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