CPlayerInterface.cpp 62 KB

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