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- /*
- * CPlayerInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include <vcmi/Artifact.h>
- #include "windows/CAdvmapInterface.h"
- #include "battle/BattleInterface.h"
- #include "battle/BattleEffectsController.h"
- #include "battle/BattleFieldController.h"
- #include "battle/BattleInterfaceClasses.h"
- #include "battle/BattleControlPanel.h"
- #include "../CCallback.h"
- #include "windows/CCastleInterface.h"
- #include "gui/CCursorHandler.h"
- #include "windows/CKingdomInterface.h"
- #include "CGameInfo.h"
- #include "windows/CHeroWindow.h"
- #include "windows/CCreatureWindow.h"
- #include "windows/CQuestLog.h"
- #include "CMessage.h"
- #include "CPlayerInterface.h"
- #include "gui/SDL_Extensions.h"
- #include "widgets/CComponent.h"
- #include "windows/CTradeWindow.h"
- #include "windows/CSpellWindow.h"
- #include "../lib/CConfigHandler.h"
- #include "Graphics.h"
- #include "windows/GUIClasses.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/serializer/CTypeList.h"
- #include "../lib/serializer/BinaryDeserializer.h"
- #include "../lib/serializer/BinarySerializer.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
- #include "../lib/CStack.h"
- #include "../lib/JsonNode.h"
- #include "CMusicHandler.h"
- #include "../lib/CondSh.h"
- #include "../lib/NetPacksBase.h"
- #include "../lib/NetPacks.h"//todo: remove
- #include "../lib/mapping/CMap.h"
- #include "../lib/VCMIDirs.h"
- #include "mapHandler.h"
- #include "../lib/CStopWatch.h"
- #include "../lib/StartInfo.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/GameConstants.h"
- #include "gui/CGuiHandler.h"
- #include "gui/CAnimation.h"
- #include "windows/InfoWindows.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/CPathfinder.h"
- #include <SDL.h>
- #include "CServerHandler.h"
- // FIXME: only needed for CGameState::mutex
- #include "../lib/CGameState.h"
- #include "gui/NotificationHandler.h"
- // The macro below is used to mark functions that are called by client when game state changes.
- // They all assume that CPlayerInterface::pim mutex is locked.
- #define EVENT_HANDLER_CALLED_BY_CLIENT
- // The macro marks functions that are run on a new thread by client.
- // They do not own any mutexes intiially.
- #define THREAD_CREATED_BY_CLIENT
- #define RETURN_IF_QUICK_COMBAT \
- if (isAutoFightOn && !battleInt) \
- return;
- #define BATTLE_EVENT_POSSIBLE_RETURN\
- if (LOCPLINT != this) \
- return; \
- RETURN_IF_QUICK_COMBAT
- using namespace CSDL_Ext;
- extern std::queue<SDL_Event> SDLEventsQueue;
- extern boost::mutex eventsM;
- boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
- CPlayerInterface * LOCPLINT;
- BattleInterface * CPlayerInterface::battleInt;
- enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
- CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
- static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
- {
- return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
- }
- struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
- {
- const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h;
- }
- const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- return nullptr;
- }
- };
- CPlayerInterface::CPlayerInterface(PlayerColor Player)
- {
- logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- GH.defActionsDef = 0;
- LOCPLINT = this;
- curAction = nullptr;
- playerID=Player;
- human=true;
- currentSelection = nullptr;
- battleInt = nullptr;
- castleInt = nullptr;
- makingTurn = false;
- showingDialog = new CondSh<bool>(false);
- cingconsole = new CInGameConsole();
- GH.terminate_cond->set(false);
- firstCall = 1; //if loading will be overwritten in serialize
- autosaveCount = 0;
- isAutoFightOn = false;
- duringMovement = false;
- ignoreEvents = false;
- }
- CPlayerInterface::~CPlayerInterface()
- {
- if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
- logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
- delete showingDialog;
- delete cingconsole;
- if (LOCPLINT == this)
- LOCPLINT = nullptr;
- }
- void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
- {
- cb = CB;
- env = ENV;
- CCS->soundh->loadHorseSounds();
- CCS->musich->loadTerrainMusicThemes();
- initializeHeroTownList();
- // always recreate advmap interface to avoid possible memory-corruption bugs
- adventureInt.reset(new CAdvMapInt());
- }
- void CPlayerInterface::yourTurn()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- {
- boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
- LOCPLINT = this;
- GH.curInt = this;
- adventureInt->selection = nullptr;
- NotificationHandler::notify("Your turn");
- std::string prefix = settings["session"]["saveprefix"].String();
- int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
- if (firstCall)
- {
- if(CSH->howManyPlayerInterfaces() == 1)
- adventureInt->setPlayer(playerID);
- autosaveCount = getLastIndex(prefix + "Autosave_");
- if (firstCall > 0) //new game, not loaded
- {
- int index = getLastIndex(prefix + "Newgame_");
- index %= SAVES_COUNT;
- cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
- }
- firstCall = 0;
- }
- else if(frequency > 0 && cb->getDate() % frequency == 0)
- {
- LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
- autosaveCount %= 5;
- }
- if (adventureInt->player != playerID)
- adventureInt->setPlayer(playerID);
- if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
- {
- adventureInt->startHotSeatWait(playerID);
- makingTurn = true;
- std::string msg = CGI->generaltexth->allTexts[13];
- boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
- std::vector<std::shared_ptr<CComponent>> cmp;
- cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
- showInfoDialog(msg, cmp);
- }
- else
- {
- makingTurn = true;
- adventureInt->startTurn();
- }
- }
- acceptTurn();
- }
- void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- if(LOCPLINT != this)
- return;
- //FIXME: read once and store
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
- return;
- const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
- int3 hp = details.start;
- if(!hero)
- {
- //AI hero left the visible area (we can't obtain info)
- //TODO very evil workaround -> retrieve pointer to hero so we could animate it
- // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
- const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
- for(auto & elem : tile.objects)
- if(elem.obj && elem.obj->id == details.id)
- hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
- if(!hero) //still nothing...
- return;
- }
- bool directlyAttackingCreature =
- details.attackedFrom
- && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
- && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
- if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
- {
- updateAmbientSounds();
- //We may need to change music - select new track, music handler will change it if needed
- CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
- if(details.result == TryMoveHero::TELEPORTATION)
- {
- if(adventureInt->terrain.currentPath)
- {
- assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
- std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
- if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
- && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
- {
- //path was between entrance and exit of teleport -> OK, erase node as usual
- removeLastNodeFromPath(hero);
- }
- else
- {
- //teleport was not along current path, it'll now be invalid (hero is somewhere else)
- eraseCurrentPathOf(hero);
- }
- }
- adventureInt->centerOn(hero, true); //actualizing screen pos
- adventureInt->minimap.redraw();
- adventureInt->heroList.update(hero);
- return; //teleport - no fancy moving animation
- //TODO: smooth disappear / appear effect
- }
- if(hero->pos != details.end //hero didn't change tile but visit succeeded
- || directlyAttackingCreature) // or creature was attacked from endangering tile.
- {
- eraseCurrentPathOf(hero, false);
- }
- else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
- {
- if(details.start != details.end) //so we don't touch path when revisiting with spacebar
- removeLastNodeFromPath(hero);
- }
- }
- if(details.stopMovement()) //hero failed to move
- {
- hero->isStanding = true;
- stillMoveHero.setn(STOP_MOVE);
- GH.totalRedraw();
- adventureInt->heroList.update(hero);
- return;
- }
- ui32 speed = 0;
- if(settings["session"]["spectate"].Bool())
- {
- if(!settings["session"]["spectate-hero-speed"].isNull())
- speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
- }
- else if(makingTurn) // our turn, our hero moves
- speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
- else
- speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
- if(speed == 0)
- {
- //FIXME: is this a proper solution?
- CGI->mh->hideObject(hero);
- CGI->mh->printObject(hero);
- return; // no animation
- }
- adventureInt->centerOn(hero); //actualizing screen pos
- adventureInt->minimap.redraw();
- adventureInt->heroList.redraw();
- initMovement(details, hero, hp);
- auto waitFrame = [&]()
- {
- int frameNumber = GH.mainFPSmng->getFrameNumber();
- auto unlockPim = vstd::makeUnlockGuard(*pim);
- while(frameNumber == GH.mainFPSmng->getFrameNumber())
- SDL_Delay(5);
- };
- //first initializing done
- //main moving
- for(int i = 1; i < 32; i += 2 * speed)
- {
- movementPxStep(details, i, hp, hero);
- #ifndef VCMI_ANDROID
- // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
- // most likely this is connected with the way that this manual animation+framerate handling is solved
- adventureInt->updateScreen = true;
- #endif
- //evil returns here ...
- //todo: get rid of it
- waitFrame(); //for animation purposes
- }
- //main moving done
- //finishing move
- finishMovement(details, hp, hero);
- hero->isStanding = true;
- //move finished
- adventureInt->minimap.redraw();
- adventureInt->heroList.update(hero);
- //check if user cancelled movement
- {
- boost::unique_lock<boost::mutex> un(eventsM);
- while(!SDLEventsQueue.empty())
- {
- SDL_Event ev = SDLEventsQueue.front();
- SDLEventsQueue.pop();
- switch(ev.type)
- {
- case SDL_MOUSEBUTTONDOWN:
- stillMoveHero.setn(STOP_MOVE);
- break;
- case SDL_KEYDOWN:
- if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
- stillMoveHero.setn(STOP_MOVE);
- break;
- }
- }
- }
- if (stillMoveHero.get() == WAITING_MOVE)
- stillMoveHero.setn(DURING_MOVE);
- // Hero attacked creature directly, set direction to face it.
- if (directlyAttackingCreature) {
- // Get direction to attacker.
- int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
- static const ui8 dirLookup[3][3] = {
- { 1, 2, 3 },
- { 8, 0, 4 },
- { 7, 6, 5 }
- };
- // FIXME: Avoid const_cast, make moveDir mutable in some other way?
- const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
- }
- }
- void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
- const CArmedInstance *newSelection = nullptr;
- if (makingTurn)
- {
- //find new object for selection: either hero
- int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
- if (next >= 0)
- newSelection = wanderingHeroes[next];
- //or town
- if (!newSelection || newSelection == hero)
- {
- if (towns.empty())
- newSelection = nullptr;
- else
- newSelection = towns.front();
- }
- }
- wanderingHeroes -= hero;
- adventureInt->heroList.update(hero);
- if (makingTurn && newSelection)
- adventureInt->select(newSelection, true);
- else if (adventureInt->selection == hero)
- adventureInt->selection = nullptr;
-
- if (vstd::contains(paths, hero))
- paths.erase(hero);
- }
- void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(start && visitedObj)
- {
- if(visitedObj->getVisitSound())
- CCS->soundh->playSound(visitedObj->getVisitSound().get());
- }
- }
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- wanderingHeroes.push_back(hero);
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
- {
- if(castleInt)
- castleInt->close();
- castleInt = nullptr;
- auto newCastleInt = std::make_shared<CCastleInterface>(town);
- GH.pushInt(newCastleInt);
- }
- int3 CPlayerInterface::repairScreenPos(int3 pos)
- {
- if (pos.x<-CGI->mh->frameW)
- pos.x = -CGI->mh->frameW;
- if (pos.y<-CGI->mh->frameH)
- pos.y = -CGI->mh->frameH;
- if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
- pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
- if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
- pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
- return pos;
- }
- void CPlayerInterface::activateForSpectator()
- {
- adventureInt->state = CAdvMapInt::INGAME;
- adventureInt->activate();
- adventureInt->minimap.activate();
- }
- void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (which == 4)
- {
- if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
- ctw->setExpToLevel();
- }
- else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
- updateInfo(hero);
- }
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
- if (cuw) //university window is open
- {
- GH.totalRedraw();
- }
- }
- void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- updateInfo(hero);
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::receivedResource()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
- mw->resourceChanged();
- GH.totalRedraw();
- }
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->soundh->playSound(soundBase::heroNewLevel);
- GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- });
- }
- void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->soundh->playSound(soundBase::heroNewLevel);
- GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- });
- }
- void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- updateInfo(town);
- if (town->garrisonHero) //wandering hero moved to the garrison
- {
- CGI->mh->hideObject(town->garrisonHero);
- if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
- wanderingHeroes -= town->garrisonHero;
- }
- if (town->visitingHero) //hero leaves garrison
- {
- CGI->mh->printObject(town->visitingHero);
- if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
- wanderingHeroes.push_back(town->visitingHero);
- }
- adventureInt->heroList.update();
- adventureInt->updateNextHero(nullptr);
- if(castleInt)
- {
- castleInt->garr->selectSlot(nullptr);
- castleInt->garr->setArmy(town->getUpperArmy(), 0);
- castleInt->garr->setArmy(town->visitingHero, 1);
- castleInt->garr->recreateSlots();
- castleInt->heroes->update();
- }
- for (auto isa : GH.listInt)
- {
- CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
- if (ki)
- {
- ki->townChanged(town);
- ki->updateGarrisons();
- }
- }
- GH.totalRedraw();
- }
- void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (hero->tempOwner != playerID )
- return;
- waitWhileDialog();
- openTownWindow(town);
- }
- void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
- {
- std::vector<const CGObjectInstance *> instances;
- if(auto obj = cb->getObj(id1))
- instances.push_back(obj);
- if(id2 != ObjectInstanceID() && id2 != id1)
- {
- if(auto obj = cb->getObj(id2))
- instances.push_back(obj);
- }
- garrisonsChanged(instances);
- }
- void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- for (auto object : objs)
- updateInfo(object);
- for (auto & elem : GH.listInt)
- {
- CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
- if (cgh)
- cgh->updateGarrisons();
- if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
- {
- if (vstd::contains(objs, cmw->hero))
- cmw->garrisonChanged();
- }
- }
- GH.totalRedraw();
- }
- void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
- {
- garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
- }
- void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- switch (buildingID)
- {
- case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
- case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
- case BuildingID::RESOURCE_SILO:
- updateInfo(town);
- break;
- }
- if (castleInt)
- {
- castleInt->townlist->update(town);
- if (castleInt->town == town)
- {
- switch(what)
- {
- case 1:
- CCS->soundh->playSound(soundBase::newBuilding);
- castleInt->addBuilding(buildingID);
- break;
- case 2:
- castleInt->removeBuilding(buildingID);
- break;
- }
- }
- }
- adventureInt->townList.update(town);
- }
- void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
- {
- //Don't wait for dialogs when we are non-active hot-seat player
- if (LOCPLINT == this)
- waitForAllDialogs();
- }
- void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (settings["adventure"]["quickCombat"].Bool())
- {
- autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- autofightingAI->initBattleInterface(env, cb);
- autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
- isAutoFightOn = true;
- cb->registerBattleInterface(autofightingAI);
- // Player shouldn't be able to move on adventure map if quick combat is going
- adventureInt->quickCombatLock();
- }
- //Don't wait for dialogs when we are non-active hot-seat player
- if (LOCPLINT == this)
- waitForAllDialogs();
- BATTLE_EVENT_POSSIBLE_RETURN;
- }
- void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- for(auto & info : units)
- {
- switch(info.operation)
- {
- case UnitChanges::EOperation::RESET_STATE:
- {
- const CStack * stack = cb->battleGetStackByID(info.id );
- if(!stack)
- {
- logGlobal->error("Invalid unit ID %d", info.id);
- continue;
- }
- battleInt->stackReset(stack);
- }
- break;
- case UnitChanges::EOperation::REMOVE:
- battleInt->stackRemoved(info.id);
- break;
- case UnitChanges::EOperation::ADD:
- {
- const CStack * unit = cb->battleGetStackByID(info.id);
- if(!unit)
- {
- logGlobal->error("Invalid unit ID %d", info.id);
- continue;
- }
- battleInt->stackAdded(unit);
- }
- break;
- default:
- logGlobal->error("Unknown unit operation %d", (int)info.operation);
- break;
- }
- }
- battleInt->effectsController->displayCustomEffects(customEffects);
- }
- void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
- for(auto & change : obstacles)
- {
- if(change.operation == BattleChanges::EOperation::ADD)
- {
- auto instance = cb->battleGetObstacleByID(change.id);
- if(instance)
- newObstacles.push_back(instance);
- else
- logNetwork->error("Invalid obstacle instance %d", change.id);
- }
- }
- if (!newObstacles.empty())
- battleInt->obstaclePlaced(newObstacles);
- battleInt->fieldController->redrawBackgroundWithHexes();
- }
- void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackIsCatapulting(ca);
- }
- 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
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRound(round);
- }
- void CPlayerInterface::actionStarted(const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- curAction = new BattleAction(action);
- battleInt->startAction(curAction);
- }
- void CPlayerInterface::actionFinished(const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->endAction(curAction);
- delete curAction;
- curAction = nullptr;
- }
- BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
- {
- THREAD_CREATED_BY_CLIENT;
- logGlobal->trace("Awaiting command for %s", stack->nodeName());
- auto stackId = stack->ID;
- auto stackName = stack->nodeName();
- if (autofightingAI)
- {
- if (isAutoFightOn)
- {
- auto ret = autofightingAI->activeStack(stack);
- if(cb->battleIsFinished())
- {
- return BattleAction::makeDefend(stack); // battle finished with spellcast
- }
- if (isAutoFightOn)
- {
- return ret;
- }
- }
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- }
- BattleInterface *b = battleInt;
- if(!b)
- {
- return BattleAction::makeDefend(stack); // probably battle is finished already
- }
- if(BattleInterface::givenCommand.get())
- {
- logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
- vstd::clear_pointer(BattleInterface::givenCommand.data);
- }
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- b->stackActivated(stack);
- //Regeneration & mana drain go there
- }
- //wait till BattleInterface sets its command
- boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
- while(!BattleInterface::givenCommand.data)
- {
- BattleInterface::givenCommand.cond.wait(lock);
- if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
- throw boost::thread_interrupted(); //will shut the thread peacefully
- }
- //tidy up
- BattleAction ret = *(BattleInterface::givenCommand.data);
- vstd::clear_pointer(BattleInterface::givenCommand.data);
- if(ret.actionType == EActionType::CANCEL)
- {
- if(stackId != ret.stackNumber)
- logGlobal->error("Not current active stack action canceled");
- logGlobal->trace("Canceled command for %s", stackName);
- }
- else
- logGlobal->trace("Giving command for %s", stackName);
- return ret;
- }
- void CPlayerInterface::battleEnd(const BattleResult *br)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(isAutoFightOn || autofightingAI)
- {
- isAutoFightOn = false;
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- if(!battleInt)
- {
- GH.pushIntT<BattleResultWindow>(*br, *this);
- // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
- // Otherwise NewTurn causes freeze.
- waitWhileDialog();
- adventureInt->quickCombatUnlock();
- return;
- }
- }
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleFinished(*br);
- adventureInt->quickCombatUnlock();
- }
- void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->displayBattleLog(lines);
- }
- void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackMoved(stack, dest, distance);
- }
- void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->spellCast(sc);
- }
- void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleStacksEffectsSet(sse);
- }
- void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //TODO why is this different (no return on LOPLINT != this) ?
- RETURN_IF_QUICK_COMBAT;
- battleInt->effectsController->battleTriggerEffect(bte);
- }
- void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- std::vector<StackAttackedInfo> arg;
- for(auto & elem : bsa)
- {
- const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
- const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
- if(elem.isEffect())
- {
- if(defender && !elem.isSecondary())
- battleInt->effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), defender->getPosition());
- }
- if(elem.isSpell())
- {
- if(defender)
- battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
- }
- //FIXME: why action is deleted during enchanter cast?
- bool remoteAttack = false;
- if(LOCPLINT->curAction)
- remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
- StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
- arg.push_back(to_put);
- }
- battleInt->stacksAreAttacked(arg);
- }
- void CPlayerInterface::battleAttack(const BattleAttack * ba)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- assert(curAction);
- const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
- if(!attacker)
- {
- logGlobal->error("Attacking stack not found");
- return;
- }
- if(ba->lucky()) //lucky hit
- {
- battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-45));
- battleInt->effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
- }
- if(ba->unlucky()) //unlucky hit
- {
- battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-44));
- battleInt->effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
- }
- if(ba->deathBlow())
- {
- battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(365));
- for(auto & elem : ba->bsa)
- {
- const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
- battleInt->effectsController->displayEffect(EBattleEffect::DEATH_BLOW, attacked->getPosition());
- }
- CCS->soundh->playSound(soundBase::deathBlow);
- }
- battleInt->effectsController->displayCustomEffects(ba->customEffects);
- battleInt->waitForAnims();
- auto actionTarget = curAction->getTarget(cb.get());
- if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
- {
- logNetwork->error("Invalid current action: no destination.");
- return;
- }
- if(ba->shot())
- {
- for(auto & elem : ba->bsa)
- {
- if(!elem.isSecondary()) //display projectile only for primary target
- {
- const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
- battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
- }
- }
- }
- else
- {
- auto attackTarget = actionTarget.at(1).hexValue;
- //TODO: use information from BattleAttack but not curAction
- int shift = 0;
- if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
- {
- int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
- int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
- if(distp < distm)
- shift = 1;
- else
- shift = -1;
- }
- if(!ba->bsa.empty())
- {
- const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
- battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
- }
- }
- //battleInt->waitForAnims(); //FIXME: freeze
- if(ba->spellLike())
- {
- //TODO: use information from BattleAttack but not curAction
- auto destination = actionTarget.at(0).hexValue;
- //display hit animation
- SpellID spellID = ba->spellID;
- battleInt->displaySpellHit(spellID, destination);
- }
- }
- void CPlayerInterface::battleGateStateChanged(const EGateState state)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->gateStateChanged(state);
- }
- void CPlayerInterface::yourTacticPhase(int distance)
- {
- THREAD_CREATED_BY_CLIENT;
- while(battleInt && battleInt->tacticsMode)
- boost::this_thread::sleep(boost::posix_time::millisec(1));
- }
- void CPlayerInterface::showComp(const Component &comp, std::string message)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog(); //Fix for mantis #98
- CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
- adventureInt->infoBar.showComponent(comp, message);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- return;
- }
- std::vector<std::shared_ptr<CComponent>> intComps;
- for (auto & component : components)
- intComps.push_back(std::make_shared<CComponent>(component));
- showInfoDialog(text,intComps,soundID);
- }
- void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
- {
- std::vector<std::shared_ptr<CComponent>> intComps;
- intComps.push_back(component);
- showInfoDialog(text, intComps, soundBase::sound_todo);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
- {
- LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
- waitWhileDialog();
- if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- return;
- }
- std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
- if (makingTurn && GH.listInt.size() && LOCPLINT == this)
- {
- CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
- showingDialog->set(true);
- stopMovement(); // interrupt movement to show dialog
- GH.pushInt(temp);
- }
- else
- {
- dialogs.push_back(temp);
- }
- }
- void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::string str;
- text.toString(str);
- showInfoDialog(str, components, 0);
- waitWhileDialog();
- }
- void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- stopMovement();
- LOCPLINT->showingDialog->setn(true);
- CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
- }
- void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- stopMovement();
- CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
- if (!selection && cancel) //simple yes/no dialog
- {
- std::vector<std::shared_ptr<CComponent>> intComps;
- for (auto & component : components)
- intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
- showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
- }
- else if (selection)
- {
- std::vector<std::shared_ptr<CSelectableComponent>> intComps;
- for (auto & component : components)
- intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
- std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
- pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
- if (cancel)
- {
- pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
- }
- int charperline = 35;
- if (pom.size() > 1)
- charperline = 50;
- GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
- intComps[0]->clickLeft(true, false);
- }
- }
- void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- int choosenExit = -1;
- auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
- if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
- choosenExit = vstd::find_pos(exits, neededExit);
- cb->selectionMade(choosenExit, askID);
- }
- void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto selectCallback = [=](int selection)
- {
- JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
- reply.Integer() = selection;
- cb->sendQueryReply(reply, askID);
- };
- auto cancelCallback = [=]()
- {
- JsonNode reply(JsonNode::JsonType::DATA_NULL);
- cb->sendQueryReply(reply, askID);
- };
- const std::string localTitle = title.toString();
- const std::string localDescription = description.toString();
- std::vector<int> tempList;
- tempList.reserve(objects.size());
- for(auto item : objects)
- tempList.push_back(item.getNum());
- CComponent localIconC(icon);
- std::shared_ptr<CIntObject> localIcon = localIconC.image;
- localIconC.removeChild(localIcon.get(), false);
- std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
- wnd->onExit = cancelCallback;
- GH.pushInt(wnd);
- }
- void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
- for (auto & po : pos)
- adventureInt->minimap.showTile(po);
- if (!pos.empty())
- GH.totalRedraw();
- }
- void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- for (auto & po : pos)
- adventureInt->minimap.hideTile(po);
- if (!pos.empty())
- GH.totalRedraw();
- }
- void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- GH.pushIntT<CHeroWindow>(hero);
- }
- void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
- {
- CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
- if (fs)
- fs->creaturesChanged();
- for(auto isa : GH.listInt)
- {
- CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
- if (ki && townObj)
- ki->townChanged(townObj);
- }
- }
- else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
- || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
- {
- CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
- if (crw && crw->dwelling == town)
- crw->availableCreaturesChanged();
- }
- }
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (bonus.type == Bonus::NONE)
- return;
- updateInfo(hero);
- if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
- {
- //recalculate paths because hero has lost bonus influencing pathfinding
- eraseCurrentPathOf(hero, false);
- }
- }
- template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
- {
- h & wanderingHeroes;
- h & towns;
- h & sleepingHeroes;
- std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
- if (h.saving)
- {
- for (auto &p : paths)
- {
- if (p.second.nodes.size())
- pathsMap[p.first] = p.second.endPos();
- else
- logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
- }
- h & pathsMap;
- }
- else
- {
- h & pathsMap;
- if (cb)
- for (auto &p : pathsMap)
- {
- CGPath path;
- cb->getPathsInfo(p.first)->getPath(path, p.second);
- paths[p.first] = path;
- logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
- }
- }
- h & spellbookSettings;
- }
- void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- serializeTempl(h,version);
- }
- void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- serializeTempl(h,version);
- firstCall = -1;
- }
- void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
- {
- LOG_TRACE(logGlobal);
- if (!LOCPLINT->makingTurn)
- return;
- if (!h)
- return; //can't find hero
- //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
- if (showingDialog->get() || !dialogs.empty())
- return;
- setMovementStatus(true);
- if (adventureInt && adventureInt->isHeroSleeping(h))
- {
- adventureInt->sleepWake->clickLeft(true, false);
- adventureInt->sleepWake->clickLeft(false, true);
- //could've just called
- //adventureInt->fsleepWake();
- //but no authentic button click/sound ;-)
- }
- boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
- }
- bool CPlayerInterface::shiftPressed() const
- {
- return isShiftKeyDown();
- }
- bool CPlayerInterface::altPressed() const
- {
- return isAltKeyDown();
- }
- void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onEnd = [=](){ cb->selectionMade(0, queryID); };
- if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
- {
- onEnd();
- return;
- }
- waitForAllDialogs();
- auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
- cgw->quit->addCallback(onEnd);
- GH.pushInt(cgw);
- }
- /**
- * Shows the dialog that appears when right-clicking an artifact that can be assembled
- * into a combinational one on an artifact screen. Does not require the combination of
- * artifacts to be legal.
- */
- void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
- {
- std::string text = artifact->getDescription();
- text += "\n\n";
- std::vector<std::shared_ptr<CComponent>> scs;
- if(assembledArtifact)
- {
- // You possess all of the components to...
- text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
- // Picture of assembled artifact at bottom.
- auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
- scs.push_back(sc);
- }
- else
- {
- // Do you wish to disassemble this artifact?
- text += CGI->generaltexth->allTexts[733];
- }
- showYesNoDialog(text, onYes, nullptr, scs);
- }
- void CPlayerInterface::requestRealized( PackageApplied *pa )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
- && destinationTeleport == ObjectInstanceID())
- stillMoveHero.setn(CONTINUE_MOVE);
- if (destinationTeleport != ObjectInstanceID()
- && pa->packType == typeList.getTypeID<QueryReply>()
- && stillMoveHero.get() == DURING_MOVE)
- { // After teleportation via CGTeleport object is finished
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- stillMoveHero.setn(CONTINUE_MOVE);
- }
- }
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
- }
- void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //redraw minimap if owner changed
- if (sop->what == ObjProperty::OWNER)
- {
- const CGObjectInstance * obj = cb->getObj(sop->id);
- std::set<int3> pos = obj->getBlockedPos();
- for(auto & po : pos)
- {
- if(cb->isVisible(po))
- adventureInt->minimap.showTile(po);
- }
- if(obj->ID == Obj::TOWN)
- {
- if(obj->tempOwner == playerID)
- towns.push_back(static_cast<const CGTownInstance *>(obj));
- else
- towns -= obj;
- adventureInt->townList.update();
- adventureInt->minimap.update();
- }
- assert(cb->getTownsInfo().size() == towns.size());
- }
- }
- void CPlayerInterface::initializeHeroTownList()
- {
- if(!wanderingHeroes.size())
- {
- std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
- for(auto & hero : heroes)
- {
- if(!hero->inTownGarrison)
- wanderingHeroes.push_back(hero);
- }
- }
- if(!towns.size())
- towns = cb->getTownsInfo();
- if(adventureInt)
- adventureInt->updateNextHero(nullptr);
- }
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- auto recruitCb = [=](CreatureID id, int count)
- {
- LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
- };
- GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
- }
- void CPlayerInterface::waitWhileDialog(bool unlockPim)
- {
- if (GH.amIGuiThread())
- {
- logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
- return;
- }
- auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
- boost::unique_lock<boost::mutex> un(showingDialog->mx);
- while(showingDialog->data)
- showingDialog->cond.wait(un);
- }
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto state = obj->shipyardStatus();
- std::vector<si32> cost;
- obj->getBoatCost(cost);
- GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
- }
- void CPlayerInterface::newObject( const CGObjectInstance * obj )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //we might have built a boat in shipyard in opened town screen
- if (obj->ID == Obj::BOAT
- && LOCPLINT->castleInt
- && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
- {
- CCS->soundh->playSound(soundBase::newBuilding);
- LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
- }
- }
- void CPlayerInterface::centerView (int3 pos, int focusTime)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->curh->hide();
- adventureInt->centerOn (pos);
- if (focusTime)
- {
- GH.totalRedraw();
- {
- auto unlockPim = vstd::makeUnlockGuard(*pim);
- IgnoreEvents ignore(*this);
- SDL_Delay(focusTime);
- }
- }
- CCS->curh->show();
- }
- void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
- {
- waitWhileDialog();
- CCS->soundh->playSound(obj->getRemovalSound().get());
- }
- if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
- heroKilled(h);
- }
- }
- void CPlayerInterface::playerBlocked(int reason, bool start)
- {
- if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
- {
- if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
- {
- //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
- boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
- LOCPLINT = this;
- GH.curInt = this;
- adventureInt->selection = nullptr;
- adventureInt->setPlayer(playerID);
- std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
- boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
- std::vector<std::shared_ptr<CComponent>> cmp;
- cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
- makingTurn = true; //workaround for stiff showInfoDialog implementation
- showInfoDialog(msg, cmp);
- makingTurn = false;
- }
- }
- }
- bool CPlayerInterface::ctrlPressed() const
- {
- return isCtrlKeyDown();
- }
- const CArmedInstance * CPlayerInterface::getSelection()
- {
- return currentSelection;
- }
- void CPlayerInterface::setSelection(const CArmedInstance * obj)
- {
- currentSelection = obj;
- updateAmbientSounds(true);
- }
- void CPlayerInterface::update()
- {
- // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
- boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
- // While mutexes were locked away we may be have stopped being the active interface
- if (LOCPLINT != this)
- return;
- //if there are any waiting dialogs, show them
- if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
- {
- showingDialog->set(true);
- GH.pushInt(dialogs.front());
- dialogs.pop_front();
- }
- //in some conditions we may receive calls before selection is initialized - we must ignore them
- if(adventureInt && GH.topInt() == adventureInt
- && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
- {
- return;
- }
- // Handles mouse and key input
- GH.updateTime();
- GH.handleEvents();
- if (!adventureInt || adventureInt->isActive())
- GH.simpleRedraw();
- else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
- GH.totalRedraw(); //player forces map scrolling though interface is disabled
- else
- GH.simpleRedraw();
- }
- int CPlayerInterface::getLastIndex( std::string namePrefix)
- {
- using namespace boost::filesystem;
- using namespace boost::algorithm;
- path gamesDir = VCMIDirs::get().userSavePath();
- std::map<std::time_t, int> dates; //save number => datestamp
- const directory_iterator enddir;
- if (!exists(gamesDir))
- create_directory(gamesDir);
- else
- for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
- {
- if (is_regular(dir->status()))
- {
- std::string name = dir->path().filename().string();
- if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
- {
- char nr = name[namePrefix.size()];
- if (std::isdigit(nr))
- dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
- }
- }
- }
- if (!dates.empty())
- return (--dates.end())->second; //return latest file number
- return 0;
- }
- void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
- {
- auto subArr = (CGI->mh->ttiles)[hp.z];
- ho->isStanding = false;
- int heroWidth = ho->appearance->getWidth();
- int heroHeight = ho->appearance->getHeight();
- int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
- int tileMaxX = std::max(details.start.x, details.end.x);
- int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
- int tileMaxY = std::max(details.start.y, details.end.y);
- // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
- for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
- {
- for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
- {
- bool heroVisibleHere = false;
- auto & tile = subArr[tileX][tileY];
- for ( auto const & obj : tile.objects)
- {
- if (obj.obj == ho)
- {
- heroVisibleHere = true;
- break;
- }
- }
- if ( !heroVisibleHere)
- {
- tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
- std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
- }
- }
- }
- }
- void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
- {
- auto subArr = (CGI->mh->ttiles)[hp.z];
- int heroWidth = ho->appearance->getWidth();
- int heroHeight = ho->appearance->getHeight();
- int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
- int tileMaxX = std::max(details.start.x, details.end.x);
- int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
- int tileMaxY = std::max(details.start.y, details.end.y);
- std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
- assert(animation);
- assert(animation->size(0) != 0);
- auto image = animation->getImage(0,0);
- int heroImageOldX = details.start.x * 32;
- int heroImageOldY = details.start.y * 32;
- int heroImageNewX = details.end.x * 32;
- int heroImageNewY = details.end.y * 32;
- int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
- int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
- // recompute which part of hero sprite will be visible on each tile at this point of movement animation
- for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
- {
- for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
- {
- auto & tile = subArr[tileX][tileY];
- for ( auto & obj : tile.objects)
- {
- if (obj.obj == ho)
- {
- int tilePosX = tileX * 32;
- int tilePosY = tileY * 32;
- obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
- obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
- }
- }
- }
- }
- adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
- adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
- }
- void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
- {
- auto subArr = (CGI->mh->ttiles)[hp.z];
- int heroWidth = ho->appearance->getWidth();
- int heroHeight = ho->appearance->getHeight();
- int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
- int tileMaxX = std::max(details.start.x, details.end.x);
- int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
- int tileMaxY = std::max(details.start.y, details.end.y);
- // erase hero from all tiles on which he is currently visible
- for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
- {
- for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
- {
- auto & tile = subArr[tileX][tileY];
- for (size_t i = 0; i < tile.objects.size(); ++i)
- {
- if ( tile.objects[i].obj == ho)
- {
- tile.objects.erase(tile.objects.begin() + i);
- break;
- }
- }
- }
- }
- // re-add hero to all tiles on which he will still be visible after animation is over
- for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
- {
- for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
- {
- auto & tile = subArr[tileX][tileY];
- tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
- }
- }
- // update object list on all tiles that were affected during previous operations
- for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
- {
- for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
- {
- auto & tile = subArr[tileX][tileY];
- std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
- }
- }
- //recompute hero sprite positioning using hero's final position
- movementPxStep(details, 32, hp, ho);
- }
- void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (player == playerID)
- {
- if (victoryLossCheckResult.loss())
- showInfoDialog(CGI->generaltexth->allTexts[95]);
- //we assume GH.curInt == LOCPLINT
- auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
- LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
- GH.curInt = this; //waiting for dialogs requires this to get events
- if(!makingTurn)
- {
- makingTurn = true; //also needed for dialog to show with current implementation
- waitForAllDialogs();
- makingTurn = false;
- }
- else
- waitForAllDialogs();
- GH.curInt = previousInterface;
- LOCPLINT = previousInterface;
- if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
- {
- if(adventureInt)
- {
- GH.terminate_cond->setn(true);
- adventureInt->deactivate();
- if (GH.topInt() == adventureInt)
- GH.popInt(adventureInt);
- adventureInt.reset();
- }
- }
- if (victoryLossCheckResult.victory() && LOCPLINT == this)
- {
- // end game if current human player has won
- CSH->sendClientDisconnecting();
- requestReturningToMainMenu(true);
- }
- else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
- {
- //all human players eliminated
- CSH->sendClientDisconnecting();
- requestReturningToMainMenu(false);
- }
- if (GH.curInt == this) GH.curInt = nullptr;
- }
- else
- {
- if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
- {
- std::string str = victoryLossCheckResult.messageToSelf;
- boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
- showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
- }
- }
- }
- void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- }
- void CPlayerInterface::showPuzzleMap()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- //TODO: interface should not know the real position of Grail...
- double ratio = 0;
- int3 grailPos = cb->getGrailPos(&ratio);
- GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
- }
- void CPlayerInterface::viewWorldMap()
- {
- adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
- }
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
- GH.popInts(1);
- if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
- eraseCurrentPathOf(caster, false);
- const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
- if(spellID == SpellID::VIEW_EARTH)
- {
- //TODO: implement on server side
- const auto level = caster->getSpellSchoolLevel(spell);
- adventureInt->worldViewOptions.showAllTerrain = (level > 2);
- }
- auto castSoundPath = spell->getCastSound();
- if(!castSoundPath.empty())
- CCS->soundh->playSound(castSoundPath);
- }
- void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
- {
- if (checkForExistanceOfPath)
- {
- assert(vstd::contains(paths, ho));
- }
- else if (!vstd::contains(paths, ho))
- {
- return;
- }
- assert(ho == adventureInt->selection);
- paths.erase(ho);
- adventureInt->terrain.currentPath = nullptr;
- adventureInt->updateMoveHero(ho, false);
- }
- void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
- {
- adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
- if (adventureInt->terrain.currentPath->nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
- eraseCurrentPathOf(ho);
- }
- CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
- {
- if (vstd::contains(paths,h)) //hero has assigned path
- {
- CGPath &path = paths[h];
- if (!path.nodes.size())
- {
- logGlobal->warn("Warning: empty path found...");
- paths.erase(h);
- }
- else
- {
- assert(h->visitablePos() == path.startPos());
- //update the hero path in case of something has changed on map
- if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
- return &path;
- else
- paths.erase(h);
- }
- }
- return nullptr;
- }
- void CPlayerInterface::acceptTurn()
- {
- bool centerView = true;
- if (settings["session"]["autoSkip"].Bool())
- {
- centerView = false;
- while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
- iw->close();
- }
- if(CSH->howManyPlayerInterfaces() > 1)
- {
- waitWhileDialog(); // wait for player to accept turn in hot-seat mode
- adventureInt->startTurn();
- }
- adventureInt->heroList.update();
- adventureInt->townList.update();
- const CGHeroInstance * heroToSelect = nullptr;
- // find first non-sleeping hero
- for (auto hero : wanderingHeroes)
- {
- if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
- {
- heroToSelect = hero;
- break;
- }
- }
- //select first hero if available.
- if (heroToSelect != nullptr)
- {
- adventureInt->select(heroToSelect, centerView);
- }
- else if (towns.size())
- adventureInt->select(towns.front(), centerView);
- else
- adventureInt->select(wanderingHeroes.front());
- //show new day animation and sound on infobar
- adventureInt->infoBar.showDate();
- adventureInt->updateNextHero(nullptr);
- adventureInt->showAll(screen);
- if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
- iw->close();
- adventureInt->fendTurn();
- }
- // warn player if he has no town
- if (cb->howManyTowns() == 0)
- {
- auto playerColor = *cb->getPlayerID();
- std::vector<Component> components;
- components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
- MetaString text;
- const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
- if(optDaysWithoutCastle)
- {
- auto daysWithoutCastle = optDaysWithoutCastle.get();
- if (daysWithoutCastle < 6)
- {
- text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
- text.addReplacement(MetaString::COLOR, playerColor.getNum());
- text.addReplacement(7 - daysWithoutCastle);
- }
- else if (daysWithoutCastle == 6)
- {
- text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
- text.addReplacement(MetaString::COLOR, playerColor.getNum());
- }
- showInfoDialogAndWait(components, text);
- }
- else
- logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
- }
- }
- void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
- {
- int msgToShow = -1;
- const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
- const auto diggingStatus = isBlocked
- ? EDiggingStatus::TILE_OCCUPIED
- : h->diggingStatus().num;
- switch(diggingStatus)
- {
- case EDiggingStatus::CAN_DIG:
- break;
- case EDiggingStatus::LACK_OF_MOVEMENT:
- msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
- break;
- case EDiggingStatus::TILE_OCCUPIED:
- msgToShow = 97; //Try searching on clear ground.
- break;
- case EDiggingStatus::WRONG_TERRAIN:
- msgToShow = 60; ////Try looking on land!
- break;
- default:
- assert(0);
- }
- if(msgToShow < 0)
- cb->dig(h);
- else
- showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
- }
- void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
- {
- adventureInt->infoBar.showSelection();
- }
- void CPlayerInterface::battleNewRoundFirst( int round )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRoundFirst(round);
- }
- void CPlayerInterface::stopMovement()
- {
- if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
- stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
- }
- void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
- {
- //EEMarketMode mode = market->availableModes().front();
- if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
- GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
- else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
- GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
- }
- else
- {
- GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
- }
- }
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CUniversityWindow>(visitor, market);
- }
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CHillFortWindow>(visitor, object);
- }
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
- cmw->artifactsChanged(false);
- }
- void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CTavernWindow>(townOrTavern);
- }
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CThievesGuildWindow>(obj);
- }
- void CPlayerInterface::showQuestLog()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
- }
- void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
- {
- if (obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- MetaString txt;
- obj->getProblemText(txt);
- showInfoDialog(txt.toString());
- }
- else
- showShipyardDialog(obj);
- }
- void CPlayerInterface::requestReturningToMainMenu(bool won)
- {
- CCS->soundh->ambientStopAllChannels();
- if(won && cb->getStartInfo()->campState)
- CSH->startCampaignScenario(cb->getStartInfo()->campState);
- else
- sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
- }
- void CPlayerInterface::sendCustomEvent( int code )
- {
- CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
- }
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
- {
- auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
- if(hero)
- {
- auto art = hero->getArt(al.slot);
- if(art == nullptr)
- {
- logGlobal->error("artifact location %d points to nothing",
- al.slot.num);
- return;
- }
- CHeroArtPlace::askToAssemble(art, al.slot, hero);
- }
- }
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- askToAssembleArtifact(al);
- }
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for(auto isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
- if (artWin)
- artWin->artifactRemoved(al);
- }
- waitWhileDialog();
- }
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for(auto isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
- if (artWin)
- artWin->artifactMoved(src, dst);
- }
- if(!GH.objsToBlit.empty())
- GH.objsToBlit.back()->redraw();
- waitWhileDialog();
- }
- void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
- {
- askToAssembleArtifact(dst);
- }
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for(auto isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
- if (artWin)
- artWin->artifactAssembled(al);
- }
- }
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for(auto isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
- if (artWin)
- artWin->artifactDisassembled(al);
- }
- }
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (!vstd::contains (GH.listInt, adventureInt))
- {
- GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
- GH.pushInt (adventureInt);
- }
- else
- {
- adventureInt->infoBar.showSelection();
- while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
- GH.popInts(1);
- }
- if(CSH->howManyPlayerInterfaces() == 1)
- {
- GH.curInt = this;
- adventureInt->startTurn();
- }
- if (player != playerID && this == LOCPLINT)
- {
- waitWhileDialog();
- adventureInt->aiTurnStarted();
- }
- }
- void CPlayerInterface::waitForAllDialogs(bool unlockPim)
- {
- while(!dialogs.empty())
- {
- auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
- SDL_Delay(5);
- }
- waitWhileDialog(unlockPim);
- }
- void CPlayerInterface::proposeLoadingGame()
- {
- showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
- }
- CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
- {
- spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
- spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
- }
- bool CPlayerInterface::capturedAllEvents()
- {
- if (duringMovement)
- {
- //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
- return true;
- }
- if (ignoreEvents)
- {
- boost::unique_lock<boost::mutex> un(eventsM);
- while(!SDLEventsQueue.empty())
- {
- SDLEventsQueue.pop();
- }
- return true;
- }
- return false;
- }
- void CPlayerInterface::setMovementStatus(bool value)
- {
- duringMovement = value;
- if (value)
- {
- CCS->curh->hide();
- }
- else
- {
- CCS->curh->show();
- }
- }
- void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
- {
- int i = 1;
- auto getObj = [&](int3 coord, bool ignoreHero)
- {
- return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
- };
- auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
- {
- if (action != CGPathNode::TELEPORT_NORMAL &&
- action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
- action != CGPathNode::TELEPORT_BATTLE)
- {
- return false;
- }
- return true;
- };
- auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
- {
- if (CGTeleport::isConnected(currentObject, nextObjectTop))
- return nextObjectTop;
- if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
- CGTeleport::isConnected(currentObject, nextObject))
- {
- return nextObject;
- }
- return nullptr;
- };
- boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
- stillMoveHero.data = CONTINUE_MOVE;
- auto doMovement = [&](int3 dst, bool transit)
- {
- stillMoveHero.data = WAITING_MOVE;
- cb->moveHero(h, dst, transit);
- while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
- stillMoveHero.cond.wait(un);
- };
- {
- for (auto & elem : path.nodes)
- elem.coord = h->convertFromVisitablePos(elem.coord);
- TerrainId currentTerrain = Terrain::BORDER; // not init yet
- TerrainId newTerrain;
- int sh = -1;
- auto canStop = [&](CGPathNode * node) -> bool
- {
- if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
- return true;
- if (node->accessible == CGPathNode::ACCESSIBLE)
- return true;
- return false;
- };
- for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
- {
- int3 currentCoord = path.nodes[i].coord;
- int3 nextCoord = path.nodes[i-1].coord;
- auto currentObject = getObj(currentCoord, currentCoord == h->pos);
- auto nextObjectTop = getObj(nextCoord, false);
- auto nextObject = getObj(nextCoord, true);
- auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
- if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
- {
- CCS->soundh->stopSound(sh);
- destinationTeleport = destTeleportObj->id;
- destinationTeleportPos = nextCoord;
- doMovement(h->pos, false);
- if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
- || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
- {
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- }
- if(i != path.nodes.size() - 1)
- {
- sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
- }
- continue;
- }
- if (path.nodes[i-1].turns)
- { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
- stillMoveHero.data = STOP_MOVE;
- break;
- }
- // Start a new sound for the hero movement or let the existing one carry on.
- #if 0
- // TODO
- if (hero is flying && sh == -1)
- sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
- #endif
- {
- newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
- if(newTerrain != currentTerrain)
- {
- CCS->soundh->stopSound(sh);
- sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
- currentTerrain = newTerrain;
- }
- }
- 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
- int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
- logGlobal->trace("Requesting hero movement to %s", endpos.toString());
- bool useTransit = false;
- if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
- && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
- || CGTeleport::isTeleport(nextObjectTop)))
- { // Hero should be able to go through object if it's allow transit
- useTransit = true;
- }
- else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
- useTransit = true;
- doMovement(endpos, useTransit);
- logGlobal->trace("Resuming %s", __FUNCTION__);
- bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
- if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
- break;
- }
- CCS->soundh->stopSound(sh);
- }
- //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
- if (!showingDialog->get())
- GH.fakeMouseMove();
- //todo: this should be in main thread
- if (adventureInt)
- {
- // (i == 0) means hero went through all the path
- adventureInt->updateMoveHero(h, (i != 0));
- adventureInt->updateNextHero(h);
- }
- setMovementStatus(false);
- }
- void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //TODO: showWorldViewEx
- std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
- viewWorldMap();
- }
- void CPlayerInterface::updateAmbientSounds(bool resetAll)
- {
- if(castleInt || battleInt || !makingTurn || !currentSelection)
- {
- CCS->soundh->ambientStopAllChannels();
- return;
- }
- else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
- {
- return;
- }
- if(resetAll)
- CCS->soundh->ambientStopAllChannels();
- std::map<std::string, int> currentSounds;
- auto updateSounds = [&](std::string soundId, int distance) -> void
- {
- if(vstd::contains(currentSounds, soundId))
- currentSounds[soundId] = std::max(currentSounds[soundId], distance);
- else
- currentSounds.insert(std::make_pair(soundId, distance));
- };
- int3 pos = currentSelection->getSightCenter();
- std::unordered_set<int3, ShashInt3> tiles;
- cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
- for(int3 tile : tiles)
- {
- int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
- // We want sound for every special terrain on tile and not just one on top
- for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
- {
- if(ttObj.ambientSound)
- updateSounds(ttObj.ambientSound.get(), dist);
- }
- if(CGI->mh->map->isCoastalTile(tile))
- updateSounds("LOOPOCEA", dist);
- }
- CCS->soundh->ambientUpdateChannels(currentSounds);
- }
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