfo> arg;
  775. for(auto & elem : bsa)
  776. {
  777. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  778. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  779. assert(defender);
  780. StackAttackedInfo info;
  781. info.defender = defender;
  782. info.attacker = attacker;
  783. info.damageDealt = elem.damageAmount;
  784. info.amountKilled = elem.killedAmount;
  785. info.spellEffect = SpellID::NONE;
  786. info.indirectAttack = ranged;
  787. info.killed = elem.killed();
  788. info.rebirth = elem.willRebirth();
  789. info.cloneKilled = elem.cloneKilled();
  790. info.fireShield = elem.fireShield();
  791. if (elem.isSpell())
  792. info.spellEffect = elem.spellID;
  793. arg.push_back(info);
  794. }
  795. battleInt->stacksAreAttacked(arg);
  796. }
  797. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  798. {
  799. EVENT_HANDLER_CALLED_BY_CLIENT;
  800. BATTLE_EVENT_POSSIBLE_RETURN;
  801. assert(curAction);
  802. StackAttackInfo info;
  803. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  804. info.defender = nullptr;
  805. info.indirectAttack = ba->shot();
  806. info.lucky = ba->lucky();
  807. info.unlucky = ba->unlucky();
  808. info.deathBlow = ba->deathBlow();
  809. info.lifeDrain = ba->lifeDrain();
  810. info.tile = ba->tile;
  811. info.spellEffect = SpellID::NONE;
  812. if (ba->spellLike())
  813. info.spellEffect = ba->spellID;
  814. for(auto & elem : ba->bsa)
  815. {
  816. if(!elem.isSecondary())
  817. {
  818. assert(info.defender == nullptr);
  819. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  820. }
  821. else
  822. {
  823. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  824. }
  825. }
  826. assert(info.defender != nullptr);
  827. assert(info.attacker != nullptr);
  828. battleInt->stackAttacking(info);
  829. }
  830. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  831. {
  832. EVENT_HANDLER_CALLED_BY_CLIENT;
  833. BATTLE_EVENT_POSSIBLE_RETURN;
  834. battleInt->gateStateChanged(state);
  835. }
  836. void CPlayerInterface::yourTacticPhase(int distance)
  837. {
  838. THREAD_CREATED_BY_CLIENT;
  839. while(battleInt && battleInt->tacticsMode)
  840. boost::this_thread::sleep(boost::posix_time::millisec(1));
  841. }
  842. void CPlayerInterface::forceEndTacticPhase()
  843. {
  844. if (battleInt)
  845. battleInt->tacticsMode = false;
  846. }
  847. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  848. {
  849. EVENT_HANDLER_CALLED_BY_CLIENT;
  850. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  851. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  852. if(autoTryHover || type == EInfoWindowMode::INFO)
  853. {
  854. waitWhileDialog(); //Fix for mantis #98
  855. adventureInt->showInfoBoxMessage(components, text, timer);
  856. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  857. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  858. return;
  859. }
  860. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  861. {
  862. return;
  863. }
  864. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  865. do
  866. {
  867. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  868. std::vector<std::shared_ptr<CComponent>> intComps;
  869. for (auto & component : sender)
  870. intComps.push_back(std::make_shared<CComponent>(component));
  871. showInfoDialog(text,intComps,soundID);
  872. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  873. }
  874. while(!vect.empty());
  875. }
  876. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  877. {
  878. std::vector<std::shared_ptr<CComponent>> intComps;
  879. intComps.push_back(component);
  880. showInfoDialog(text, intComps, soundBase::sound_todo);
  881. }
  882. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  883. {
  884. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  885. waitWhileDialog();
  886. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  887. {
  888. return;
  889. }
  890. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  891. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  892. {
  893. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  894. showingDialog->set(true);
  895. stopMovement(); // interrupt movement to show dialog
  896. GH.windows().pushWindow(temp);
  897. }
  898. else
  899. {
  900. dialogs.push_back(temp);
  901. }
  902. }
  903. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  904. {
  905. EVENT_HANDLER_CALLED_BY_CLIENT;
  906. std::string str = text.toString();
  907. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  908. waitWhileDialog();
  909. }
  910. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  911. {
  912. boost::unique_lock<boost::recursive_mutex> un(*pim);
  913. stopMovement();
  914. LOCPLINT->showingDialog->setn(true);
  915. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  916. }
  917. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  918. {
  919. EVENT_HANDLER_CALLED_BY_CLIENT;
  920. waitWhileDialog();
  921. stopMovement();
  922. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  923. if (!selection && cancel) //simple yes/no dialog
  924. {
  925. std::vector<std::shared_ptr<CComponent>> intComps;
  926. for (auto & component : components)
  927. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  928. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  929. }
  930. else if (selection)
  931. {
  932. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  933. for (auto & component : components)
  934. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  935. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  936. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  937. if (cancel)
  938. {
  939. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  940. }
  941. int charperline = 35;
  942. if (pom.size() > 1)
  943. charperline = 50;
  944. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  945. intComps[0]->clickPressed(GH.getCursorPosition());
  946. intComps[0]->clickReleased(GH.getCursorPosition());
  947. }
  948. }
  949. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. int choosenExit = -1;
  953. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  954. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  955. choosenExit = vstd::find_pos(exits, neededExit);
  956. cb->selectionMade(choosenExit, askID);
  957. }
  958. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  959. {
  960. EVENT_HANDLER_CALLED_BY_CLIENT;
  961. auto selectCallback = [=](int selection)
  962. {
  963. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  964. reply.Integer() = selection;
  965. cb->sendQueryReply(reply, askID);
  966. };
  967. auto cancelCallback = [=]()
  968. {
  969. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  970. cb->sendQueryReply(reply, askID);
  971. };
  972. const std::string localTitle = title.toString();
  973. const std::string localDescription = description.toString();
  974. std::vector<int> tempList;
  975. tempList.reserve(objects.size());
  976. for(auto item : objects)
  977. tempList.push_back(item.getNum());
  978. CComponent localIconC(icon);
  979. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  980. localIconC.removeChild(localIcon.get(), false);
  981. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  982. wnd->onExit = cancelCallback;
  983. GH.windows().pushWindow(wnd);
  984. }
  985. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  989. adventureInt->onMapTilesChanged(pos);
  990. }
  991. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. adventureInt->onMapTilesChanged(pos);
  995. }
  996. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  997. {
  998. boost::unique_lock<boost::recursive_mutex> un(*pim);
  999. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  1000. }
  1001. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1002. {
  1003. EVENT_HANDLER_CALLED_BY_CLIENT;
  1004. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1005. {
  1006. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1007. fortScreen->creaturesChangedEventHandler();
  1008. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1009. castleInterface->creaturesChangedEventHandler();
  1010. if (townObj)
  1011. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1012. ki->townChanged(townObj);
  1013. }
  1014. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1015. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1016. {
  1017. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1018. if (crw->dwelling == town)
  1019. crw->availableCreaturesChanged();
  1020. }
  1021. }
  1022. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1023. {
  1024. EVENT_HANDLER_CALLED_BY_CLIENT;
  1025. if (bonus.type == BonusType::NONE)
  1026. return;
  1027. adventureInt->onHeroChanged(hero);
  1028. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1029. {
  1030. //recalculate paths because hero has lost bonus influencing pathfinding
  1031. localState->erasePath(hero);
  1032. }
  1033. }
  1034. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1035. {
  1036. EVENT_HANDLER_CALLED_BY_CLIENT;
  1037. localState->serialize(h, version);
  1038. }
  1039. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1040. {
  1041. EVENT_HANDLER_CALLED_BY_CLIENT;
  1042. localState->serialize(h, version);
  1043. firstCall = -1;
  1044. }
  1045. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1046. {
  1047. LOG_TRACE(logGlobal);
  1048. if (!LOCPLINT->makingTurn)
  1049. return;
  1050. if (!h)
  1051. return; //can't find hero
  1052. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1053. if (showingDialog->get() || !dialogs.empty())
  1054. return;
  1055. setMovementStatus(true);
  1056. if (localState->isHeroSleeping(h))
  1057. localState->setHeroAwaken(h);
  1058. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1059. }
  1060. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1061. {
  1062. EVENT_HANDLER_CALLED_BY_CLIENT;
  1063. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1064. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1065. {
  1066. onEnd();
  1067. return;
  1068. }
  1069. waitForAllDialogs();
  1070. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1071. cgw->quit->addCallback(onEnd);
  1072. GH.windows().pushWindow(cgw);
  1073. }
  1074. /**
  1075. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1076. * into a combinational one on an artifact screen. Does not require the combination of
  1077. * artifacts to be legal.
  1078. */
  1079. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1080. {
  1081. std::string text = artifact->getDescriptionTranslated();
  1082. text += "\n\n";
  1083. std::vector<std::shared_ptr<CComponent>> scs;
  1084. if(assembledArtifact)
  1085. {
  1086. // You possess all of the components to...
  1087. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1088. // Picture of assembled artifact at bottom.
  1089. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1090. scs.push_back(sc);
  1091. }
  1092. else
  1093. {
  1094. // Do you wish to disassemble this artifact?
  1095. text += CGI->generaltexth->allTexts[733];
  1096. }
  1097. showYesNoDialog(text, onYes, nullptr, scs);
  1098. }
  1099. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1100. {
  1101. EVENT_HANDLER_CALLED_BY_CLIENT;
  1102. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1103. && destinationTeleport == ObjectInstanceID())
  1104. stillMoveHero.setn(CONTINUE_MOVE);
  1105. if (destinationTeleport != ObjectInstanceID()
  1106. && pa->packType == typeList.getTypeID<QueryReply>()
  1107. && stillMoveHero.get() == DURING_MOVE)
  1108. { // After teleportation via CGTeleport object is finished
  1109. destinationTeleport = ObjectInstanceID();
  1110. destinationTeleportPos = int3(-1);
  1111. stillMoveHero.setn(CONTINUE_MOVE);
  1112. }
  1113. }
  1114. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1115. {
  1116. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1117. }
  1118. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1119. {
  1120. EVENT_HANDLER_CALLED_BY_CLIENT;
  1121. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1122. }
  1123. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1124. {
  1125. if (sop->what == ObjProperty::OWNER)
  1126. {
  1127. const CGObjectInstance * obj = cb->getObj(sop->id);
  1128. if(obj->ID == Obj::TOWN)
  1129. {
  1130. auto town = static_cast<const CGTownInstance *>(obj);
  1131. if(obj->tempOwner == playerID)
  1132. {
  1133. localState->removeOwnedTown(town);
  1134. adventureInt->onTownChanged(town);
  1135. }
  1136. }
  1137. }
  1138. }
  1139. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1140. {
  1141. EVENT_HANDLER_CALLED_BY_CLIENT;
  1142. if (sop->what == ObjProperty::OWNER)
  1143. {
  1144. const CGObjectInstance * obj = cb->getObj(sop->id);
  1145. if(obj->ID == Obj::TOWN)
  1146. {
  1147. auto town = static_cast<const CGTownInstance *>(obj);
  1148. if(obj->tempOwner == playerID)
  1149. {
  1150. localState->addOwnedTown(town);
  1151. adventureInt->onTownChanged(town);
  1152. }
  1153. }
  1154. //redraw minimap if owner changed
  1155. std::set<int3> pos = obj->getBlockedPos();
  1156. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1157. adventureInt->onMapTilesChanged(upos);
  1158. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1159. }
  1160. }
  1161. void CPlayerInterface::initializeHeroTownList()
  1162. {
  1163. if(localState->getWanderingHeroes().empty())
  1164. {
  1165. for(auto & hero : cb->getHeroesInfo())
  1166. {
  1167. if(!hero->inTownGarrison)
  1168. localState->addWanderingHero(hero);
  1169. }
  1170. }
  1171. if(localState->getOwnedTowns().empty())
  1172. {
  1173. for(auto & town : cb->getTownsInfo())
  1174. localState->addOwnedTown(town);
  1175. }
  1176. if(adventureInt)
  1177. adventureInt->onHeroChanged(nullptr);
  1178. }
  1179. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. waitWhileDialog();
  1183. auto recruitCb = [=](CreatureID id, int count)
  1184. {
  1185. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1186. };
  1187. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1188. }
  1189. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1190. {
  1191. if (GH.amIGuiThread())
  1192. {
  1193. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1194. return;
  1195. }
  1196. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1197. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1198. while(showingDialog->data)
  1199. showingDialog->cond.wait(un);
  1200. }
  1201. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1202. {
  1203. EVENT_HANDLER_CALLED_BY_CLIENT;
  1204. auto state = obj->shipyardStatus();
  1205. TResources cost;
  1206. obj->getBoatCost(cost);
  1207. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1208. }
  1209. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1210. {
  1211. EVENT_HANDLER_CALLED_BY_CLIENT;
  1212. //we might have built a boat in shipyard in opened town screen
  1213. if (obj->ID == Obj::BOAT
  1214. && LOCPLINT->castleInt
  1215. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1216. {
  1217. CCS->soundh->playSound(soundBase::newBuilding);
  1218. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1219. }
  1220. }
  1221. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1222. {
  1223. EVENT_HANDLER_CALLED_BY_CLIENT;
  1224. waitWhileDialog();
  1225. CCS->curh->hide();
  1226. adventureInt->centerOnTile(pos);
  1227. if (focusTime)
  1228. {
  1229. GH.windows().totalRedraw();
  1230. {
  1231. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1232. IgnoreEvents ignore(*this);
  1233. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1234. }
  1235. }
  1236. CCS->curh->show();
  1237. }
  1238. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1239. {
  1240. EVENT_HANDLER_CALLED_BY_CLIENT;
  1241. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1242. {
  1243. waitWhileDialog();
  1244. CCS->soundh->playSound(obj->getRemovalSound().value());
  1245. }
  1246. CGI->mh->waitForOngoingAnimations();
  1247. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1248. {
  1249. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1250. heroKilled(h);
  1251. }
  1252. GH.fakeMouseMove();
  1253. }
  1254. void CPlayerInterface::objectRemovedAfter()
  1255. {
  1256. EVENT_HANDLER_CALLED_BY_CLIENT;
  1257. adventureInt->onMapTilesChanged(boost::none);
  1258. // visiting or garrisoned hero removed - recreate castle window
  1259. if (castleInt)
  1260. openTownWindow(castleInt->town);
  1261. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1262. ki->heroRemoved();
  1263. }
  1264. void CPlayerInterface::playerBlocked(int reason, bool start)
  1265. {
  1266. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1267. {
  1268. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1269. {
  1270. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1271. LOCPLINT = this;
  1272. GH.curInt = this;
  1273. adventureInt->onCurrentPlayerChanged(playerID);
  1274. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1275. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1276. std::vector<std::shared_ptr<CComponent>> cmp;
  1277. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1278. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1279. showInfoDialog(msg, cmp);
  1280. makingTurn = false;
  1281. }
  1282. }
  1283. }
  1284. void CPlayerInterface::update()
  1285. {
  1286. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1287. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1288. // While mutexes were locked away we may be have stopped being the active interface
  1289. if (LOCPLINT != this)
  1290. return;
  1291. //if there are any waiting dialogs, show them
  1292. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1293. {
  1294. showingDialog->set(true);
  1295. GH.windows().pushWindow(dialogs.front());
  1296. dialogs.pop_front();
  1297. }
  1298. assert(adventureInt);
  1299. // Handles mouse and key input
  1300. GH.handleEvents();
  1301. GH.windows().simpleRedraw();
  1302. }
  1303. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1304. {
  1305. using namespace boost::filesystem;
  1306. using namespace boost::algorithm;
  1307. path gamesDir = VCMIDirs::get().userSavePath();
  1308. std::map<std::time_t, int> dates; //save number => datestamp
  1309. const directory_iterator enddir;
  1310. if (!exists(gamesDir))
  1311. create_directory(gamesDir);
  1312. else
  1313. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1314. {
  1315. if (is_regular_file(dir->status()))
  1316. {
  1317. std::string name = dir->path().filename().string();
  1318. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1319. {
  1320. char nr = name[namePrefix.size()];
  1321. if (std::isdigit(nr))
  1322. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1323. }
  1324. }
  1325. }
  1326. if (!dates.empty())
  1327. return (--dates.end())->second; //return latest file number
  1328. return 0;
  1329. }
  1330. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1331. {
  1332. EVENT_HANDLER_CALLED_BY_CLIENT;
  1333. if (player == playerID)
  1334. {
  1335. if (victoryLossCheckResult.loss())
  1336. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1337. assert(GH.curInt == LOCPLINT);
  1338. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1339. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1340. GH.curInt = this; //waiting for dialogs requires this to get events
  1341. if(!makingTurn)
  1342. {
  1343. makingTurn = true; //also needed for dialog to show with current implementation
  1344. waitForAllDialogs();
  1345. makingTurn = false;
  1346. }
  1347. else
  1348. waitForAllDialogs();
  1349. GH.curInt = previousInterface;
  1350. LOCPLINT = previousInterface;
  1351. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1352. {
  1353. if(adventureInt)
  1354. {
  1355. GH.terminate_cond->setn(true);
  1356. GH.windows().popWindows(GH.windows().count());
  1357. adventureInt.reset();
  1358. }
  1359. }
  1360. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1361. {
  1362. // end game if current human player has won
  1363. CSH->sendClientDisconnecting();
  1364. requestReturningToMainMenu(true);
  1365. }
  1366. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1367. {
  1368. //all human players eliminated
  1369. CSH->sendClientDisconnecting();
  1370. requestReturningToMainMenu(false);
  1371. }
  1372. if (GH.curInt == this)
  1373. GH.curInt = nullptr;
  1374. }
  1375. else
  1376. {
  1377. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1378. {
  1379. MetaString message = victoryLossCheckResult.messageToSelf;
  1380. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1381. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1382. }
  1383. }
  1384. }
  1385. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. }
  1389. void CPlayerInterface::showPuzzleMap()
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. waitWhileDialog();
  1393. //TODO: interface should not know the real position of Grail...
  1394. double ratio = 0;
  1395. int3 grailPos = cb->getGrailPos(&ratio);
  1396. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1397. }
  1398. void CPlayerInterface::viewWorldMap()
  1399. {
  1400. adventureInt->openWorldView();
  1401. }
  1402. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. if(GH.windows().topWindow<CSpellWindow>())
  1406. GH.windows().popWindows(1);
  1407. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1408. localState->erasePath(caster);
  1409. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1410. auto castSoundPath = spell->getCastSound();
  1411. if(!castSoundPath.empty())
  1412. CCS->soundh->playSound(castSoundPath);
  1413. }
  1414. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1415. {
  1416. int msgToShow = -1;
  1417. const auto diggingStatus = h->diggingStatus();
  1418. switch(diggingStatus)
  1419. {
  1420. case EDiggingStatus::CAN_DIG:
  1421. break;
  1422. case EDiggingStatus::LACK_OF_MOVEMENT:
  1423. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1424. break;
  1425. case EDiggingStatus::TILE_OCCUPIED:
  1426. msgToShow = 97; //Try searching on clear ground.
  1427. break;
  1428. case EDiggingStatus::WRONG_TERRAIN:
  1429. msgToShow = 60; ////Try looking on land!
  1430. break;
  1431. case EDiggingStatus::BACKPACK_IS_FULL:
  1432. msgToShow = 247; //Searching for the Grail is fruitless...
  1433. break;
  1434. default:
  1435. assert(0);
  1436. }
  1437. if(msgToShow < 0)
  1438. cb->dig(h);
  1439. else
  1440. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1441. }
  1442. void CPlayerInterface::battleNewRoundFirst( int round )
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. BATTLE_EVENT_POSSIBLE_RETURN;
  1446. battleInt->newRoundFirst(round);
  1447. }
  1448. void CPlayerInterface::stopMovement()
  1449. {
  1450. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1451. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1452. }
  1453. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1457. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1458. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1459. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1460. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1461. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1462. else if(!market->availableModes().empty())
  1463. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1464. }
  1465. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1466. {
  1467. EVENT_HANDLER_CALLED_BY_CLIENT;
  1468. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1469. }
  1470. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1471. {
  1472. EVENT_HANDLER_CALLED_BY_CLIENT;
  1473. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1474. }
  1475. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1479. cmw->artifactsChanged(false);
  1480. }
  1481. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1482. {
  1483. EVENT_HANDLER_CALLED_BY_CLIENT;
  1484. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1485. }
  1486. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1487. {
  1488. EVENT_HANDLER_CALLED_BY_CLIENT;
  1489. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1490. }
  1491. void CPlayerInterface::showQuestLog()
  1492. {
  1493. EVENT_HANDLER_CALLED_BY_CLIENT;
  1494. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1495. }
  1496. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1497. {
  1498. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1499. {
  1500. MetaString txt;
  1501. obj->getProblemText(txt);
  1502. showInfoDialog(txt.toString());
  1503. }
  1504. else
  1505. showShipyardDialog(obj);
  1506. }
  1507. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1508. {
  1509. if(won && cb->getStartInfo()->campState)
  1510. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1511. else
  1512. {
  1513. GH.dispatchMainThread(
  1514. []()
  1515. {
  1516. CSH->endGameplay();
  1517. GH.defActionsDef = 63;
  1518. CMM->menu->switchToTab("main");
  1519. }
  1520. );
  1521. }
  1522. }
  1523. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1524. {
  1525. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1526. if(hero)
  1527. {
  1528. auto art = hero->getArt(al.slot);
  1529. if(art == nullptr)
  1530. {
  1531. logGlobal->error("artifact location %d points to nothing",
  1532. al.slot.num);
  1533. return;
  1534. }
  1535. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1536. }
  1537. }
  1538. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1539. {
  1540. EVENT_HANDLER_CALLED_BY_CLIENT;
  1541. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1542. adventureInt->onHeroChanged(hero);
  1543. }
  1544. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1545. {
  1546. EVENT_HANDLER_CALLED_BY_CLIENT;
  1547. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1548. adventureInt->onHeroChanged(hero);
  1549. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1550. artWin->artifactRemoved(al);
  1551. waitWhileDialog();
  1552. }
  1553. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1554. {
  1555. EVENT_HANDLER_CALLED_BY_CLIENT;
  1556. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1557. adventureInt->onHeroChanged(hero);
  1558. bool redraw = true;
  1559. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1560. if(numOfMovedArts != 0)
  1561. {
  1562. numOfMovedArts--;
  1563. if(numOfMovedArts != 0)
  1564. redraw = false;
  1565. }
  1566. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1567. artWin->artifactMoved(src, dst, redraw);
  1568. waitWhileDialog();
  1569. }
  1570. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1571. {
  1572. numOfMovedArts = numOfArts;
  1573. }
  1574. void CPlayerInterface::artifactAssembled(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->artifactAssembled(al);
  1581. }
  1582. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1583. {
  1584. EVENT_HANDLER_CALLED_BY_CLIENT;
  1585. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1586. adventureInt->onHeroChanged(hero);
  1587. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1588. artWin->artifactDisassembled(al);
  1589. }
  1590. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1591. {
  1592. while(!dialogs.empty())
  1593. {
  1594. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1595. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1596. }
  1597. waitWhileDialog(unlockPim);
  1598. }
  1599. void CPlayerInterface::proposeLoadingGame()
  1600. {
  1601. showYesNoDialog(
  1602. CGI->generaltexth->allTexts[68],
  1603. []()
  1604. {
  1605. GH.dispatchMainThread(
  1606. []()
  1607. {
  1608. CSH->endGameplay();
  1609. GH.defActionsDef = 63;
  1610. CMM->menu->switchToTab("load");
  1611. }
  1612. );
  1613. },
  1614. nullptr
  1615. );
  1616. }
  1617. bool CPlayerInterface::capturedAllEvents()
  1618. {
  1619. if(duringMovement)
  1620. {
  1621. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1622. return true;
  1623. }
  1624. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1625. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1626. {
  1627. GH.input().ignoreEventsUntilInput();
  1628. return true;
  1629. }
  1630. return false;
  1631. }
  1632. void CPlayerInterface::setMovementStatus(bool value)
  1633. {
  1634. duringMovement = value;
  1635. if (value)
  1636. {
  1637. CCS->curh->hide();
  1638. }
  1639. else
  1640. {
  1641. CCS->curh->show();
  1642. }
  1643. }
  1644. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1645. {
  1646. int i = 1;
  1647. auto getObj = [&](int3 coord, bool ignoreHero)
  1648. {
  1649. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1650. };
  1651. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1652. {
  1653. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1654. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1655. action != EPathNodeAction::TELEPORT_BATTLE)
  1656. {
  1657. return false;
  1658. }
  1659. return true;
  1660. };
  1661. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1662. {
  1663. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1664. return nextObjectTop;
  1665. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1666. CGTeleport::isConnected(currentObject, nextObject))
  1667. {
  1668. return nextObject;
  1669. }
  1670. return nullptr;
  1671. };
  1672. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1673. stillMoveHero.data = CONTINUE_MOVE;
  1674. auto doMovement = [&](int3 dst, bool transit)
  1675. {
  1676. stillMoveHero.data = WAITING_MOVE;
  1677. cb->moveHero(h, dst, transit);
  1678. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1679. stillMoveHero.cond.wait(un);
  1680. };
  1681. {
  1682. for (auto & elem : path.nodes)
  1683. elem.coord = h->convertFromVisitablePos(elem.coord);
  1684. int soundChannel = -1;
  1685. std::string soundName;
  1686. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1687. {
  1688. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1689. return "";
  1690. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1691. return "";
  1692. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1693. return "";
  1694. // flying movement sound
  1695. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1696. return "HORSE10.wav";
  1697. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1698. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1699. auto prevRoad = prevTile->roadType;
  1700. auto nextRoad = nextTile->roadType;
  1701. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1702. if (movingOnRoad)
  1703. return nextTile->terType->horseSound;
  1704. else
  1705. return nextTile->terType->horseSoundPenalty;
  1706. };
  1707. auto canStop = [&](CGPathNode * node) -> bool
  1708. {
  1709. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1710. return true;
  1711. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1712. return true;
  1713. return false;
  1714. };
  1715. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1716. {
  1717. int3 prevCoord = path.nodes[i].coord;
  1718. int3 nextCoord = path.nodes[i-1].coord;
  1719. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1720. auto nextObjectTop = getObj(nextCoord, false);
  1721. auto nextObject = getObj(nextCoord, true);
  1722. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1723. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1724. {
  1725. CCS->soundh->stopSound(soundChannel);
  1726. destinationTeleport = destTeleportObj->id;
  1727. destinationTeleportPos = nextCoord;
  1728. doMovement(h->pos, false);
  1729. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1730. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1731. {
  1732. destinationTeleport = ObjectInstanceID();
  1733. destinationTeleportPos = int3(-1);
  1734. }
  1735. if(i != path.nodes.size() - 1)
  1736. {
  1737. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1738. if (!soundName.empty())
  1739. soundChannel = CCS->soundh->playSound(soundName, -1);
  1740. else
  1741. soundChannel = -1;
  1742. }
  1743. continue;
  1744. }
  1745. if (path.nodes[i-1].turns)
  1746. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1747. stillMoveHero.data = STOP_MOVE;
  1748. break;
  1749. }
  1750. {
  1751. // Start a new sound for the hero movement or let the existing one carry on.
  1752. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1753. if(newSoundName != soundName)
  1754. {
  1755. soundName = newSoundName;
  1756. CCS->soundh->stopSound(soundChannel);
  1757. if (!soundName.empty())
  1758. soundChannel = CCS->soundh->playSound(soundName, -1);
  1759. else
  1760. soundChannel = -1;
  1761. }
  1762. }
  1763. 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
  1764. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1765. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1766. bool useTransit = false;
  1767. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1768. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1769. || CGTeleport::isTeleport(nextObjectTop)))
  1770. { // Hero should be able to go through object if it's allow transit
  1771. useTransit = true;
  1772. }
  1773. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1774. useTransit = true;
  1775. doMovement(endpos, useTransit);
  1776. logGlobal->trace("Resuming %s", __FUNCTION__);
  1777. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1778. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1779. break;
  1780. }
  1781. CCS->soundh->stopSound(soundChannel);
  1782. }
  1783. //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
  1784. if (!showingDialog->get())
  1785. GH.fakeMouseMove();
  1786. CGI->mh->waitForOngoingAnimations();
  1787. setMovementStatus(false);
  1788. }
  1789. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1790. {
  1791. EVENT_HANDLER_CALLED_BY_CLIENT;
  1792. adventureInt->openWorldView(objectPositions, showTerrain );
  1793. }