CPlayerInterface.cpp 75 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "windows/CAdvmapInterface.h"
  13. #include "battle/BattleInterface.h"
  14. #include "battle/BattleEffectsController.h"
  15. #include "battle/BattleFieldController.h"
  16. #include "battle/BattleInterfaceClasses.h"
  17. #include "battle/BattleControlPanel.h"
  18. #include "../CCallback.h"
  19. #include "windows/CCastleInterface.h"
  20. #include "gui/CCursorHandler.h"
  21. #include "windows/CKingdomInterface.h"
  22. #include "CGameInfo.h"
  23. #include "windows/CHeroWindow.h"
  24. #include "windows/CCreatureWindow.h"
  25. #include "windows/CQuestLog.h"
  26. #include "CMessage.h"
  27. #include "CPlayerInterface.h"
  28. #include "gui/SDL_Extensions.h"
  29. #include "widgets/CComponent.h"
  30. #include "windows/CTradeWindow.h"
  31. #include "windows/CSpellWindow.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "Graphics.h"
  34. #include "windows/GUIClasses.h"
  35. #include "../lib/CArtHandler.h"
  36. #include "../lib/CGeneralTextHandler.h"
  37. #include "../lib/CHeroHandler.h"
  38. #include "../lib/serializer/CTypeList.h"
  39. #include "../lib/serializer/BinaryDeserializer.h"
  40. #include "../lib/serializer/BinarySerializer.h"
  41. #include "../lib/spells/CSpellHandler.h"
  42. #include "../lib/CTownHandler.h"
  43. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  44. #include "../lib/CStack.h"
  45. #include "../lib/JsonNode.h"
  46. #include "CMusicHandler.h"
  47. #include "../lib/CondSh.h"
  48. #include "../lib/NetPacksBase.h"
  49. #include "../lib/NetPacks.h"//todo: remove
  50. #include "../lib/mapping/CMap.h"
  51. #include "../lib/VCMIDirs.h"
  52. #include "mapHandler.h"
  53. #include "../lib/CStopWatch.h"
  54. #include "../lib/StartInfo.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/GameConstants.h"
  57. #include "gui/CGuiHandler.h"
  58. #include "gui/CAnimation.h"
  59. #include "windows/InfoWindows.h"
  60. #include "../lib/UnlockGuard.h"
  61. #include "../lib/CPathfinder.h"
  62. #include <SDL.h>
  63. #include "CServerHandler.h"
  64. // FIXME: only needed for CGameState::mutex
  65. #include "../lib/CGameState.h"
  66. #include "gui/NotificationHandler.h"
  67. // The macro below is used to mark functions that are called by client when game state changes.
  68. // They all assume that CPlayerInterface::pim mutex is locked.
  69. #define EVENT_HANDLER_CALLED_BY_CLIENT
  70. // The macro marks functions that are run on a new thread by client.
  71. // They do not own any mutexes intiially.
  72. #define THREAD_CREATED_BY_CLIENT
  73. #define RETURN_IF_QUICK_COMBAT \
  74. if (isAutoFightOn && !battleInt) \
  75. return;
  76. #define BATTLE_EVENT_POSSIBLE_RETURN\
  77. if (LOCPLINT != this) \
  78. return; \
  79. RETURN_IF_QUICK_COMBAT
  80. using namespace CSDL_Ext;
  81. extern std::queue<SDL_Event> SDLEventsQueue;
  82. extern boost::mutex eventsM;
  83. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  84. CPlayerInterface * LOCPLINT;
  85. BattleInterface * CPlayerInterface::battleInt;
  86. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  87. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  88. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  89. {
  90. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  91. }
  92. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  104. {
  105. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  106. destinationTeleport = ObjectInstanceID();
  107. destinationTeleportPos = int3(-1);
  108. GH.defActionsDef = 0;
  109. LOCPLINT = this;
  110. curAction = nullptr;
  111. playerID=Player;
  112. human=true;
  113. currentSelection = nullptr;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. GH.terminate_cond->set(false);
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. duringMovement = false;
  124. ignoreEvents = false;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->soundh->loadHorseSounds();
  140. CCS->musich->loadTerrainMusicThemes();
  141. initializeHeroTownList();
  142. // always recreate advmap interface to avoid possible memory-corruption bugs
  143. adventureInt.reset(new CAdvMapInt());
  144. }
  145. void CPlayerInterface::yourTurn()
  146. {
  147. EVENT_HANDLER_CALLED_BY_CLIENT;
  148. {
  149. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  150. LOCPLINT = this;
  151. GH.curInt = this;
  152. adventureInt->selection = nullptr;
  153. NotificationHandler::notify("Your turn");
  154. std::string prefix = settings["session"]["saveprefix"].String();
  155. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  156. if (firstCall)
  157. {
  158. if(CSH->howManyPlayerInterfaces() == 1)
  159. adventureInt->setPlayer(playerID);
  160. autosaveCount = getLastIndex(prefix + "Autosave_");
  161. if (firstCall > 0) //new game, not loaded
  162. {
  163. int index = getLastIndex(prefix + "Newgame_");
  164. index %= SAVES_COUNT;
  165. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  166. }
  167. firstCall = 0;
  168. }
  169. else if(frequency > 0 && cb->getDate() % frequency == 0)
  170. {
  171. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  172. autosaveCount %= 5;
  173. }
  174. if (adventureInt->player != playerID)
  175. adventureInt->setPlayer(playerID);
  176. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  177. {
  178. adventureInt->startHotSeatWait(playerID);
  179. makingTurn = true;
  180. std::string msg = CGI->generaltexth->allTexts[13];
  181. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  182. std::vector<std::shared_ptr<CComponent>> cmp;
  183. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  184. showInfoDialog(msg, cmp);
  185. }
  186. else
  187. {
  188. makingTurn = true;
  189. adventureInt->startTurn();
  190. }
  191. }
  192. acceptTurn();
  193. }
  194. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  195. {
  196. EVENT_HANDLER_CALLED_BY_CLIENT;
  197. waitWhileDialog();
  198. if(LOCPLINT != this)
  199. return;
  200. //FIXME: read once and store
  201. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  202. return;
  203. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  204. int3 hp = details.start;
  205. if(!hero)
  206. {
  207. //AI hero left the visible area (we can't obtain info)
  208. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  209. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  210. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  211. for(auto & elem : tile.objects)
  212. if(elem.obj && elem.obj->id == details.id)
  213. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  214. if(!hero) //still nothing...
  215. return;
  216. }
  217. bool directlyAttackingCreature =
  218. details.attackedFrom
  219. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  220. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  221. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  222. {
  223. updateAmbientSounds();
  224. //We may need to change music - select new track, music handler will change it if needed
  225. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
  226. if(details.result == TryMoveHero::TELEPORTATION)
  227. {
  228. if(adventureInt->terrain.currentPath)
  229. {
  230. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  231. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  232. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  233. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  234. {
  235. //path was between entrance and exit of teleport -> OK, erase node as usual
  236. removeLastNodeFromPath(hero);
  237. }
  238. else
  239. {
  240. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  241. eraseCurrentPathOf(hero);
  242. }
  243. }
  244. adventureInt->centerOn(hero, true); //actualizing screen pos
  245. adventureInt->minimap.redraw();
  246. adventureInt->heroList.update(hero);
  247. return; //teleport - no fancy moving animation
  248. //TODO: smooth disappear / appear effect
  249. }
  250. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  251. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  252. {
  253. eraseCurrentPathOf(hero, false);
  254. }
  255. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  256. {
  257. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  258. removeLastNodeFromPath(hero);
  259. }
  260. }
  261. if(details.stopMovement()) //hero failed to move
  262. {
  263. hero->isStanding = true;
  264. stillMoveHero.setn(STOP_MOVE);
  265. GH.totalRedraw();
  266. adventureInt->heroList.update(hero);
  267. return;
  268. }
  269. ui32 speed = 0;
  270. if(settings["session"]["spectate"].Bool())
  271. {
  272. if(!settings["session"]["spectate-hero-speed"].isNull())
  273. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  274. }
  275. else if(makingTurn) // our turn, our hero moves
  276. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  277. else
  278. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  279. if(speed == 0)
  280. {
  281. //FIXME: is this a proper solution?
  282. CGI->mh->hideObject(hero);
  283. CGI->mh->printObject(hero);
  284. return; // no animation
  285. }
  286. adventureInt->centerOn(hero); //actualizing screen pos
  287. adventureInt->minimap.redraw();
  288. adventureInt->heroList.redraw();
  289. initMovement(details, hero, hp);
  290. auto waitFrame = [&]()
  291. {
  292. int frameNumber = GH.mainFPSmng->getFrameNumber();
  293. auto unlockPim = vstd::makeUnlockGuard(*pim);
  294. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  295. SDL_Delay(5);
  296. };
  297. //first initializing done
  298. //main moving
  299. for(int i = 1; i < 32; i += 2 * speed)
  300. {
  301. movementPxStep(details, i, hp, hero);
  302. #ifndef VCMI_ANDROID
  303. // 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;
  304. // most likely this is connected with the way that this manual animation+framerate handling is solved
  305. adventureInt->updateScreen = true;
  306. #endif
  307. //evil returns here ...
  308. //todo: get rid of it
  309. waitFrame(); //for animation purposes
  310. }
  311. //main moving done
  312. //finishing move
  313. finishMovement(details, hp, hero);
  314. hero->isStanding = true;
  315. //move finished
  316. adventureInt->minimap.redraw();
  317. adventureInt->heroList.update(hero);
  318. //check if user cancelled movement
  319. {
  320. boost::unique_lock<boost::mutex> un(eventsM);
  321. while(!SDLEventsQueue.empty())
  322. {
  323. SDL_Event ev = SDLEventsQueue.front();
  324. SDLEventsQueue.pop();
  325. switch(ev.type)
  326. {
  327. case SDL_MOUSEBUTTONDOWN:
  328. stillMoveHero.setn(STOP_MOVE);
  329. break;
  330. case SDL_KEYDOWN:
  331. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  332. stillMoveHero.setn(STOP_MOVE);
  333. break;
  334. }
  335. }
  336. }
  337. if (stillMoveHero.get() == WAITING_MOVE)
  338. stillMoveHero.setn(DURING_MOVE);
  339. // Hero attacked creature directly, set direction to face it.
  340. if (directlyAttackingCreature) {
  341. // Get direction to attacker.
  342. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  343. static const ui8 dirLookup[3][3] = {
  344. { 1, 2, 3 },
  345. { 8, 0, 4 },
  346. { 7, 6, 5 }
  347. };
  348. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  349. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  350. }
  351. }
  352. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  356. const CArmedInstance *newSelection = nullptr;
  357. if (makingTurn)
  358. {
  359. //find new object for selection: either hero
  360. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  361. if (next >= 0)
  362. newSelection = wanderingHeroes[next];
  363. //or town
  364. if (!newSelection || newSelection == hero)
  365. {
  366. if (towns.empty())
  367. newSelection = nullptr;
  368. else
  369. newSelection = towns.front();
  370. }
  371. }
  372. wanderingHeroes -= hero;
  373. adventureInt->heroList.update(hero);
  374. if (makingTurn && newSelection)
  375. adventureInt->select(newSelection, true);
  376. else if (adventureInt->selection == hero)
  377. adventureInt->selection = nullptr;
  378. if (vstd::contains(paths, hero))
  379. paths.erase(hero);
  380. }
  381. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if(start && visitedObj)
  385. {
  386. if(visitedObj->getVisitSound())
  387. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  388. }
  389. }
  390. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. wanderingHeroes.push_back(hero);
  394. adventureInt->heroList.update(hero);
  395. }
  396. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  397. {
  398. if(castleInt)
  399. castleInt->close();
  400. castleInt = nullptr;
  401. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  402. GH.pushInt(newCastleInt);
  403. }
  404. int3 CPlayerInterface::repairScreenPos(int3 pos)
  405. {
  406. if (pos.x<-CGI->mh->frameW)
  407. pos.x = -CGI->mh->frameW;
  408. if (pos.y<-CGI->mh->frameH)
  409. pos.y = -CGI->mh->frameH;
  410. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  411. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  412. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  413. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  414. return pos;
  415. }
  416. void CPlayerInterface::activateForSpectator()
  417. {
  418. adventureInt->state = CAdvMapInt::INGAME;
  419. adventureInt->activate();
  420. adventureInt->minimap.activate();
  421. }
  422. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. if (which == 4)
  426. {
  427. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  428. ctw->setExpToLevel();
  429. }
  430. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  431. updateInfo(hero);
  432. }
  433. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  437. if (cuw) //university window is open
  438. {
  439. GH.totalRedraw();
  440. }
  441. }
  442. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. updateInfo(hero);
  446. if (makingTurn && hero->tempOwner == playerID)
  447. adventureInt->heroList.update(hero);
  448. }
  449. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  450. {
  451. EVENT_HANDLER_CALLED_BY_CLIENT;
  452. if (makingTurn && hero->tempOwner == playerID)
  453. adventureInt->heroList.update(hero);
  454. }
  455. void CPlayerInterface::receivedResource()
  456. {
  457. EVENT_HANDLER_CALLED_BY_CLIENT;
  458. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  459. mw->resourceChanged();
  460. GH.totalRedraw();
  461. }
  462. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. waitWhileDialog();
  466. CCS->soundh->playSound(soundBase::heroNewLevel);
  467. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  468. {
  469. cb->selectionMade(selection, queryID);
  470. });
  471. }
  472. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. waitWhileDialog();
  476. CCS->soundh->playSound(soundBase::heroNewLevel);
  477. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  478. {
  479. cb->selectionMade(selection, queryID);
  480. });
  481. }
  482. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. updateInfo(town);
  486. if (town->garrisonHero) //wandering hero moved to the garrison
  487. {
  488. CGI->mh->hideObject(town->garrisonHero);
  489. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  490. wanderingHeroes -= town->garrisonHero;
  491. }
  492. if (town->visitingHero) //hero leaves garrison
  493. {
  494. CGI->mh->printObject(town->visitingHero);
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList.update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. }
  508. for (auto isa : GH.listInt)
  509. {
  510. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  511. if (ki)
  512. {
  513. ki->townChanged(town);
  514. ki->updateGarrisons();
  515. }
  516. }
  517. GH.totalRedraw();
  518. }
  519. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. if (hero->tempOwner != playerID )
  523. return;
  524. waitWhileDialog();
  525. openTownWindow(town);
  526. }
  527. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  528. {
  529. std::vector<const CGObjectInstance *> instances;
  530. if(auto obj = cb->getObj(id1))
  531. instances.push_back(obj);
  532. if(id2 != ObjectInstanceID() && id2 != id1)
  533. {
  534. if(auto obj = cb->getObj(id2))
  535. instances.push_back(obj);
  536. }
  537. garrisonsChanged(instances);
  538. }
  539. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  540. {
  541. boost::unique_lock<boost::recursive_mutex> un(*pim);
  542. for (auto object : objs)
  543. updateInfo(object);
  544. for (auto & elem : GH.listInt)
  545. {
  546. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  547. if (cgh)
  548. cgh->updateGarrisons();
  549. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  550. {
  551. if (vstd::contains(objs, cmw->hero))
  552. cmw->garrisonChanged();
  553. }
  554. }
  555. GH.totalRedraw();
  556. }
  557. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  558. {
  559. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  560. }
  561. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  562. {
  563. EVENT_HANDLER_CALLED_BY_CLIENT;
  564. switch (buildingID)
  565. {
  566. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  567. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  568. case BuildingID::RESOURCE_SILO:
  569. updateInfo(town);
  570. break;
  571. }
  572. if (castleInt)
  573. {
  574. castleInt->townlist->update(town);
  575. if (castleInt->town == town)
  576. {
  577. switch(what)
  578. {
  579. case 1:
  580. CCS->soundh->playSound(soundBase::newBuilding);
  581. castleInt->addBuilding(buildingID);
  582. break;
  583. case 2:
  584. castleInt->removeBuilding(buildingID);
  585. break;
  586. }
  587. }
  588. }
  589. adventureInt->townList.update(town);
  590. }
  591. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  592. {
  593. //Don't wait for dialogs when we are non-active hot-seat player
  594. if (LOCPLINT == this)
  595. waitForAllDialogs();
  596. }
  597. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. if (settings["adventure"]["quickCombat"].Bool())
  601. {
  602. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  603. autofightingAI->initBattleInterface(env, cb);
  604. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  605. isAutoFightOn = true;
  606. cb->registerBattleInterface(autofightingAI);
  607. // Player shouldn't be able to move on adventure map if quick combat is going
  608. adventureInt->quickCombatLock();
  609. }
  610. //Don't wait for dialogs when we are non-active hot-seat player
  611. if (LOCPLINT == this)
  612. waitForAllDialogs();
  613. BATTLE_EVENT_POSSIBLE_RETURN;
  614. }
  615. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. for(auto & info : units)
  620. {
  621. switch(info.operation)
  622. {
  623. case UnitChanges::EOperation::RESET_STATE:
  624. {
  625. const CStack * stack = cb->battleGetStackByID(info.id );
  626. if(!stack)
  627. {
  628. logGlobal->error("Invalid unit ID %d", info.id);
  629. continue;
  630. }
  631. battleInt->stackReset(stack);
  632. }
  633. break;
  634. case UnitChanges::EOperation::REMOVE:
  635. battleInt->stackRemoved(info.id);
  636. break;
  637. case UnitChanges::EOperation::ADD:
  638. {
  639. const CStack * unit = cb->battleGetStackByID(info.id);
  640. if(!unit)
  641. {
  642. logGlobal->error("Invalid unit ID %d", info.id);
  643. continue;
  644. }
  645. battleInt->stackAdded(unit);
  646. }
  647. break;
  648. default:
  649. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  650. break;
  651. }
  652. }
  653. battleInt->effectsController->displayCustomEffects(customEffects);
  654. }
  655. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  660. for(auto & change : obstacles)
  661. {
  662. if(change.operation == BattleChanges::EOperation::ADD)
  663. {
  664. auto instance = cb->battleGetObstacleByID(change.id);
  665. if(instance)
  666. newObstacles.push_back(instance);
  667. else
  668. logNetwork->error("Invalid obstacle instance %d", change.id);
  669. }
  670. }
  671. if (!newObstacles.empty())
  672. battleInt->obstaclePlaced(newObstacles);
  673. battleInt->fieldController->redrawBackgroundWithHexes();
  674. }
  675. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->stackIsCatapulting(ca);
  680. }
  681. 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
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->newRound(round);
  686. }
  687. void CPlayerInterface::actionStarted(const BattleAction &action)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. curAction = new BattleAction(action);
  692. battleInt->startAction(curAction);
  693. }
  694. void CPlayerInterface::actionFinished(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. battleInt->endAction(curAction);
  699. delete curAction;
  700. curAction = nullptr;
  701. }
  702. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  703. {
  704. THREAD_CREATED_BY_CLIENT;
  705. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  706. auto stackId = stack->ID;
  707. auto stackName = stack->nodeName();
  708. if (autofightingAI)
  709. {
  710. if (isAutoFightOn)
  711. {
  712. auto ret = autofightingAI->activeStack(stack);
  713. if(cb->battleIsFinished())
  714. {
  715. return BattleAction::makeDefend(stack); // battle finished with spellcast
  716. }
  717. if (isAutoFightOn)
  718. {
  719. return ret;
  720. }
  721. }
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. }
  725. BattleInterface *b = battleInt;
  726. if(!b)
  727. {
  728. return BattleAction::makeDefend(stack); // probably battle is finished already
  729. }
  730. if(BattleInterface::givenCommand.get())
  731. {
  732. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  733. vstd::clear_pointer(BattleInterface::givenCommand.data);
  734. }
  735. {
  736. boost::unique_lock<boost::recursive_mutex> un(*pim);
  737. b->stackActivated(stack);
  738. //Regeneration & mana drain go there
  739. }
  740. //wait till BattleInterface sets its command
  741. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  742. while(!BattleInterface::givenCommand.data)
  743. {
  744. BattleInterface::givenCommand.cond.wait(lock);
  745. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  746. throw boost::thread_interrupted(); //will shut the thread peacefully
  747. }
  748. //tidy up
  749. BattleAction ret = *(BattleInterface::givenCommand.data);
  750. vstd::clear_pointer(BattleInterface::givenCommand.data);
  751. if(ret.actionType == EActionType::CANCEL)
  752. {
  753. if(stackId != ret.stackNumber)
  754. logGlobal->error("Not current active stack action canceled");
  755. logGlobal->trace("Canceled command for %s", stackName);
  756. }
  757. else
  758. logGlobal->trace("Giving command for %s", stackName);
  759. return ret;
  760. }
  761. void CPlayerInterface::battleEnd(const BattleResult *br)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. if(isAutoFightOn || autofightingAI)
  765. {
  766. isAutoFightOn = false;
  767. cb->unregisterBattleInterface(autofightingAI);
  768. autofightingAI.reset();
  769. if(!battleInt)
  770. {
  771. GH.pushIntT<BattleResultWindow>(*br, *this);
  772. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  773. // Otherwise NewTurn causes freeze.
  774. waitWhileDialog();
  775. adventureInt->quickCombatUnlock();
  776. return;
  777. }
  778. }
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. battleInt->battleFinished(*br);
  781. adventureInt->quickCombatUnlock();
  782. }
  783. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->displayBattleLog(lines);
  788. }
  789. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. battleInt->stackMoved(stack, dest, distance);
  794. }
  795. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. battleInt->spellCast(sc);
  800. }
  801. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. BATTLE_EVENT_POSSIBLE_RETURN;
  805. battleInt->battleStacksEffectsSet(sse);
  806. }
  807. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. //TODO why is this different (no return on LOPLINT != this) ?
  811. RETURN_IF_QUICK_COMBAT;
  812. battleInt->effectsController->battleTriggerEffect(bte);
  813. }
  814. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. BATTLE_EVENT_POSSIBLE_RETURN;
  818. std::vector<StackAttackedInfo> arg;
  819. for(auto & elem : bsa)
  820. {
  821. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  822. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  823. if(elem.isEffect())
  824. {
  825. if(defender && !elem.isSecondary())
  826. battleInt->effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), defender->getPosition());
  827. }
  828. if(elem.isSpell())
  829. {
  830. if(defender)
  831. battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
  832. }
  833. //FIXME: why action is deleted during enchanter cast?
  834. bool remoteAttack = false;
  835. if(LOCPLINT->curAction)
  836. remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
  837. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  838. arg.push_back(to_put);
  839. }
  840. battleInt->stacksAreAttacked(arg);
  841. }
  842. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  843. {
  844. EVENT_HANDLER_CALLED_BY_CLIENT;
  845. BATTLE_EVENT_POSSIBLE_RETURN;
  846. assert(curAction);
  847. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  848. if(!attacker)
  849. {
  850. logGlobal->error("Attacking stack not found");
  851. return;
  852. }
  853. if(ba->lucky()) //lucky hit
  854. {
  855. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-45));
  856. battleInt->effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
  857. }
  858. if(ba->unlucky()) //unlucky hit
  859. {
  860. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-44));
  861. battleInt->effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
  862. }
  863. if(ba->deathBlow())
  864. {
  865. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(365));
  866. for(auto & elem : ba->bsa)
  867. {
  868. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  869. battleInt->effectsController->displayEffect(EBattleEffect::DEATH_BLOW, attacked->getPosition());
  870. }
  871. CCS->soundh->playSound(soundBase::deathBlow);
  872. }
  873. battleInt->effectsController->displayCustomEffects(ba->customEffects);
  874. battleInt->waitForAnims();
  875. auto actionTarget = curAction->getTarget(cb.get());
  876. if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
  877. {
  878. logNetwork->error("Invalid current action: no destination.");
  879. return;
  880. }
  881. if(ba->shot())
  882. {
  883. for(auto & elem : ba->bsa)
  884. {
  885. if(!elem.isSecondary()) //display projectile only for primary target
  886. {
  887. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  888. battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
  889. }
  890. }
  891. }
  892. else
  893. {
  894. auto attackTarget = actionTarget.at(1).hexValue;
  895. //TODO: use information from BattleAttack but not curAction
  896. int shift = 0;
  897. if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
  898. {
  899. int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
  900. int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
  901. if(distp < distm)
  902. shift = 1;
  903. else
  904. shift = -1;
  905. }
  906. if(!ba->bsa.empty())
  907. {
  908. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  909. battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
  910. }
  911. }
  912. //battleInt->waitForAnims(); //FIXME: freeze
  913. if(ba->spellLike())
  914. {
  915. //TODO: use information from BattleAttack but not curAction
  916. auto destination = actionTarget.at(0).hexValue;
  917. //display hit animation
  918. SpellID spellID = ba->spellID;
  919. battleInt->displaySpellHit(spellID, destination);
  920. }
  921. }
  922. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  923. {
  924. EVENT_HANDLER_CALLED_BY_CLIENT;
  925. BATTLE_EVENT_POSSIBLE_RETURN;
  926. battleInt->gateStateChanged(state);
  927. }
  928. void CPlayerInterface::yourTacticPhase(int distance)
  929. {
  930. THREAD_CREATED_BY_CLIENT;
  931. while(battleInt && battleInt->tacticsMode)
  932. boost::this_thread::sleep(boost::posix_time::millisec(1));
  933. }
  934. void CPlayerInterface::showComp(const Component &comp, std::string message)
  935. {
  936. EVENT_HANDLER_CALLED_BY_CLIENT;
  937. waitWhileDialog(); //Fix for mantis #98
  938. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  939. adventureInt->infoBar.showComponent(comp, message);
  940. }
  941. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  942. {
  943. EVENT_HANDLER_CALLED_BY_CLIENT;
  944. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  945. {
  946. return;
  947. }
  948. std::vector<std::shared_ptr<CComponent>> intComps;
  949. for (auto & component : components)
  950. intComps.push_back(std::make_shared<CComponent>(component));
  951. showInfoDialog(text,intComps,soundID);
  952. }
  953. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  954. {
  955. std::vector<std::shared_ptr<CComponent>> intComps;
  956. intComps.push_back(component);
  957. showInfoDialog(text, intComps, soundBase::sound_todo);
  958. }
  959. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  960. {
  961. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  962. waitWhileDialog();
  963. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  964. {
  965. return;
  966. }
  967. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  968. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  969. {
  970. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  971. showingDialog->set(true);
  972. stopMovement(); // interrupt movement to show dialog
  973. GH.pushInt(temp);
  974. }
  975. else
  976. {
  977. dialogs.push_back(temp);
  978. }
  979. }
  980. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. std::string str;
  984. text.toString(str);
  985. showInfoDialog(str, components, 0);
  986. waitWhileDialog();
  987. }
  988. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  989. {
  990. boost::unique_lock<boost::recursive_mutex> un(*pim);
  991. stopMovement();
  992. LOCPLINT->showingDialog->setn(true);
  993. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  994. }
  995. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  996. {
  997. EVENT_HANDLER_CALLED_BY_CLIENT;
  998. waitWhileDialog();
  999. stopMovement();
  1000. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1001. if (!selection && cancel) //simple yes/no dialog
  1002. {
  1003. std::vector<std::shared_ptr<CComponent>> intComps;
  1004. for (auto & component : components)
  1005. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1006. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1007. }
  1008. else if (selection)
  1009. {
  1010. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1011. for (auto & component : components)
  1012. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1013. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1014. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1015. if (cancel)
  1016. {
  1017. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1018. }
  1019. int charperline = 35;
  1020. if (pom.size() > 1)
  1021. charperline = 50;
  1022. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1023. intComps[0]->clickLeft(true, false);
  1024. }
  1025. }
  1026. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1027. {
  1028. EVENT_HANDLER_CALLED_BY_CLIENT;
  1029. int choosenExit = -1;
  1030. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1031. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1032. choosenExit = vstd::find_pos(exits, neededExit);
  1033. cb->selectionMade(choosenExit, askID);
  1034. }
  1035. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1036. {
  1037. EVENT_HANDLER_CALLED_BY_CLIENT;
  1038. auto selectCallback = [=](int selection)
  1039. {
  1040. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1041. reply.Integer() = selection;
  1042. cb->sendQueryReply(reply, askID);
  1043. };
  1044. auto cancelCallback = [=]()
  1045. {
  1046. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1047. cb->sendQueryReply(reply, askID);
  1048. };
  1049. const std::string localTitle = title.toString();
  1050. const std::string localDescription = description.toString();
  1051. std::vector<int> tempList;
  1052. tempList.reserve(objects.size());
  1053. for(auto item : objects)
  1054. tempList.push_back(item.getNum());
  1055. CComponent localIconC(icon);
  1056. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1057. localIconC.removeChild(localIcon.get(), false);
  1058. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1059. wnd->onExit = cancelCallback;
  1060. GH.pushInt(wnd);
  1061. }
  1062. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1066. for (auto & po : pos)
  1067. adventureInt->minimap.showTile(po);
  1068. if (!pos.empty())
  1069. GH.totalRedraw();
  1070. }
  1071. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1072. {
  1073. EVENT_HANDLER_CALLED_BY_CLIENT;
  1074. for (auto & po : pos)
  1075. adventureInt->minimap.hideTile(po);
  1076. if (!pos.empty())
  1077. GH.totalRedraw();
  1078. }
  1079. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1080. {
  1081. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1082. GH.pushIntT<CHeroWindow>(hero);
  1083. }
  1084. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1085. {
  1086. EVENT_HANDLER_CALLED_BY_CLIENT;
  1087. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1088. {
  1089. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1090. if (fs)
  1091. fs->creaturesChanged();
  1092. for(auto isa : GH.listInt)
  1093. {
  1094. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1095. if (ki && townObj)
  1096. ki->townChanged(townObj);
  1097. }
  1098. }
  1099. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1100. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1101. {
  1102. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1103. if (crw && crw->dwelling == town)
  1104. crw->availableCreaturesChanged();
  1105. }
  1106. }
  1107. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1108. {
  1109. EVENT_HANDLER_CALLED_BY_CLIENT;
  1110. if (bonus.type == Bonus::NONE)
  1111. return;
  1112. updateInfo(hero);
  1113. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1114. {
  1115. //recalculate paths because hero has lost bonus influencing pathfinding
  1116. eraseCurrentPathOf(hero, false);
  1117. }
  1118. }
  1119. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1120. {
  1121. h & wanderingHeroes;
  1122. h & towns;
  1123. h & sleepingHeroes;
  1124. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1125. if (h.saving)
  1126. {
  1127. for (auto &p : paths)
  1128. {
  1129. if (p.second.nodes.size())
  1130. pathsMap[p.first] = p.second.endPos();
  1131. else
  1132. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1133. }
  1134. h & pathsMap;
  1135. }
  1136. else
  1137. {
  1138. h & pathsMap;
  1139. if (cb)
  1140. for (auto &p : pathsMap)
  1141. {
  1142. CGPath path;
  1143. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1144. paths[p.first] = path;
  1145. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1146. }
  1147. }
  1148. h & spellbookSettings;
  1149. }
  1150. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1151. {
  1152. EVENT_HANDLER_CALLED_BY_CLIENT;
  1153. serializeTempl(h,version);
  1154. }
  1155. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1156. {
  1157. EVENT_HANDLER_CALLED_BY_CLIENT;
  1158. serializeTempl(h,version);
  1159. firstCall = -1;
  1160. }
  1161. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1162. {
  1163. LOG_TRACE(logGlobal);
  1164. if (!LOCPLINT->makingTurn)
  1165. return;
  1166. if (!h)
  1167. return; //can't find hero
  1168. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1169. if (showingDialog->get() || !dialogs.empty())
  1170. return;
  1171. setMovementStatus(true);
  1172. if (adventureInt && adventureInt->isHeroSleeping(h))
  1173. {
  1174. adventureInt->sleepWake->clickLeft(true, false);
  1175. adventureInt->sleepWake->clickLeft(false, true);
  1176. //could've just called
  1177. //adventureInt->fsleepWake();
  1178. //but no authentic button click/sound ;-)
  1179. }
  1180. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1181. }
  1182. bool CPlayerInterface::shiftPressed() const
  1183. {
  1184. return isShiftKeyDown();
  1185. }
  1186. bool CPlayerInterface::altPressed() const
  1187. {
  1188. return isAltKeyDown();
  1189. }
  1190. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1191. {
  1192. EVENT_HANDLER_CALLED_BY_CLIENT;
  1193. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1194. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1195. {
  1196. onEnd();
  1197. return;
  1198. }
  1199. waitForAllDialogs();
  1200. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1201. cgw->quit->addCallback(onEnd);
  1202. GH.pushInt(cgw);
  1203. }
  1204. /**
  1205. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1206. * into a combinational one on an artifact screen. Does not require the combination of
  1207. * artifacts to be legal.
  1208. */
  1209. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1210. {
  1211. std::string text = artifact->getDescription();
  1212. text += "\n\n";
  1213. std::vector<std::shared_ptr<CComponent>> scs;
  1214. if(assembledArtifact)
  1215. {
  1216. // You possess all of the components to...
  1217. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
  1218. // Picture of assembled artifact at bottom.
  1219. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1220. scs.push_back(sc);
  1221. }
  1222. else
  1223. {
  1224. // Do you wish to disassemble this artifact?
  1225. text += CGI->generaltexth->allTexts[733];
  1226. }
  1227. showYesNoDialog(text, onYes, nullptr, scs);
  1228. }
  1229. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1230. {
  1231. EVENT_HANDLER_CALLED_BY_CLIENT;
  1232. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1233. && destinationTeleport == ObjectInstanceID())
  1234. stillMoveHero.setn(CONTINUE_MOVE);
  1235. if (destinationTeleport != ObjectInstanceID()
  1236. && pa->packType == typeList.getTypeID<QueryReply>()
  1237. && stillMoveHero.get() == DURING_MOVE)
  1238. { // After teleportation via CGTeleport object is finished
  1239. destinationTeleport = ObjectInstanceID();
  1240. destinationTeleportPos = int3(-1);
  1241. stillMoveHero.setn(CONTINUE_MOVE);
  1242. }
  1243. }
  1244. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1245. {
  1246. EVENT_HANDLER_CALLED_BY_CLIENT;
  1247. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1248. }
  1249. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1250. {
  1251. EVENT_HANDLER_CALLED_BY_CLIENT;
  1252. //redraw minimap if owner changed
  1253. if (sop->what == ObjProperty::OWNER)
  1254. {
  1255. const CGObjectInstance * obj = cb->getObj(sop->id);
  1256. std::set<int3> pos = obj->getBlockedPos();
  1257. for(auto & po : pos)
  1258. {
  1259. if(cb->isVisible(po))
  1260. adventureInt->minimap.showTile(po);
  1261. }
  1262. if(obj->ID == Obj::TOWN)
  1263. {
  1264. if(obj->tempOwner == playerID)
  1265. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1266. else
  1267. towns -= obj;
  1268. adventureInt->townList.update();
  1269. adventureInt->minimap.update();
  1270. }
  1271. assert(cb->getTownsInfo().size() == towns.size());
  1272. }
  1273. }
  1274. void CPlayerInterface::initializeHeroTownList()
  1275. {
  1276. if(!wanderingHeroes.size())
  1277. {
  1278. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1279. for(auto & hero : heroes)
  1280. {
  1281. if(!hero->inTownGarrison)
  1282. wanderingHeroes.push_back(hero);
  1283. }
  1284. }
  1285. if(!towns.size())
  1286. towns = cb->getTownsInfo();
  1287. if(adventureInt)
  1288. adventureInt->updateNextHero(nullptr);
  1289. }
  1290. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1291. {
  1292. EVENT_HANDLER_CALLED_BY_CLIENT;
  1293. waitWhileDialog();
  1294. auto recruitCb = [=](CreatureID id, int count)
  1295. {
  1296. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1297. };
  1298. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1299. }
  1300. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1301. {
  1302. if (GH.amIGuiThread())
  1303. {
  1304. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1305. return;
  1306. }
  1307. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1308. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1309. while(showingDialog->data)
  1310. showingDialog->cond.wait(un);
  1311. }
  1312. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1313. {
  1314. EVENT_HANDLER_CALLED_BY_CLIENT;
  1315. auto state = obj->shipyardStatus();
  1316. std::vector<si32> cost;
  1317. obj->getBoatCost(cost);
  1318. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1319. }
  1320. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1321. {
  1322. EVENT_HANDLER_CALLED_BY_CLIENT;
  1323. //we might have built a boat in shipyard in opened town screen
  1324. if (obj->ID == Obj::BOAT
  1325. && LOCPLINT->castleInt
  1326. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1327. {
  1328. CCS->soundh->playSound(soundBase::newBuilding);
  1329. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1330. }
  1331. }
  1332. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1333. {
  1334. EVENT_HANDLER_CALLED_BY_CLIENT;
  1335. waitWhileDialog();
  1336. CCS->curh->hide();
  1337. adventureInt->centerOn (pos);
  1338. if (focusTime)
  1339. {
  1340. GH.totalRedraw();
  1341. {
  1342. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1343. IgnoreEvents ignore(*this);
  1344. SDL_Delay(focusTime);
  1345. }
  1346. }
  1347. CCS->curh->show();
  1348. }
  1349. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1350. {
  1351. EVENT_HANDLER_CALLED_BY_CLIENT;
  1352. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1353. {
  1354. waitWhileDialog();
  1355. CCS->soundh->playSound(obj->getRemovalSound().get());
  1356. }
  1357. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1358. {
  1359. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1360. heroKilled(h);
  1361. }
  1362. }
  1363. void CPlayerInterface::playerBlocked(int reason, bool start)
  1364. {
  1365. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1366. {
  1367. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1368. {
  1369. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1370. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1371. LOCPLINT = this;
  1372. GH.curInt = this;
  1373. adventureInt->selection = nullptr;
  1374. adventureInt->setPlayer(playerID);
  1375. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1376. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1377. std::vector<std::shared_ptr<CComponent>> cmp;
  1378. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1379. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1380. showInfoDialog(msg, cmp);
  1381. makingTurn = false;
  1382. }
  1383. }
  1384. }
  1385. bool CPlayerInterface::ctrlPressed() const
  1386. {
  1387. return isCtrlKeyDown();
  1388. }
  1389. const CArmedInstance * CPlayerInterface::getSelection()
  1390. {
  1391. return currentSelection;
  1392. }
  1393. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1394. {
  1395. currentSelection = obj;
  1396. updateAmbientSounds(true);
  1397. }
  1398. void CPlayerInterface::update()
  1399. {
  1400. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1401. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1402. // While mutexes were locked away we may be have stopped being the active interface
  1403. if (LOCPLINT != this)
  1404. return;
  1405. //if there are any waiting dialogs, show them
  1406. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1407. {
  1408. showingDialog->set(true);
  1409. GH.pushInt(dialogs.front());
  1410. dialogs.pop_front();
  1411. }
  1412. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1413. if(adventureInt && GH.topInt() == adventureInt
  1414. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1415. {
  1416. return;
  1417. }
  1418. // Handles mouse and key input
  1419. GH.updateTime();
  1420. GH.handleEvents();
  1421. if (!adventureInt || adventureInt->isActive())
  1422. GH.simpleRedraw();
  1423. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1424. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1425. else
  1426. GH.simpleRedraw();
  1427. }
  1428. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1429. {
  1430. using namespace boost::filesystem;
  1431. using namespace boost::algorithm;
  1432. path gamesDir = VCMIDirs::get().userSavePath();
  1433. std::map<std::time_t, int> dates; //save number => datestamp
  1434. const directory_iterator enddir;
  1435. if (!exists(gamesDir))
  1436. create_directory(gamesDir);
  1437. else
  1438. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1439. {
  1440. if (is_regular(dir->status()))
  1441. {
  1442. std::string name = dir->path().filename().string();
  1443. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1444. {
  1445. char nr = name[namePrefix.size()];
  1446. if (std::isdigit(nr))
  1447. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1448. }
  1449. }
  1450. }
  1451. if (!dates.empty())
  1452. return (--dates.end())->second; //return latest file number
  1453. return 0;
  1454. }
  1455. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1456. {
  1457. auto subArr = (CGI->mh->ttiles)[hp.z];
  1458. ho->isStanding = false;
  1459. int heroWidth = ho->appearance->getWidth();
  1460. int heroHeight = ho->appearance->getHeight();
  1461. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1462. int tileMaxX = std::max(details.start.x, details.end.x);
  1463. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1464. int tileMaxY = std::max(details.start.y, details.end.y);
  1465. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1466. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1467. {
  1468. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1469. {
  1470. bool heroVisibleHere = false;
  1471. auto & tile = subArr[tileX][tileY];
  1472. for ( auto const & obj : tile.objects)
  1473. {
  1474. if (obj.obj == ho)
  1475. {
  1476. heroVisibleHere = true;
  1477. break;
  1478. }
  1479. }
  1480. if ( !heroVisibleHere)
  1481. {
  1482. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1483. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1484. }
  1485. }
  1486. }
  1487. }
  1488. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1489. {
  1490. auto subArr = (CGI->mh->ttiles)[hp.z];
  1491. int heroWidth = ho->appearance->getWidth();
  1492. int heroHeight = ho->appearance->getHeight();
  1493. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1494. int tileMaxX = std::max(details.start.x, details.end.x);
  1495. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1496. int tileMaxY = std::max(details.start.y, details.end.y);
  1497. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1498. assert(animation);
  1499. assert(animation->size(0) != 0);
  1500. auto image = animation->getImage(0,0);
  1501. int heroImageOldX = details.start.x * 32;
  1502. int heroImageOldY = details.start.y * 32;
  1503. int heroImageNewX = details.end.x * 32;
  1504. int heroImageNewY = details.end.y * 32;
  1505. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1506. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1507. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1508. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1509. {
  1510. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1511. {
  1512. auto & tile = subArr[tileX][tileY];
  1513. for ( auto & obj : tile.objects)
  1514. {
  1515. if (obj.obj == ho)
  1516. {
  1517. int tilePosX = tileX * 32;
  1518. int tilePosY = tileY * 32;
  1519. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1520. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1521. }
  1522. }
  1523. }
  1524. }
  1525. adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1526. adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1527. }
  1528. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1529. {
  1530. auto subArr = (CGI->mh->ttiles)[hp.z];
  1531. int heroWidth = ho->appearance->getWidth();
  1532. int heroHeight = ho->appearance->getHeight();
  1533. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1534. int tileMaxX = std::max(details.start.x, details.end.x);
  1535. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1536. int tileMaxY = std::max(details.start.y, details.end.y);
  1537. // erase hero from all tiles on which he is currently visible
  1538. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1539. {
  1540. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1541. {
  1542. auto & tile = subArr[tileX][tileY];
  1543. for (size_t i = 0; i < tile.objects.size(); ++i)
  1544. {
  1545. if ( tile.objects[i].obj == ho)
  1546. {
  1547. tile.objects.erase(tile.objects.begin() + i);
  1548. break;
  1549. }
  1550. }
  1551. }
  1552. }
  1553. // re-add hero to all tiles on which he will still be visible after animation is over
  1554. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1555. {
  1556. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1557. {
  1558. auto & tile = subArr[tileX][tileY];
  1559. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1560. }
  1561. }
  1562. // update object list on all tiles that were affected during previous operations
  1563. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1564. {
  1565. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1566. {
  1567. auto & tile = subArr[tileX][tileY];
  1568. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1569. }
  1570. }
  1571. //recompute hero sprite positioning using hero's final position
  1572. movementPxStep(details, 32, hp, ho);
  1573. }
  1574. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1575. {
  1576. EVENT_HANDLER_CALLED_BY_CLIENT;
  1577. if (player == playerID)
  1578. {
  1579. if (victoryLossCheckResult.loss())
  1580. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1581. //we assume GH.curInt == LOCPLINT
  1582. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1583. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1584. GH.curInt = this; //waiting for dialogs requires this to get events
  1585. if(!makingTurn)
  1586. {
  1587. makingTurn = true; //also needed for dialog to show with current implementation
  1588. waitForAllDialogs();
  1589. makingTurn = false;
  1590. }
  1591. else
  1592. waitForAllDialogs();
  1593. GH.curInt = previousInterface;
  1594. LOCPLINT = previousInterface;
  1595. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1596. {
  1597. if(adventureInt)
  1598. {
  1599. GH.terminate_cond->setn(true);
  1600. adventureInt->deactivate();
  1601. if (GH.topInt() == adventureInt)
  1602. GH.popInt(adventureInt);
  1603. adventureInt.reset();
  1604. }
  1605. }
  1606. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1607. {
  1608. // end game if current human player has won
  1609. CSH->sendClientDisconnecting();
  1610. requestReturningToMainMenu(true);
  1611. }
  1612. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1613. {
  1614. //all human players eliminated
  1615. CSH->sendClientDisconnecting();
  1616. requestReturningToMainMenu(false);
  1617. }
  1618. if (GH.curInt == this) GH.curInt = nullptr;
  1619. }
  1620. else
  1621. {
  1622. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1623. {
  1624. std::string str = victoryLossCheckResult.messageToSelf;
  1625. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1626. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1627. }
  1628. }
  1629. }
  1630. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1631. {
  1632. EVENT_HANDLER_CALLED_BY_CLIENT;
  1633. }
  1634. void CPlayerInterface::showPuzzleMap()
  1635. {
  1636. EVENT_HANDLER_CALLED_BY_CLIENT;
  1637. waitWhileDialog();
  1638. //TODO: interface should not know the real position of Grail...
  1639. double ratio = 0;
  1640. int3 grailPos = cb->getGrailPos(&ratio);
  1641. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1642. }
  1643. void CPlayerInterface::viewWorldMap()
  1644. {
  1645. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1646. }
  1647. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1648. {
  1649. EVENT_HANDLER_CALLED_BY_CLIENT;
  1650. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1651. GH.popInts(1);
  1652. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1653. eraseCurrentPathOf(caster, false);
  1654. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1655. if(spellID == SpellID::VIEW_EARTH)
  1656. {
  1657. //TODO: implement on server side
  1658. const auto level = caster->getSpellSchoolLevel(spell);
  1659. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1660. }
  1661. auto castSoundPath = spell->getCastSound();
  1662. if(!castSoundPath.empty())
  1663. CCS->soundh->playSound(castSoundPath);
  1664. }
  1665. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1666. {
  1667. if (checkForExistanceOfPath)
  1668. {
  1669. assert(vstd::contains(paths, ho));
  1670. }
  1671. else if (!vstd::contains(paths, ho))
  1672. {
  1673. return;
  1674. }
  1675. assert(ho == adventureInt->selection);
  1676. paths.erase(ho);
  1677. adventureInt->terrain.currentPath = nullptr;
  1678. adventureInt->updateMoveHero(ho, false);
  1679. }
  1680. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1681. {
  1682. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1683. 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
  1684. eraseCurrentPathOf(ho);
  1685. }
  1686. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1687. {
  1688. if (vstd::contains(paths,h)) //hero has assigned path
  1689. {
  1690. CGPath &path = paths[h];
  1691. if (!path.nodes.size())
  1692. {
  1693. logGlobal->warn("Warning: empty path found...");
  1694. paths.erase(h);
  1695. }
  1696. else
  1697. {
  1698. assert(h->visitablePos() == path.startPos());
  1699. //update the hero path in case of something has changed on map
  1700. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1701. return &path;
  1702. else
  1703. paths.erase(h);
  1704. }
  1705. }
  1706. return nullptr;
  1707. }
  1708. void CPlayerInterface::acceptTurn()
  1709. {
  1710. bool centerView = true;
  1711. if (settings["session"]["autoSkip"].Bool())
  1712. {
  1713. centerView = false;
  1714. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1715. iw->close();
  1716. }
  1717. if(CSH->howManyPlayerInterfaces() > 1)
  1718. {
  1719. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1720. adventureInt->startTurn();
  1721. }
  1722. adventureInt->heroList.update();
  1723. adventureInt->townList.update();
  1724. const CGHeroInstance * heroToSelect = nullptr;
  1725. // find first non-sleeping hero
  1726. for (auto hero : wanderingHeroes)
  1727. {
  1728. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1729. {
  1730. heroToSelect = hero;
  1731. break;
  1732. }
  1733. }
  1734. //select first hero if available.
  1735. if (heroToSelect != nullptr)
  1736. {
  1737. adventureInt->select(heroToSelect, centerView);
  1738. }
  1739. else if (towns.size())
  1740. adventureInt->select(towns.front(), centerView);
  1741. else
  1742. adventureInt->select(wanderingHeroes.front());
  1743. //show new day animation and sound on infobar
  1744. adventureInt->infoBar.showDate();
  1745. adventureInt->updateNextHero(nullptr);
  1746. adventureInt->showAll(screen);
  1747. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1748. {
  1749. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1750. iw->close();
  1751. adventureInt->fendTurn();
  1752. }
  1753. // warn player if he has no town
  1754. if (cb->howManyTowns() == 0)
  1755. {
  1756. auto playerColor = *cb->getPlayerID();
  1757. std::vector<Component> components;
  1758. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1759. MetaString text;
  1760. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1761. if(optDaysWithoutCastle)
  1762. {
  1763. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1764. if (daysWithoutCastle < 6)
  1765. {
  1766. 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.
  1767. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1768. text.addReplacement(7 - daysWithoutCastle);
  1769. }
  1770. else if (daysWithoutCastle == 6)
  1771. {
  1772. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1773. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1774. }
  1775. showInfoDialogAndWait(components, text);
  1776. }
  1777. else
  1778. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1779. }
  1780. }
  1781. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1782. {
  1783. int msgToShow = -1;
  1784. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1785. const auto diggingStatus = isBlocked
  1786. ? EDiggingStatus::TILE_OCCUPIED
  1787. : h->diggingStatus().num;
  1788. switch(diggingStatus)
  1789. {
  1790. case EDiggingStatus::CAN_DIG:
  1791. break;
  1792. case EDiggingStatus::LACK_OF_MOVEMENT:
  1793. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1794. break;
  1795. case EDiggingStatus::TILE_OCCUPIED:
  1796. msgToShow = 97; //Try searching on clear ground.
  1797. break;
  1798. case EDiggingStatus::WRONG_TERRAIN:
  1799. msgToShow = 60; ////Try looking on land!
  1800. break;
  1801. default:
  1802. assert(0);
  1803. }
  1804. if(msgToShow < 0)
  1805. cb->dig(h);
  1806. else
  1807. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1808. }
  1809. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1810. {
  1811. adventureInt->infoBar.showSelection();
  1812. }
  1813. void CPlayerInterface::battleNewRoundFirst( int round )
  1814. {
  1815. EVENT_HANDLER_CALLED_BY_CLIENT;
  1816. BATTLE_EVENT_POSSIBLE_RETURN;
  1817. battleInt->newRoundFirst(round);
  1818. }
  1819. void CPlayerInterface::stopMovement()
  1820. {
  1821. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1822. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1823. }
  1824. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1825. {
  1826. EVENT_HANDLER_CALLED_BY_CLIENT;
  1827. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1828. {
  1829. //EEMarketMode mode = market->availableModes().front();
  1830. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1831. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1832. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1833. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1834. }
  1835. else
  1836. {
  1837. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1838. }
  1839. }
  1840. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1841. {
  1842. EVENT_HANDLER_CALLED_BY_CLIENT;
  1843. GH.pushIntT<CUniversityWindow>(visitor, market);
  1844. }
  1845. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1846. {
  1847. EVENT_HANDLER_CALLED_BY_CLIENT;
  1848. GH.pushIntT<CHillFortWindow>(visitor, object);
  1849. }
  1850. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1851. {
  1852. EVENT_HANDLER_CALLED_BY_CLIENT;
  1853. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1854. cmw->artifactsChanged(false);
  1855. }
  1856. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1857. {
  1858. EVENT_HANDLER_CALLED_BY_CLIENT;
  1859. GH.pushIntT<CTavernWindow>(townOrTavern);
  1860. }
  1861. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1862. {
  1863. EVENT_HANDLER_CALLED_BY_CLIENT;
  1864. GH.pushIntT<CThievesGuildWindow>(obj);
  1865. }
  1866. void CPlayerInterface::showQuestLog()
  1867. {
  1868. EVENT_HANDLER_CALLED_BY_CLIENT;
  1869. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1870. }
  1871. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1872. {
  1873. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1874. {
  1875. MetaString txt;
  1876. obj->getProblemText(txt);
  1877. showInfoDialog(txt.toString());
  1878. }
  1879. else
  1880. showShipyardDialog(obj);
  1881. }
  1882. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1883. {
  1884. CCS->soundh->ambientStopAllChannels();
  1885. if(won && cb->getStartInfo()->campState)
  1886. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1887. else
  1888. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1889. }
  1890. void CPlayerInterface::sendCustomEvent( int code )
  1891. {
  1892. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  1893. }
  1894. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1895. {
  1896. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1897. if(hero)
  1898. {
  1899. auto art = hero->getArt(al.slot);
  1900. if(art == nullptr)
  1901. {
  1902. logGlobal->error("artifact location %d points to nothing",
  1903. al.slot.num);
  1904. return;
  1905. }
  1906. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1907. }
  1908. }
  1909. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1910. {
  1911. EVENT_HANDLER_CALLED_BY_CLIENT;
  1912. adventureInt->infoBar.showSelection();
  1913. askToAssembleArtifact(al);
  1914. }
  1915. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1916. {
  1917. EVENT_HANDLER_CALLED_BY_CLIENT;
  1918. adventureInt->infoBar.showSelection();
  1919. for(auto isa : GH.listInt)
  1920. {
  1921. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1922. if (artWin)
  1923. artWin->artifactRemoved(al);
  1924. }
  1925. waitWhileDialog();
  1926. }
  1927. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1928. {
  1929. EVENT_HANDLER_CALLED_BY_CLIENT;
  1930. adventureInt->infoBar.showSelection();
  1931. for(auto isa : GH.listInt)
  1932. {
  1933. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1934. if (artWin)
  1935. artWin->artifactMoved(src, dst);
  1936. }
  1937. if(!GH.objsToBlit.empty())
  1938. GH.objsToBlit.back()->redraw();
  1939. waitWhileDialog();
  1940. }
  1941. void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
  1942. {
  1943. askToAssembleArtifact(dst);
  1944. }
  1945. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1946. {
  1947. EVENT_HANDLER_CALLED_BY_CLIENT;
  1948. adventureInt->infoBar.showSelection();
  1949. for(auto isa : GH.listInt)
  1950. {
  1951. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1952. if (artWin)
  1953. artWin->artifactAssembled(al);
  1954. }
  1955. }
  1956. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1957. {
  1958. EVENT_HANDLER_CALLED_BY_CLIENT;
  1959. adventureInt->infoBar.showSelection();
  1960. for(auto isa : GH.listInt)
  1961. {
  1962. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1963. if (artWin)
  1964. artWin->artifactDisassembled(al);
  1965. }
  1966. }
  1967. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1968. {
  1969. EVENT_HANDLER_CALLED_BY_CLIENT;
  1970. if (!vstd::contains (GH.listInt, adventureInt))
  1971. {
  1972. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1973. GH.pushInt (adventureInt);
  1974. }
  1975. else
  1976. {
  1977. adventureInt->infoBar.showSelection();
  1978. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1979. GH.popInts(1);
  1980. }
  1981. if(CSH->howManyPlayerInterfaces() == 1)
  1982. {
  1983. GH.curInt = this;
  1984. adventureInt->startTurn();
  1985. }
  1986. if (player != playerID && this == LOCPLINT)
  1987. {
  1988. waitWhileDialog();
  1989. adventureInt->aiTurnStarted();
  1990. }
  1991. }
  1992. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1993. {
  1994. while(!dialogs.empty())
  1995. {
  1996. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1997. SDL_Delay(5);
  1998. }
  1999. waitWhileDialog(unlockPim);
  2000. }
  2001. void CPlayerInterface::proposeLoadingGame()
  2002. {
  2003. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  2004. }
  2005. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2006. {
  2007. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2008. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2009. }
  2010. bool CPlayerInterface::capturedAllEvents()
  2011. {
  2012. if (duringMovement)
  2013. {
  2014. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2015. return true;
  2016. }
  2017. if (ignoreEvents)
  2018. {
  2019. boost::unique_lock<boost::mutex> un(eventsM);
  2020. while(!SDLEventsQueue.empty())
  2021. {
  2022. SDLEventsQueue.pop();
  2023. }
  2024. return true;
  2025. }
  2026. return false;
  2027. }
  2028. void CPlayerInterface::setMovementStatus(bool value)
  2029. {
  2030. duringMovement = value;
  2031. if (value)
  2032. {
  2033. CCS->curh->hide();
  2034. }
  2035. else
  2036. {
  2037. CCS->curh->show();
  2038. }
  2039. }
  2040. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2041. {
  2042. int i = 1;
  2043. auto getObj = [&](int3 coord, bool ignoreHero)
  2044. {
  2045. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  2046. };
  2047. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2048. {
  2049. if (action != CGPathNode::TELEPORT_NORMAL &&
  2050. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2051. action != CGPathNode::TELEPORT_BATTLE)
  2052. {
  2053. return false;
  2054. }
  2055. return true;
  2056. };
  2057. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2058. {
  2059. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2060. return nextObjectTop;
  2061. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2062. CGTeleport::isConnected(currentObject, nextObject))
  2063. {
  2064. return nextObject;
  2065. }
  2066. return nullptr;
  2067. };
  2068. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2069. stillMoveHero.data = CONTINUE_MOVE;
  2070. auto doMovement = [&](int3 dst, bool transit)
  2071. {
  2072. stillMoveHero.data = WAITING_MOVE;
  2073. cb->moveHero(h, dst, transit);
  2074. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2075. stillMoveHero.cond.wait(un);
  2076. };
  2077. {
  2078. for (auto & elem : path.nodes)
  2079. elem.coord = h->convertFromVisitablePos(elem.coord);
  2080. TerrainId currentTerrain = Terrain::BORDER; // not init yet
  2081. TerrainId newTerrain;
  2082. int sh = -1;
  2083. auto canStop = [&](CGPathNode * node) -> bool
  2084. {
  2085. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2086. return true;
  2087. if (node->accessible == CGPathNode::ACCESSIBLE)
  2088. return true;
  2089. return false;
  2090. };
  2091. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2092. {
  2093. int3 currentCoord = path.nodes[i].coord;
  2094. int3 nextCoord = path.nodes[i-1].coord;
  2095. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2096. auto nextObjectTop = getObj(nextCoord, false);
  2097. auto nextObject = getObj(nextCoord, true);
  2098. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2099. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2100. {
  2101. CCS->soundh->stopSound(sh);
  2102. destinationTeleport = destTeleportObj->id;
  2103. destinationTeleportPos = nextCoord;
  2104. doMovement(h->pos, false);
  2105. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2106. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2107. {
  2108. destinationTeleport = ObjectInstanceID();
  2109. destinationTeleportPos = int3(-1);
  2110. }
  2111. if(i != path.nodes.size() - 1)
  2112. {
  2113. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2114. }
  2115. continue;
  2116. }
  2117. if (path.nodes[i-1].turns)
  2118. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2119. stillMoveHero.data = STOP_MOVE;
  2120. break;
  2121. }
  2122. // Start a new sound for the hero movement or let the existing one carry on.
  2123. #if 0
  2124. // TODO
  2125. if (hero is flying && sh == -1)
  2126. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2127. #endif
  2128. {
  2129. newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
  2130. if(newTerrain != currentTerrain)
  2131. {
  2132. CCS->soundh->stopSound(sh);
  2133. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2134. currentTerrain = newTerrain;
  2135. }
  2136. }
  2137. 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
  2138. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2139. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2140. bool useTransit = false;
  2141. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2142. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2143. || CGTeleport::isTeleport(nextObjectTop)))
  2144. { // Hero should be able to go through object if it's allow transit
  2145. useTransit = true;
  2146. }
  2147. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2148. useTransit = true;
  2149. doMovement(endpos, useTransit);
  2150. logGlobal->trace("Resuming %s", __FUNCTION__);
  2151. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2152. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2153. break;
  2154. }
  2155. CCS->soundh->stopSound(sh);
  2156. }
  2157. //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
  2158. if (!showingDialog->get())
  2159. GH.fakeMouseMove();
  2160. //todo: this should be in main thread
  2161. if (adventureInt)
  2162. {
  2163. // (i == 0) means hero went through all the path
  2164. adventureInt->updateMoveHero(h, (i != 0));
  2165. adventureInt->updateNextHero(h);
  2166. }
  2167. setMovementStatus(false);
  2168. }
  2169. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2170. {
  2171. EVENT_HANDLER_CALLED_BY_CLIENT;
  2172. //TODO: showWorldViewEx
  2173. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2174. viewWorldMap();
  2175. }
  2176. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2177. {
  2178. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2179. {
  2180. CCS->soundh->ambientStopAllChannels();
  2181. return;
  2182. }
  2183. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2184. {
  2185. return;
  2186. }
  2187. if(resetAll)
  2188. CCS->soundh->ambientStopAllChannels();
  2189. std::map<std::string, int> currentSounds;
  2190. auto updateSounds = [&](std::string soundId, int distance) -> void
  2191. {
  2192. if(vstd::contains(currentSounds, soundId))
  2193. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2194. else
  2195. currentSounds.insert(std::make_pair(soundId, distance));
  2196. };
  2197. int3 pos = currentSelection->getSightCenter();
  2198. std::unordered_set<int3, ShashInt3> tiles;
  2199. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2200. for(int3 tile : tiles)
  2201. {
  2202. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2203. // We want sound for every special terrain on tile and not just one on top
  2204. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2205. {
  2206. if(ttObj.ambientSound)
  2207. updateSounds(ttObj.ambientSound.get(), dist);
  2208. }
  2209. if(CGI->mh->map->isCoastalTile(tile))
  2210. updateSounds("LOOPOCEA", dist);
  2211. }
  2212. CCS->soundh->ambientUpdateChannels(currentSounds);
  2213. }