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/Buttons.h"
  36. #include "windows/CTradeWindow.h"
  37. #include "windows/CSpellWindow.h"
  38. #include "../lib/CConfigHandler.h"
  39. #include "windows/GUIClasses.h"
  40. #include "render/CAnimation.h"
  41. #include "render/IImage.h"
  42. #include "../lib/CArtHandler.h"
  43. #include "../lib/CGeneralTextHandler.h"
  44. #include "../lib/CHeroHandler.h"
  45. #include "../lib/bonuses/CBonusSystemNode.h"
  46. #include "../lib/bonuses/Limiters.h"
  47. #include "../lib/bonuses/Updaters.h"
  48. #include "../lib/bonuses/Propagators.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/BinaryDeserializer.h"
  51. #include "../lib/serializer/BinarySerializer.h"
  52. #include "../lib/spells/CSpellHandler.h"
  53. #include "../lib/CTownHandler.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjects/ObjectTemplate.h"
  57. #include "../lib/mapping/CMapHeader.h"
  58. #include "../lib/pathfinder/CGPathNode.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/JsonNode.h"
  61. #include "CMusicHandler.h"
  62. #include "../lib/CondSh.h"
  63. #include "../lib/NetPacksBase.h"
  64. #include "../lib/NetPacks.h"//todo: remove
  65. #include "../lib/VCMIDirs.h"
  66. #include "../lib/CStopWatch.h"
  67. #include "../lib/StartInfo.h"
  68. #include "../lib/CPlayerState.h"
  69. #include "../lib/GameConstants.h"
  70. #include "gui/CGuiHandler.h"
  71. #include "gui/WindowHandler.h"
  72. #include "windows/InfoWindows.h"
  73. #include "../lib/UnlockGuard.h"
  74. #include "../lib/RoadHandler.h"
  75. #include "../lib/TerrainHandler.h"
  76. #include "CServerHandler.h"
  77. // FIXME: only needed for CGameState::mutex
  78. #include "../lib/gameState/CGameState.h"
  79. #include "eventsSDL/NotificationHandler.h"
  80. #include "adventureMap/CInGameConsole.h"
  81. // The macro below is used to mark functions that are called by client when game state changes.
  82. // They all assume that CPlayerInterface::pim mutex is locked.
  83. #define EVENT_HANDLER_CALLED_BY_CLIENT
  84. // The macro marks functions that are run on a new thread by client.
  85. // They do not own any mutexes intiially.
  86. #define THREAD_CREATED_BY_CLIENT
  87. #define RETURN_IF_QUICK_COMBAT \
  88. if (isAutoFightOn && !battleInt) \
  89. return;
  90. #define BATTLE_EVENT_POSSIBLE_RETURN\
  91. if (LOCPLINT != this) \
  92. return; \
  93. RETURN_IF_QUICK_COMBAT
  94. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  95. CPlayerInterface * LOCPLINT;
  96. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  97. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  98. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  99. struct HeroObjectRetriever
  100. {
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  102. {
  103. return h;
  104. }
  105. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  106. {
  107. return nullptr;
  108. }
  109. };
  110. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  111. localState(std::make_unique<PlayerLocalState>(*this))
  112. {
  113. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  114. destinationTeleport = ObjectInstanceID();
  115. destinationTeleportPos = int3(-1);
  116. GH.defActionsDef = 0;
  117. LOCPLINT = this;
  118. curAction = nullptr;
  119. playerID=Player;
  120. human=true;
  121. battleInt = nullptr;
  122. castleInt = nullptr;
  123. makingTurn = false;
  124. showingDialog = new CondSh<bool>(false);
  125. cingconsole = new CInGameConsole();
  126. GH.terminate_cond->set(false);
  127. firstCall = 1; //if loading will be overwritten in serialize
  128. autosaveCount = 0;
  129. isAutoFightOn = false;
  130. duringMovement = false;
  131. ignoreEvents = false;
  132. numOfMovedArts = 0;
  133. }
  134. CPlayerInterface::~CPlayerInterface()
  135. {
  136. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  137. delete showingDialog;
  138. delete cingconsole;
  139. if (LOCPLINT == this)
  140. LOCPLINT = nullptr;
  141. }
  142. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  143. {
  144. cb = CB;
  145. env = ENV;
  146. CCS->musich->loadTerrainMusicThemes();
  147. initializeHeroTownList();
  148. // always recreate advmap interface to avoid possible memory-corruption bugs
  149. adventureInt.reset(new AdventureMapInterface());
  150. }
  151. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  155. {
  156. // after map load - remove all active windows and replace them with adventure map
  157. GH.windows().clear();
  158. GH.windows().pushWindow(adventureInt);
  159. }
  160. // remove all dialogs that do not expect query answer
  161. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  162. GH.windows().popWindows(1);
  163. if (player != playerID && LOCPLINT == this)
  164. {
  165. waitWhileDialog();
  166. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  167. adventureInt->onEnemyTurnStarted(player, isHuman);
  168. }
  169. }
  170. void CPlayerInterface::performAutosave()
  171. {
  172. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  173. if(frequency > 0 && cb->getDate() % frequency == 0)
  174. {
  175. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  176. std::string prefix = std::string();
  177. if(usePrefix)
  178. {
  179. prefix = settings["general"]["savePrefix"].String();
  180. if(prefix.empty())
  181. {
  182. prefix = cb->getMapHeader()->name.substr(0, 5) + "_";
  183. }
  184. }
  185. autosaveCount++;
  186. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  187. if(autosaveCountLimit > 0)
  188. {
  189. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  190. autosaveCount %= autosaveCountLimit;
  191. }
  192. else
  193. {
  194. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  195. + std::to_string(cb->getDate(Date::WEEK))
  196. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  197. cb->save("Saves/" + prefix + "Autosave_" + stringifiedDate);
  198. }
  199. }
  200. }
  201. void CPlayerInterface::yourTurn()
  202. {
  203. EVENT_HANDLER_CALLED_BY_CLIENT;
  204. {
  205. LOCPLINT = this;
  206. GH.curInt = this;
  207. NotificationHandler::notify("Your turn");
  208. if(settings["general"]["startTurnAutosave"].Bool())
  209. {
  210. performAutosave();
  211. }
  212. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  213. {
  214. adventureInt->onHotseatWaitStarted(playerID);
  215. makingTurn = true;
  216. std::string msg = CGI->generaltexth->allTexts[13];
  217. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  218. std::vector<std::shared_ptr<CComponent>> cmp;
  219. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  220. showInfoDialog(msg, cmp);
  221. }
  222. else
  223. {
  224. makingTurn = true;
  225. adventureInt->onPlayerTurnStarted(playerID);
  226. }
  227. }
  228. acceptTurn();
  229. }
  230. void CPlayerInterface::acceptTurn()
  231. {
  232. if (settings["session"]["autoSkip"].Bool())
  233. {
  234. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  235. iw->close();
  236. }
  237. if(CSH->howManyPlayerInterfaces() > 1)
  238. {
  239. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  240. adventureInt->onPlayerTurnStarted(playerID);
  241. }
  242. // warn player if he has no town
  243. if (cb->howManyTowns() == 0)
  244. {
  245. auto playerColor = *cb->getPlayerID();
  246. std::vector<Component> components;
  247. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  248. MetaString text;
  249. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  250. if(optDaysWithoutCastle)
  251. {
  252. auto daysWithoutCastle = optDaysWithoutCastle.value();
  253. if (daysWithoutCastle < 6)
  254. {
  255. 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.
  256. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  257. text.replaceNumber(7 - daysWithoutCastle);
  258. }
  259. else if (daysWithoutCastle == 6)
  260. {
  261. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  262. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  263. }
  264. showInfoDialogAndWait(components, text);
  265. }
  266. else
  267. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  268. }
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  283. {
  284. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  285. CCS->soundh->playSound(hero->getRemovalSound().value());
  286. }
  287. std::unordered_set<int3> changedTiles {
  288. hero->convertToVisitablePos(details.start),
  289. hero->convertToVisitablePos(details.end)
  290. };
  291. adventureInt->onMapTilesChanged(changedTiles);
  292. adventureInt->onHeroMovementStarted(hero);
  293. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  294. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  295. {
  296. if(details.result == TryMoveHero::TELEPORTATION)
  297. {
  298. if(localState->hasPath(hero))
  299. {
  300. assert(localState->getPath(hero).nodes.size() >= 2);
  301. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  302. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  303. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  304. {
  305. //path was between entrance and exit of teleport -> OK, erase node as usual
  306. localState->removeLastNode(hero);
  307. }
  308. else
  309. {
  310. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  311. localState->erasePath(hero);
  312. }
  313. }
  314. }
  315. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  316. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  317. {
  318. localState->erasePath(hero);
  319. }
  320. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  321. {
  322. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  323. localState->removeLastNode(hero);
  324. }
  325. }
  326. if(details.stopMovement()) //hero failed to move
  327. {
  328. stillMoveHero.setn(STOP_MOVE);
  329. adventureInt->onHeroChanged(hero);
  330. return;
  331. }
  332. CGI->mh->waitForOngoingAnimations();
  333. //move finished
  334. adventureInt->onHeroChanged(hero);
  335. //check if user cancelled movement
  336. {
  337. if (GH.input().ignoreEventsUntilInput())
  338. stillMoveHero.setn(STOP_MOVE);
  339. }
  340. if (stillMoveHero.get() == WAITING_MOVE)
  341. stillMoveHero.setn(DURING_MOVE);
  342. // Hero attacked creature directly, set direction to face it.
  343. if (directlyAttackingCreature) {
  344. // Get direction to attacker.
  345. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  346. static const ui8 dirLookup[3][3] = {
  347. { 1, 2, 3 },
  348. { 8, 0, 4 },
  349. { 7, 6, 5 }
  350. };
  351. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  352. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  353. }
  354. }
  355. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  359. // if hero is not in town garrison
  360. if (vstd::contains(localState->getWanderingHeroes(), hero))
  361. localState->removeWanderingHero(hero);
  362. adventureInt->onHeroChanged(hero);
  363. localState->erasePath(hero);
  364. }
  365. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  366. {
  367. EVENT_HANDLER_CALLED_BY_CLIENT;
  368. if(start && visitedObj)
  369. {
  370. if(visitedObj->getVisitSound())
  371. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  372. }
  373. }
  374. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. localState->addWanderingHero(hero);
  378. adventureInt->onHeroChanged(hero);
  379. }
  380. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  381. {
  382. if(castleInt)
  383. castleInt->close();
  384. castleInt = nullptr;
  385. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  386. GH.windows().pushWindow(newCastleInt);
  387. }
  388. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. if (which == 4)
  392. {
  393. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  394. ctw->setExpToLevel();
  395. }
  396. else
  397. adventureInt->onHeroChanged(hero);
  398. }
  399. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  400. {
  401. EVENT_HANDLER_CALLED_BY_CLIENT;
  402. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  403. cuw->redraw();
  404. }
  405. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  406. {
  407. EVENT_HANDLER_CALLED_BY_CLIENT;
  408. adventureInt->onHeroChanged(hero);
  409. if (makingTurn && hero->tempOwner == playerID)
  410. adventureInt->onHeroChanged(hero);
  411. }
  412. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. if (makingTurn && hero->tempOwner == playerID)
  416. adventureInt->onHeroChanged(hero);
  417. }
  418. void CPlayerInterface::receivedResource()
  419. {
  420. EVENT_HANDLER_CALLED_BY_CLIENT;
  421. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  422. mw->resourceChanged();
  423. GH.windows().totalRedraw();
  424. }
  425. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  426. {
  427. EVENT_HANDLER_CALLED_BY_CLIENT;
  428. waitWhileDialog();
  429. CCS->soundh->playSound(soundBase::heroNewLevel);
  430. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  431. {
  432. cb->selectionMade(selection, queryID);
  433. });
  434. }
  435. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. waitWhileDialog();
  439. CCS->soundh->playSound(soundBase::heroNewLevel);
  440. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  441. {
  442. cb->selectionMade(selection, queryID);
  443. });
  444. }
  445. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  446. {
  447. EVENT_HANDLER_CALLED_BY_CLIENT;
  448. if(town->garrisonHero) //wandering hero moved to the garrison
  449. {
  450. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  451. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  452. localState->removeWanderingHero(town->garrisonHero);
  453. }
  454. if(town->visitingHero) //hero leaves garrison
  455. {
  456. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  457. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  458. localState->addWanderingHero(town->visitingHero);
  459. }
  460. adventureInt->onHeroChanged(nullptr);
  461. adventureInt->onTownChanged(town);
  462. if(castleInt)
  463. {
  464. castleInt->garr->selectSlot(nullptr);
  465. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  466. castleInt->garr->setArmy(town->visitingHero, 1);
  467. castleInt->garr->recreateSlots();
  468. castleInt->heroes->update();
  469. // Perform totalRedraw to update hero list on adventure map
  470. GH.windows().totalRedraw();
  471. }
  472. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  473. {
  474. ki->townChanged(town);
  475. ki->updateGarrisons();
  476. ki->redraw();
  477. }
  478. }
  479. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  480. {
  481. EVENT_HANDLER_CALLED_BY_CLIENT;
  482. if (hero->tempOwner != playerID )
  483. return;
  484. waitWhileDialog();
  485. openTownWindow(town);
  486. }
  487. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  488. {
  489. std::vector<const CGObjectInstance *> instances;
  490. if(auto obj = cb->getObj(id1))
  491. instances.push_back(obj);
  492. if(id2 != ObjectInstanceID() && id2 != id1)
  493. {
  494. if(auto obj = cb->getObj(id2))
  495. instances.push_back(obj);
  496. }
  497. garrisonsChanged(instances);
  498. }
  499. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  500. {
  501. boost::unique_lock<boost::recursive_mutex> un(*pim);
  502. for (auto object : objs)
  503. {
  504. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  505. auto * town = dynamic_cast<const CGTownInstance*>(object);
  506. if (hero)
  507. {
  508. adventureInt->onHeroChanged(hero);
  509. if(hero->inTownGarrison)
  510. {
  511. adventureInt->onTownChanged(hero->visitedTown);
  512. }
  513. }
  514. if (town)
  515. adventureInt->onTownChanged(town);
  516. }
  517. for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
  518. cgh->updateGarrisons();
  519. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  520. {
  521. if (vstd::contains(objs, cmw->hero))
  522. cmw->garrisonChanged();
  523. }
  524. GH.windows().totalRedraw();
  525. }
  526. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  527. {
  528. EVENT_HANDLER_CALLED_BY_CLIENT;
  529. adventureInt->onTownChanged(town);
  530. if (castleInt)
  531. {
  532. castleInt->townlist->updateElement(town);
  533. if (castleInt->town == town)
  534. {
  535. switch(what)
  536. {
  537. case 1:
  538. CCS->soundh->playSound(soundBase::newBuilding);
  539. castleInt->addBuilding(buildingID);
  540. break;
  541. case 2:
  542. castleInt->removeBuilding(buildingID);
  543. break;
  544. }
  545. }
  546. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  547. GH.windows().totalRedraw();
  548. }
  549. }
  550. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  551. {
  552. //Don't wait for dialogs when we are non-active hot-seat player
  553. if (LOCPLINT == this)
  554. waitForAllDialogs();
  555. }
  556. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  557. {
  558. EVENT_HANDLER_CALLED_BY_CLIENT;
  559. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  560. lastBattleArmies.first = army1;
  561. lastBattleArmies.second = army2;
  562. //quick combat with neutral creatures only
  563. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  564. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  565. && (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
  566. && settings["adventure"]["quickCombat"].Bool())
  567. || settings["adventure"]["alwaysSkipCombat"].Bool())
  568. {
  569. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  570. autofightingAI->initBattleInterface(env, cb);
  571. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  572. isAutoFightOn = true;
  573. cb->registerBattleInterface(autofightingAI);
  574. // Player shouldn't be able to move on adventure map if quick combat is going
  575. allowBattleReplay = true;
  576. }
  577. //Don't wait for dialogs when we are non-active hot-seat player
  578. if (LOCPLINT == this)
  579. waitForAllDialogs();
  580. BATTLE_EVENT_POSSIBLE_RETURN;
  581. }
  582. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  583. {
  584. EVENT_HANDLER_CALLED_BY_CLIENT;
  585. BATTLE_EVENT_POSSIBLE_RETURN;
  586. for(auto & info : units)
  587. {
  588. switch(info.operation)
  589. {
  590. case UnitChanges::EOperation::RESET_STATE:
  591. {
  592. const CStack * stack = cb->battleGetStackByID(info.id );
  593. if(!stack)
  594. {
  595. logGlobal->error("Invalid unit ID %d", info.id);
  596. continue;
  597. }
  598. battleInt->stackReset(stack);
  599. }
  600. break;
  601. case UnitChanges::EOperation::REMOVE:
  602. battleInt->stackRemoved(info.id);
  603. break;
  604. case UnitChanges::EOperation::ADD:
  605. {
  606. const CStack * unit = cb->battleGetStackByID(info.id);
  607. if(!unit)
  608. {
  609. logGlobal->error("Invalid unit ID %d", info.id);
  610. continue;
  611. }
  612. battleInt->stackAdded(unit);
  613. }
  614. break;
  615. default:
  616. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  617. break;
  618. }
  619. }
  620. }
  621. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  626. std::vector<ObstacleChanges> removedObstacles;
  627. for(auto & change : obstacles)
  628. {
  629. if(change.operation == BattleChanges::EOperation::ADD)
  630. {
  631. auto instance = cb->battleGetObstacleByID(change.id);
  632. if(instance)
  633. newObstacles.push_back(instance);
  634. else
  635. logNetwork->error("Invalid obstacle instance %d", change.id);
  636. }
  637. if(change.operation == BattleChanges::EOperation::REMOVE)
  638. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  639. }
  640. if (!newObstacles.empty())
  641. battleInt->obstaclePlaced(newObstacles);
  642. if (!removedObstacles.empty())
  643. battleInt->obstacleRemoved(removedObstacles);
  644. battleInt->fieldController->redrawBackgroundWithHexes();
  645. }
  646. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. battleInt->stackIsCatapulting(ca);
  651. }
  652. 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
  653. {
  654. EVENT_HANDLER_CALLED_BY_CLIENT;
  655. BATTLE_EVENT_POSSIBLE_RETURN;
  656. battleInt->newRound(round);
  657. }
  658. void CPlayerInterface::actionStarted(const BattleAction &action)
  659. {
  660. EVENT_HANDLER_CALLED_BY_CLIENT;
  661. BATTLE_EVENT_POSSIBLE_RETURN;
  662. curAction = new BattleAction(action);
  663. battleInt->startAction(curAction);
  664. }
  665. void CPlayerInterface::actionFinished(const BattleAction &action)
  666. {
  667. EVENT_HANDLER_CALLED_BY_CLIENT;
  668. BATTLE_EVENT_POSSIBLE_RETURN;
  669. battleInt->endAction(curAction);
  670. delete curAction;
  671. curAction = nullptr;
  672. }
  673. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  674. {
  675. EVENT_HANDLER_CALLED_BY_CLIENT;
  676. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  677. assert(!cb->battleIsFinished());
  678. if (cb->battleIsFinished())
  679. {
  680. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  681. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  682. return ;
  683. }
  684. if (autofightingAI)
  685. {
  686. if (isAutoFightOn)
  687. {
  688. //FIXME: we want client rendering to proceed while AI is making actions
  689. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  690. auto unlockPim = vstd::makeUnlockGuard(*pim);
  691. autofightingAI->activeStack(stack);
  692. return;
  693. }
  694. cb->unregisterBattleInterface(autofightingAI);
  695. autofightingAI.reset();
  696. }
  697. assert(battleInt);
  698. if(!battleInt)
  699. {
  700. // probably battle is finished already
  701. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  702. }
  703. {
  704. boost::unique_lock<boost::recursive_mutex> un(*pim);
  705. battleInt->stackActivated(stack);
  706. //Regeneration & mana drain go there
  707. }
  708. }
  709. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  710. {
  711. EVENT_HANDLER_CALLED_BY_CLIENT;
  712. if(isAutoFightOn || autofightingAI)
  713. {
  714. isAutoFightOn = false;
  715. cb->unregisterBattleInterface(autofightingAI);
  716. autofightingAI.reset();
  717. if(!battleInt)
  718. {
  719. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  720. allowBattleReplay = false;
  721. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  722. wnd->resultCallback = [=](ui32 selection)
  723. {
  724. cb->selectionMade(selection, queryID);
  725. };
  726. GH.windows().pushWindow(wnd);
  727. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  728. // Otherwise NewTurn causes freeze.
  729. waitWhileDialog();
  730. return;
  731. }
  732. }
  733. BATTLE_EVENT_POSSIBLE_RETURN;
  734. battleInt->battleFinished(*br, queryID);
  735. }
  736. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  737. {
  738. EVENT_HANDLER_CALLED_BY_CLIENT;
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. battleInt->displayBattleLog(lines);
  741. }
  742. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  743. {
  744. EVENT_HANDLER_CALLED_BY_CLIENT;
  745. BATTLE_EVENT_POSSIBLE_RETURN;
  746. battleInt->stackMoved(stack, dest, distance, teleport);
  747. }
  748. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. BATTLE_EVENT_POSSIBLE_RETURN;
  752. battleInt->spellCast(sc);
  753. }
  754. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  755. {
  756. EVENT_HANDLER_CALLED_BY_CLIENT;
  757. BATTLE_EVENT_POSSIBLE_RETURN;
  758. battleInt->battleStacksEffectsSet(sse);
  759. }
  760. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. BATTLE_EVENT_POSSIBLE_RETURN;
  764. RETURN_IF_QUICK_COMBAT;
  765. battleInt->effectsController->battleTriggerEffect(bte);
  766. }
  767. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. std::vector<StackAttackedInfo> arg;
  772. for(auto & elem : bsa)
  773. {
  774. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  775. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  776. assert(defender);
  777. StackAttackedInfo info;
  778. info.defender = defender;
  779. info.attacker = attacker;
  780. info.damageDealt = elem.damageAmount;
  781. info.amountKilled = elem.killedAmount;
  782. info.spellEffect = SpellID::NONE;
  783. info.indirectAttack = ranged;
  784. info.killed = elem.killed();
  785. info.rebirth = elem.willRebirth();
  786. info.cloneKilled = elem.cloneKilled();
  787. info.fireShield = elem.fireShield();
  788. if (elem.isSpell())
  789. info.spellEffect = elem.spellID;
  790. arg.push_back(info);
  791. }
  792. battleInt->stacksAreAttacked(arg);
  793. }
  794. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  795. {
  796. EVENT_HANDLER_CALLED_BY_CLIENT;
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. assert(curAction);
  799. StackAttackInfo info;
  800. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  801. info.defender = nullptr;
  802. info.indirectAttack = ba->shot();
  803. info.lucky = ba->lucky();
  804. info.unlucky = ba->unlucky();
  805. info.deathBlow = ba->deathBlow();
  806. info.lifeDrain = ba->lifeDrain();
  807. info.tile = ba->tile;
  808. info.spellEffect = SpellID::NONE;
  809. if (ba->spellLike())
  810. info.spellEffect = ba->spellID;
  811. for(auto & elem : ba->bsa)
  812. {
  813. if(!elem.isSecondary())
  814. {
  815. assert(info.defender == nullptr);
  816. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  817. }
  818. else
  819. {
  820. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  821. }
  822. }
  823. assert(info.defender != nullptr);
  824. assert(info.attacker != nullptr);
  825. battleInt->stackAttacking(info);
  826. }
  827. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  828. {
  829. EVENT_HANDLER_CALLED_BY_CLIENT;
  830. BATTLE_EVENT_POSSIBLE_RETURN;
  831. battleInt->gateStateChanged(state);
  832. }
  833. void CPlayerInterface::yourTacticPhase(int distance)
  834. {
  835. EVENT_HANDLER_CALLED_BY_CLIENT;
  836. }
  837. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  838. {
  839. EVENT_HANDLER_CALLED_BY_CLIENT;
  840. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  841. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  842. if(autoTryHover || type == EInfoWindowMode::INFO)
  843. {
  844. waitWhileDialog(); //Fix for mantis #98
  845. adventureInt->showInfoBoxMessage(components, text, timer);
  846. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  847. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  848. return;
  849. }
  850. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  851. {
  852. return;
  853. }
  854. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  855. do
  856. {
  857. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  858. std::vector<std::shared_ptr<CComponent>> intComps;
  859. for (auto & component : sender)
  860. intComps.push_back(std::make_shared<CComponent>(component));
  861. showInfoDialog(text,intComps,soundID);
  862. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  863. }
  864. while(!vect.empty());
  865. }
  866. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  867. {
  868. std::vector<std::shared_ptr<CComponent>> intComps;
  869. intComps.push_back(component);
  870. showInfoDialog(text, intComps, soundBase::sound_todo);
  871. }
  872. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  873. {
  874. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  875. waitWhileDialog();
  876. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  877. {
  878. return;
  879. }
  880. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  881. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  882. {
  883. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  884. showingDialog->set(true);
  885. stopMovement(); // interrupt movement to show dialog
  886. GH.windows().pushWindow(temp);
  887. }
  888. else
  889. {
  890. dialogs.push_back(temp);
  891. }
  892. }
  893. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  894. {
  895. EVENT_HANDLER_CALLED_BY_CLIENT;
  896. std::string str = text.toString();
  897. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  898. waitWhileDialog();
  899. }
  900. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  901. {
  902. boost::unique_lock<boost::recursive_mutex> un(*pim);
  903. stopMovement();
  904. LOCPLINT->showingDialog->setn(true);
  905. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  906. }
  907. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  908. {
  909. EVENT_HANDLER_CALLED_BY_CLIENT;
  910. waitWhileDialog();
  911. stopMovement();
  912. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  913. if (!selection && cancel) //simple yes/no dialog
  914. {
  915. std::vector<std::shared_ptr<CComponent>> intComps;
  916. for (auto & component : components)
  917. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  918. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  919. }
  920. else if (selection)
  921. {
  922. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  923. for (auto & component : components)
  924. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  925. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  926. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  927. if (cancel)
  928. {
  929. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  930. }
  931. int charperline = 35;
  932. if (pom.size() > 1)
  933. charperline = 50;
  934. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  935. intComps[0]->clickPressed(GH.getCursorPosition());
  936. intComps[0]->clickReleased(GH.getCursorPosition());
  937. }
  938. }
  939. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  940. {
  941. EVENT_HANDLER_CALLED_BY_CLIENT;
  942. int choosenExit = -1;
  943. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  944. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  945. choosenExit = vstd::find_pos(exits, neededExit);
  946. cb->selectionMade(choosenExit, askID);
  947. }
  948. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. auto selectCallback = [=](int selection)
  952. {
  953. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  954. reply.Integer() = selection;
  955. cb->sendQueryReply(reply, askID);
  956. };
  957. auto cancelCallback = [=]()
  958. {
  959. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  960. cb->sendQueryReply(reply, askID);
  961. };
  962. const std::string localTitle = title.toString();
  963. const std::string localDescription = description.toString();
  964. std::vector<int> tempList;
  965. tempList.reserve(objects.size());
  966. for(auto item : objects)
  967. tempList.push_back(item.getNum());
  968. CComponent localIconC(icon);
  969. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  970. localIconC.removeChild(localIcon.get(), false);
  971. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  972. wnd->onExit = cancelCallback;
  973. GH.windows().pushWindow(wnd);
  974. }
  975. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  976. {
  977. EVENT_HANDLER_CALLED_BY_CLIENT;
  978. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  979. adventureInt->onMapTilesChanged(pos);
  980. }
  981. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  982. {
  983. EVENT_HANDLER_CALLED_BY_CLIENT;
  984. adventureInt->onMapTilesChanged(pos);
  985. }
  986. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  987. {
  988. boost::unique_lock<boost::recursive_mutex> un(*pim);
  989. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  990. }
  991. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  995. {
  996. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  997. fortScreen->creaturesChangedEventHandler();
  998. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  999. castleInterface->creaturesChangedEventHandler();
  1000. if (townObj)
  1001. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1002. ki->townChanged(townObj);
  1003. }
  1004. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1005. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1006. {
  1007. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1008. if (crw->dwelling == town)
  1009. crw->availableCreaturesChanged();
  1010. }
  1011. }
  1012. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1013. {
  1014. EVENT_HANDLER_CALLED_BY_CLIENT;
  1015. if (bonus.type == BonusType::NONE)
  1016. return;
  1017. adventureInt->onHeroChanged(hero);
  1018. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1019. {
  1020. //recalculate paths because hero has lost bonus influencing pathfinding
  1021. localState->erasePath(hero);
  1022. }
  1023. }
  1024. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1025. {
  1026. EVENT_HANDLER_CALLED_BY_CLIENT;
  1027. localState->serialize(h, version);
  1028. }
  1029. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1030. {
  1031. EVENT_HANDLER_CALLED_BY_CLIENT;
  1032. localState->serialize(h, version);
  1033. firstCall = -1;
  1034. }
  1035. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1036. {
  1037. LOG_TRACE(logGlobal);
  1038. if (!LOCPLINT->makingTurn)
  1039. return;
  1040. if (!h)
  1041. return; //can't find hero
  1042. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1043. if (showingDialog->get() || !dialogs.empty())
  1044. return;
  1045. setMovementStatus(true);
  1046. if (localState->isHeroSleeping(h))
  1047. localState->setHeroAwaken(h);
  1048. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1049. }
  1050. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1051. {
  1052. EVENT_HANDLER_CALLED_BY_CLIENT;
  1053. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1054. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1055. {
  1056. onEnd();
  1057. return;
  1058. }
  1059. waitForAllDialogs();
  1060. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1061. cgw->quit->addCallback(onEnd);
  1062. GH.windows().pushWindow(cgw);
  1063. }
  1064. /**
  1065. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1066. * into a combinational one on an artifact screen. Does not require the combination of
  1067. * artifacts to be legal.
  1068. */
  1069. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1070. {
  1071. std::string text = artifact->getDescriptionTranslated();
  1072. text += "\n\n";
  1073. std::vector<std::shared_ptr<CComponent>> scs;
  1074. if(assembledArtifact)
  1075. {
  1076. // You possess all of the components to...
  1077. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1078. // Picture of assembled artifact at bottom.
  1079. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1080. scs.push_back(sc);
  1081. }
  1082. else
  1083. {
  1084. // Do you wish to disassemble this artifact?
  1085. text += CGI->generaltexth->allTexts[733];
  1086. }
  1087. showYesNoDialog(text, onYes, nullptr, scs);
  1088. }
  1089. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1090. {
  1091. EVENT_HANDLER_CALLED_BY_CLIENT;
  1092. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1093. && destinationTeleport == ObjectInstanceID())
  1094. stillMoveHero.setn(CONTINUE_MOVE);
  1095. if (destinationTeleport != ObjectInstanceID()
  1096. && pa->packType == typeList.getTypeID<QueryReply>()
  1097. && stillMoveHero.get() == DURING_MOVE)
  1098. { // After teleportation via CGTeleport object is finished
  1099. destinationTeleport = ObjectInstanceID();
  1100. destinationTeleportPos = int3(-1);
  1101. stillMoveHero.setn(CONTINUE_MOVE);
  1102. }
  1103. }
  1104. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1105. {
  1106. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1107. }
  1108. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1109. {
  1110. EVENT_HANDLER_CALLED_BY_CLIENT;
  1111. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1112. }
  1113. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1114. {
  1115. if (sop->what == ObjProperty::OWNER)
  1116. {
  1117. const CGObjectInstance * obj = cb->getObj(sop->id);
  1118. if(obj->ID == Obj::TOWN)
  1119. {
  1120. auto town = static_cast<const CGTownInstance *>(obj);
  1121. if(obj->tempOwner == playerID)
  1122. {
  1123. localState->removeOwnedTown(town);
  1124. adventureInt->onTownChanged(town);
  1125. }
  1126. }
  1127. }
  1128. }
  1129. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1130. {
  1131. EVENT_HANDLER_CALLED_BY_CLIENT;
  1132. if (sop->what == ObjProperty::OWNER)
  1133. {
  1134. const CGObjectInstance * obj = cb->getObj(sop->id);
  1135. if(obj->ID == Obj::TOWN)
  1136. {
  1137. auto town = static_cast<const CGTownInstance *>(obj);
  1138. if(obj->tempOwner == playerID)
  1139. {
  1140. localState->addOwnedTown(town);
  1141. adventureInt->onTownChanged(town);
  1142. }
  1143. }
  1144. //redraw minimap if owner changed
  1145. std::set<int3> pos = obj->getBlockedPos();
  1146. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1147. adventureInt->onMapTilesChanged(upos);
  1148. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1149. }
  1150. }
  1151. void CPlayerInterface::initializeHeroTownList()
  1152. {
  1153. if(localState->getWanderingHeroes().empty())
  1154. {
  1155. for(auto & hero : cb->getHeroesInfo())
  1156. {
  1157. if(!hero->inTownGarrison)
  1158. localState->addWanderingHero(hero);
  1159. }
  1160. }
  1161. if(localState->getOwnedTowns().empty())
  1162. {
  1163. for(auto & town : cb->getTownsInfo())
  1164. localState->addOwnedTown(town);
  1165. }
  1166. if(adventureInt)
  1167. adventureInt->onHeroChanged(nullptr);
  1168. }
  1169. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1170. {
  1171. EVENT_HANDLER_CALLED_BY_CLIENT;
  1172. waitWhileDialog();
  1173. auto recruitCb = [=](CreatureID id, int count)
  1174. {
  1175. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1176. };
  1177. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1178. }
  1179. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1180. {
  1181. if (GH.amIGuiThread())
  1182. {
  1183. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1184. return;
  1185. }
  1186. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1187. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1188. while(showingDialog->data)
  1189. showingDialog->cond.wait(un);
  1190. }
  1191. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1192. {
  1193. EVENT_HANDLER_CALLED_BY_CLIENT;
  1194. auto state = obj->shipyardStatus();
  1195. TResources cost;
  1196. obj->getBoatCost(cost);
  1197. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1198. }
  1199. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1200. {
  1201. EVENT_HANDLER_CALLED_BY_CLIENT;
  1202. //we might have built a boat in shipyard in opened town screen
  1203. if (obj->ID == Obj::BOAT
  1204. && LOCPLINT->castleInt
  1205. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1206. {
  1207. CCS->soundh->playSound(soundBase::newBuilding);
  1208. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1209. }
  1210. }
  1211. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1212. {
  1213. EVENT_HANDLER_CALLED_BY_CLIENT;
  1214. waitWhileDialog();
  1215. CCS->curh->hide();
  1216. adventureInt->centerOnTile(pos);
  1217. if (focusTime)
  1218. {
  1219. GH.windows().totalRedraw();
  1220. {
  1221. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1222. IgnoreEvents ignore(*this);
  1223. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1224. }
  1225. }
  1226. CCS->curh->show();
  1227. }
  1228. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1229. {
  1230. EVENT_HANDLER_CALLED_BY_CLIENT;
  1231. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1232. {
  1233. waitWhileDialog();
  1234. CCS->soundh->playSound(obj->getRemovalSound().value());
  1235. }
  1236. CGI->mh->waitForOngoingAnimations();
  1237. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1238. {
  1239. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1240. heroKilled(h);
  1241. }
  1242. GH.fakeMouseMove();
  1243. }
  1244. void CPlayerInterface::objectRemovedAfter()
  1245. {
  1246. EVENT_HANDLER_CALLED_BY_CLIENT;
  1247. adventureInt->onMapTilesChanged(boost::none);
  1248. // visiting or garrisoned hero removed - recreate castle window
  1249. if (castleInt)
  1250. openTownWindow(castleInt->town);
  1251. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1252. ki->heroRemoved();
  1253. }
  1254. void CPlayerInterface::playerBlocked(int reason, bool start)
  1255. {
  1256. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1257. {
  1258. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1259. {
  1260. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1261. LOCPLINT = this;
  1262. GH.curInt = this;
  1263. adventureInt->onCurrentPlayerChanged(playerID);
  1264. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1265. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1266. std::vector<std::shared_ptr<CComponent>> cmp;
  1267. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1268. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1269. showInfoDialog(msg, cmp);
  1270. makingTurn = false;
  1271. }
  1272. }
  1273. }
  1274. void CPlayerInterface::update()
  1275. {
  1276. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1277. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1278. // While mutexes were locked away we may be have stopped being the active interface
  1279. if (LOCPLINT != this)
  1280. return;
  1281. //if there are any waiting dialogs, show them
  1282. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1283. {
  1284. showingDialog->set(true);
  1285. GH.windows().pushWindow(dialogs.front());
  1286. dialogs.pop_front();
  1287. }
  1288. assert(adventureInt);
  1289. // Handles mouse and key input
  1290. GH.handleEvents();
  1291. GH.windows().simpleRedraw();
  1292. }
  1293. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1294. {
  1295. using namespace boost::filesystem;
  1296. using namespace boost::algorithm;
  1297. path gamesDir = VCMIDirs::get().userSavePath();
  1298. std::map<std::time_t, int> dates; //save number => datestamp
  1299. const directory_iterator enddir;
  1300. if (!exists(gamesDir))
  1301. create_directory(gamesDir);
  1302. else
  1303. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1304. {
  1305. if (is_regular_file(dir->status()))
  1306. {
  1307. std::string name = dir->path().filename().string();
  1308. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1309. {
  1310. char nr = name[namePrefix.size()];
  1311. if (std::isdigit(nr))
  1312. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1313. }
  1314. }
  1315. }
  1316. if (!dates.empty())
  1317. return (--dates.end())->second; //return latest file number
  1318. return 0;
  1319. }
  1320. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1321. {
  1322. EVENT_HANDLER_CALLED_BY_CLIENT;
  1323. if (player == playerID)
  1324. {
  1325. if (victoryLossCheckResult.loss())
  1326. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1327. assert(GH.curInt == LOCPLINT);
  1328. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1329. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1330. GH.curInt = this; //waiting for dialogs requires this to get events
  1331. if(!makingTurn)
  1332. {
  1333. makingTurn = true; //also needed for dialog to show with current implementation
  1334. waitForAllDialogs();
  1335. makingTurn = false;
  1336. }
  1337. else
  1338. waitForAllDialogs();
  1339. GH.curInt = previousInterface;
  1340. LOCPLINT = previousInterface;
  1341. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1342. {
  1343. if(adventureInt)
  1344. {
  1345. GH.terminate_cond->setn(true);
  1346. GH.windows().popWindows(GH.windows().count());
  1347. adventureInt.reset();
  1348. }
  1349. }
  1350. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1351. {
  1352. // end game if current human player has won
  1353. CSH->sendClientDisconnecting();
  1354. requestReturningToMainMenu(true);
  1355. }
  1356. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1357. {
  1358. //all human players eliminated
  1359. CSH->sendClientDisconnecting();
  1360. requestReturningToMainMenu(false);
  1361. }
  1362. if (GH.curInt == this)
  1363. GH.curInt = nullptr;
  1364. }
  1365. else
  1366. {
  1367. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1368. {
  1369. MetaString message = victoryLossCheckResult.messageToSelf;
  1370. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1371. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1372. }
  1373. }
  1374. }
  1375. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1376. {
  1377. EVENT_HANDLER_CALLED_BY_CLIENT;
  1378. }
  1379. void CPlayerInterface::showPuzzleMap()
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. waitWhileDialog();
  1383. //TODO: interface should not know the real position of Grail...
  1384. double ratio = 0;
  1385. int3 grailPos = cb->getGrailPos(&ratio);
  1386. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1387. }
  1388. void CPlayerInterface::viewWorldMap()
  1389. {
  1390. adventureInt->openWorldView();
  1391. }
  1392. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1393. {
  1394. EVENT_HANDLER_CALLED_BY_CLIENT;
  1395. if(GH.windows().topWindow<CSpellWindow>())
  1396. GH.windows().popWindows(1);
  1397. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1398. localState->erasePath(caster);
  1399. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1400. auto castSoundPath = spell->getCastSound();
  1401. if(!castSoundPath.empty())
  1402. CCS->soundh->playSound(castSoundPath);
  1403. }
  1404. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1405. {
  1406. int msgToShow = -1;
  1407. const auto diggingStatus = h->diggingStatus();
  1408. switch(diggingStatus)
  1409. {
  1410. case EDiggingStatus::CAN_DIG:
  1411. break;
  1412. case EDiggingStatus::LACK_OF_MOVEMENT:
  1413. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1414. break;
  1415. case EDiggingStatus::TILE_OCCUPIED:
  1416. msgToShow = 97; //Try searching on clear ground.
  1417. break;
  1418. case EDiggingStatus::WRONG_TERRAIN:
  1419. msgToShow = 60; ////Try looking on land!
  1420. break;
  1421. case EDiggingStatus::BACKPACK_IS_FULL:
  1422. msgToShow = 247; //Searching for the Grail is fruitless...
  1423. break;
  1424. default:
  1425. assert(0);
  1426. }
  1427. if(msgToShow < 0)
  1428. cb->dig(h);
  1429. else
  1430. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1431. }
  1432. void CPlayerInterface::battleNewRoundFirst( int round )
  1433. {
  1434. EVENT_HANDLER_CALLED_BY_CLIENT;
  1435. BATTLE_EVENT_POSSIBLE_RETURN;
  1436. battleInt->newRoundFirst(round);
  1437. }
  1438. void CPlayerInterface::stopMovement()
  1439. {
  1440. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1441. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1442. }
  1443. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1444. {
  1445. EVENT_HANDLER_CALLED_BY_CLIENT;
  1446. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1447. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1448. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1449. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1450. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1451. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1452. else if(!market->availableModes().empty())
  1453. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1454. }
  1455. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1456. {
  1457. EVENT_HANDLER_CALLED_BY_CLIENT;
  1458. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1459. }
  1460. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1461. {
  1462. EVENT_HANDLER_CALLED_BY_CLIENT;
  1463. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1464. }
  1465. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1466. {
  1467. EVENT_HANDLER_CALLED_BY_CLIENT;
  1468. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1469. cmw->artifactsChanged(false);
  1470. }
  1471. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1472. {
  1473. EVENT_HANDLER_CALLED_BY_CLIENT;
  1474. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1475. }
  1476. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1477. {
  1478. EVENT_HANDLER_CALLED_BY_CLIENT;
  1479. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1480. }
  1481. void CPlayerInterface::showQuestLog()
  1482. {
  1483. EVENT_HANDLER_CALLED_BY_CLIENT;
  1484. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1485. }
  1486. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1487. {
  1488. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1489. {
  1490. MetaString txt;
  1491. obj->getProblemText(txt);
  1492. showInfoDialog(txt.toString());
  1493. }
  1494. else
  1495. showShipyardDialog(obj);
  1496. }
  1497. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1498. {
  1499. if(won && cb->getStartInfo()->campState)
  1500. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1501. else
  1502. {
  1503. GH.dispatchMainThread(
  1504. []()
  1505. {
  1506. CSH->endGameplay();
  1507. GH.defActionsDef = 63;
  1508. CMM->menu->switchToTab("main");
  1509. }
  1510. );
  1511. }
  1512. }
  1513. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1514. {
  1515. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1516. if(hero)
  1517. {
  1518. auto art = hero->getArt(al.slot);
  1519. if(art == nullptr)
  1520. {
  1521. logGlobal->error("artifact location %d points to nothing",
  1522. al.slot.num);
  1523. return;
  1524. }
  1525. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1526. }
  1527. }
  1528. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1529. {
  1530. EVENT_HANDLER_CALLED_BY_CLIENT;
  1531. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1532. adventureInt->onHeroChanged(hero);
  1533. }
  1534. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1535. {
  1536. EVENT_HANDLER_CALLED_BY_CLIENT;
  1537. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1538. adventureInt->onHeroChanged(hero);
  1539. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1540. artWin->artifactRemoved(al);
  1541. waitWhileDialog();
  1542. }
  1543. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1544. {
  1545. EVENT_HANDLER_CALLED_BY_CLIENT;
  1546. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1547. adventureInt->onHeroChanged(hero);
  1548. bool redraw = true;
  1549. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1550. if(numOfMovedArts != 0)
  1551. {
  1552. numOfMovedArts--;
  1553. if(numOfMovedArts != 0)
  1554. redraw = false;
  1555. }
  1556. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1557. artWin->artifactMoved(src, dst, redraw);
  1558. waitWhileDialog();
  1559. }
  1560. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1561. {
  1562. numOfMovedArts = numOfArts;
  1563. }
  1564. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1565. {
  1566. EVENT_HANDLER_CALLED_BY_CLIENT;
  1567. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1568. adventureInt->onHeroChanged(hero);
  1569. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1570. artWin->artifactAssembled(al);
  1571. }
  1572. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1573. {
  1574. EVENT_HANDLER_CALLED_BY_CLIENT;
  1575. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1576. adventureInt->onHeroChanged(hero);
  1577. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1578. artWin->artifactDisassembled(al);
  1579. }
  1580. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1581. {
  1582. while(!dialogs.empty())
  1583. {
  1584. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1585. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1586. }
  1587. waitWhileDialog(unlockPim);
  1588. }
  1589. void CPlayerInterface::proposeLoadingGame()
  1590. {
  1591. showYesNoDialog(
  1592. CGI->generaltexth->allTexts[68],
  1593. []()
  1594. {
  1595. GH.dispatchMainThread(
  1596. []()
  1597. {
  1598. CSH->endGameplay();
  1599. GH.defActionsDef = 63;
  1600. CMM->menu->switchToTab("load");
  1601. }
  1602. );
  1603. },
  1604. nullptr
  1605. );
  1606. }
  1607. bool CPlayerInterface::capturedAllEvents()
  1608. {
  1609. if(duringMovement)
  1610. {
  1611. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1612. return true;
  1613. }
  1614. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1615. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1616. {
  1617. GH.input().ignoreEventsUntilInput();
  1618. return true;
  1619. }
  1620. return false;
  1621. }
  1622. void CPlayerInterface::setMovementStatus(bool value)
  1623. {
  1624. duringMovement = value;
  1625. if (value)
  1626. {
  1627. CCS->curh->hide();
  1628. }
  1629. else
  1630. {
  1631. CCS->curh->show();
  1632. }
  1633. }
  1634. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1635. {
  1636. int i = 1;
  1637. auto getObj = [&](int3 coord, bool ignoreHero)
  1638. {
  1639. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1640. };
  1641. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1642. {
  1643. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1644. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1645. action != EPathNodeAction::TELEPORT_BATTLE)
  1646. {
  1647. return false;
  1648. }
  1649. return true;
  1650. };
  1651. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1652. {
  1653. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1654. return nextObjectTop;
  1655. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1656. CGTeleport::isConnected(currentObject, nextObject))
  1657. {
  1658. return nextObject;
  1659. }
  1660. return nullptr;
  1661. };
  1662. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1663. stillMoveHero.data = CONTINUE_MOVE;
  1664. auto doMovement = [&](int3 dst, bool transit)
  1665. {
  1666. stillMoveHero.data = WAITING_MOVE;
  1667. cb->moveHero(h, dst, transit);
  1668. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1669. stillMoveHero.cond.wait(un);
  1670. };
  1671. {
  1672. for (auto & elem : path.nodes)
  1673. elem.coord = h->convertFromVisitablePos(elem.coord);
  1674. int soundChannel = -1;
  1675. std::string soundName;
  1676. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1677. {
  1678. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1679. return "";
  1680. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1681. return "";
  1682. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1683. return "";
  1684. // flying movement sound
  1685. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1686. return "HORSE10.wav";
  1687. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1688. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1689. auto prevRoad = prevTile->roadType;
  1690. auto nextRoad = nextTile->roadType;
  1691. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1692. if (movingOnRoad)
  1693. return nextTile->terType->horseSound;
  1694. else
  1695. return nextTile->terType->horseSoundPenalty;
  1696. };
  1697. auto canStop = [&](CGPathNode * node) -> bool
  1698. {
  1699. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1700. return true;
  1701. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1702. return true;
  1703. return false;
  1704. };
  1705. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1706. {
  1707. int3 prevCoord = path.nodes[i].coord;
  1708. int3 nextCoord = path.nodes[i-1].coord;
  1709. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1710. auto nextObjectTop = getObj(nextCoord, false);
  1711. auto nextObject = getObj(nextCoord, true);
  1712. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1713. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1714. {
  1715. CCS->soundh->stopSound(soundChannel);
  1716. destinationTeleport = destTeleportObj->id;
  1717. destinationTeleportPos = nextCoord;
  1718. doMovement(h->pos, false);
  1719. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1720. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1721. {
  1722. destinationTeleport = ObjectInstanceID();
  1723. destinationTeleportPos = int3(-1);
  1724. }
  1725. if(i != path.nodes.size() - 1)
  1726. {
  1727. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1728. if (!soundName.empty())
  1729. soundChannel = CCS->soundh->playSound(soundName, -1);
  1730. else
  1731. soundChannel = -1;
  1732. }
  1733. continue;
  1734. }
  1735. if (path.nodes[i-1].turns)
  1736. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1737. stillMoveHero.data = STOP_MOVE;
  1738. break;
  1739. }
  1740. {
  1741. // Start a new sound for the hero movement or let the existing one carry on.
  1742. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1743. if(newSoundName != soundName)
  1744. {
  1745. soundName = newSoundName;
  1746. CCS->soundh->stopSound(soundChannel);
  1747. if (!soundName.empty())
  1748. soundChannel = CCS->soundh->playSound(soundName, -1);
  1749. else
  1750. soundChannel = -1;
  1751. }
  1752. }
  1753. 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
  1754. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1755. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1756. bool useTransit = false;
  1757. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1758. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1759. || CGTeleport::isTeleport(nextObjectTop)))
  1760. { // Hero should be able to go through object if it's allow transit
  1761. useTransit = true;
  1762. }
  1763. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1764. useTransit = true;
  1765. doMovement(endpos, useTransit);
  1766. logGlobal->trace("Resuming %s", __FUNCTION__);
  1767. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1768. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1769. break;
  1770. }
  1771. CCS->soundh->stopSound(soundChannel);
  1772. }
  1773. //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
  1774. if (!showingDialog->get())
  1775. GH.fakeMouseMove();
  1776. CGI->mh->waitForOngoingAnimations();
  1777. setMovementStatus(false);
  1778. }
  1779. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1780. {
  1781. EVENT_HANDLER_CALLED_BY_CLIENT;
  1782. adventureInt->openWorldView(objectPositions, showTerrain );
  1783. }