CPlayerInterface.cpp 62 KB

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