CPlayerInterface.cpp 61 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/CAdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "battle/BattleInterface.h"
  18. #include "battle/BattleEffectsController.h"
  19. #include "battle/BattleFieldController.h"
  20. #include "battle/BattleInterfaceClasses.h"
  21. #include "battle/BattleWindow.h"
  22. #include "../CCallback.h"
  23. #include "windows/CCastleInterface.h"
  24. #include "gui/CursorHandler.h"
  25. #include "windows/CKingdomInterface.h"
  26. #include "CGameInfo.h"
  27. #include "PlayerLocalState.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "windows/CPuzzleWindow.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/bonuses/ILimiter.h"
  45. #include "../lib/bonuses/IUpdater.h"
  46. #include "../lib/serializer/CTypeList.h"
  47. #include "../lib/serializer/BinaryDeserializer.h"
  48. #include "../lib/serializer/BinarySerializer.h"
  49. #include "../lib/spells/CSpellHandler.h"
  50. #include "../lib/CTownHandler.h"
  51. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  52. #include "../lib/CStack.h"
  53. #include "../lib/JsonNode.h"
  54. #include "CMusicHandler.h"
  55. #include "../lib/CondSh.h"
  56. #include "../lib/NetPacksBase.h"
  57. #include "../lib/NetPacks.h"//todo: remove
  58. #include "../lib/mapping/CMap.h"
  59. #include "../lib/VCMIDirs.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/StartInfo.h"
  62. #include "../lib/CPlayerState.h"
  63. #include "../lib/GameConstants.h"
  64. #include "gui/CGuiHandler.h"
  65. #include "windows/InfoWindows.h"
  66. #include "../lib/UnlockGuard.h"
  67. #include "../lib/CPathfinder.h"
  68. #include "../lib/RoadHandler.h"
  69. #include "../lib/TerrainHandler.h"
  70. #include "CServerHandler.h"
  71. // FIXME: only needed for CGameState::mutex
  72. #include "../lib/CGameState.h"
  73. #include "gui/NotificationHandler.h"
  74. #include "adventureMap/CInGameConsole.h"
  75. #include <SDL_events.h>
  76. // The macro below is used to mark functions that are called by client when game state changes.
  77. // They all assume that CPlayerInterface::pim mutex is locked.
  78. #define EVENT_HANDLER_CALLED_BY_CLIENT
  79. // The macro marks functions that are run on a new thread by client.
  80. // They do not own any mutexes intiially.
  81. #define THREAD_CREATED_BY_CLIENT
  82. #define RETURN_IF_QUICK_COMBAT \
  83. if (isAutoFightOn && !battleInt) \
  84. return;
  85. #define BATTLE_EVENT_POSSIBLE_RETURN\
  86. if (LOCPLINT != this) \
  87. return; \
  88. RETURN_IF_QUICK_COMBAT
  89. extern std::queue<SDL_Event> SDLEventsQueue;
  90. extern boost::mutex eventsM;
  91. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  92. CPlayerInterface * LOCPLINT;
  93. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  94. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  95. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  96. struct HeroObjectRetriever
  97. {
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  99. {
  100. return h;
  101. }
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  103. {
  104. return nullptr;
  105. }
  106. };
  107. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  108. localState(std::make_unique<PlayerLocalState>(*this))
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  111. destinationTeleport = ObjectInstanceID();
  112. destinationTeleportPos = int3(-1);
  113. GH.defActionsDef = 0;
  114. LOCPLINT = this;
  115. curAction = nullptr;
  116. playerID=Player;
  117. human=true;
  118. battleInt = nullptr;
  119. castleInt = nullptr;
  120. makingTurn = false;
  121. showingDialog = new CondSh<bool>(false);
  122. cingconsole = new CInGameConsole();
  123. GH.terminate_cond->set(false);
  124. firstCall = 1; //if loading will be overwritten in serialize
  125. autosaveCount = 0;
  126. isAutoFightOn = false;
  127. duringMovement = false;
  128. ignoreEvents = false;
  129. numOfMovedArts = 0;
  130. }
  131. CPlayerInterface::~CPlayerInterface()
  132. {
  133. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  134. delete showingDialog;
  135. delete cingconsole;
  136. if (LOCPLINT == this)
  137. LOCPLINT = nullptr;
  138. }
  139. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  140. {
  141. cb = CB;
  142. env = ENV;
  143. CCS->musich->loadTerrainMusicThemes();
  144. initializeHeroTownList();
  145. // always recreate advmap interface to avoid possible memory-corruption bugs
  146. adventureInt.reset(new CAdventureMapInterface());
  147. }
  148. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  149. {
  150. EVENT_HANDLER_CALLED_BY_CLIENT;
  151. if (!vstd::contains (GH.listInt, adventureInt))
  152. {
  153. // after map load - remove all active windows and replace them with adventure map
  154. GH.popInts ((int)GH.listInt.size());
  155. GH.pushInt (adventureInt);
  156. }
  157. // remove all dialogs that do not expect query answer
  158. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get()))
  159. GH.popInts(1);
  160. if (player != playerID && LOCPLINT == this)
  161. {
  162. waitWhileDialog();
  163. adventureInt->onEnemyTurnStarted(player);
  164. }
  165. }
  166. void CPlayerInterface::performAutosave()
  167. {
  168. std::string prefix = settings["session"]["saveprefix"].String();
  169. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  170. if(firstCall)
  171. {
  172. autosaveCount = getLastIndex(prefix + "Autosave_");
  173. if(firstCall > 0) //new game, not loaded
  174. {
  175. int index = getLastIndex(prefix + "Newgame_");
  176. index %= SAVES_COUNT;
  177. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  178. }
  179. firstCall = 0;
  180. }
  181. else if(frequency > 0 && cb->getDate() % frequency == 0)
  182. {
  183. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  184. autosaveCount %= 5;
  185. }
  186. }
  187. void CPlayerInterface::yourTurn()
  188. {
  189. EVENT_HANDLER_CALLED_BY_CLIENT;
  190. {
  191. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  192. LOCPLINT = this;
  193. GH.curInt = this;
  194. NotificationHandler::notify("Your turn");
  195. performAutosave();
  196. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  197. {
  198. adventureInt->onHotseatWaitStarted(playerID);
  199. makingTurn = true;
  200. std::string msg = CGI->generaltexth->allTexts[13];
  201. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  202. std::vector<std::shared_ptr<CComponent>> cmp;
  203. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  204. showInfoDialog(msg, cmp);
  205. }
  206. else
  207. {
  208. makingTurn = true;
  209. adventureInt->onPlayerTurnStarted(playerID);
  210. }
  211. }
  212. acceptTurn();
  213. }
  214. void CPlayerInterface::acceptTurn()
  215. {
  216. if (settings["session"]["autoSkip"].Bool())
  217. {
  218. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  219. iw->close();
  220. }
  221. if(CSH->howManyPlayerInterfaces() > 1)
  222. {
  223. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  224. adventureInt->onPlayerTurnStarted(playerID);
  225. }
  226. // warn player if he has no town
  227. if (cb->howManyTowns() == 0)
  228. {
  229. auto playerColor = *cb->getPlayerID();
  230. std::vector<Component> components;
  231. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  232. MetaString text;
  233. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  234. if(optDaysWithoutCastle)
  235. {
  236. auto daysWithoutCastle = optDaysWithoutCastle.value();
  237. if (daysWithoutCastle < 6)
  238. {
  239. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  240. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  241. text.addReplacement(7 - daysWithoutCastle);
  242. }
  243. else if (daysWithoutCastle == 6)
  244. {
  245. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  246. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  247. }
  248. showInfoDialogAndWait(components, text);
  249. }
  250. else
  251. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  252. }
  253. }
  254. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  255. {
  256. EVENT_HANDLER_CALLED_BY_CLIENT;
  257. waitWhileDialog();
  258. if(LOCPLINT != this)
  259. return;
  260. //FIXME: read once and store
  261. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  262. return;
  263. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  264. if (!hero)
  265. return;
  266. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  267. {
  268. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  269. CCS->soundh->playSound(hero->getRemovalSound().value());
  270. }
  271. std::unordered_set<int3> changedTiles {
  272. hero->convertToVisitablePos(details.start),
  273. hero->convertToVisitablePos(details.end)
  274. };
  275. adventureInt->onMapTilesChanged(changedTiles);
  276. adventureInt->onHeroMovementStarted(hero);
  277. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  278. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  279. {
  280. if(details.result == TryMoveHero::TELEPORTATION)
  281. {
  282. if(localState->hasPath(hero))
  283. {
  284. assert(localState->getPath(hero).nodes.size() >= 2);
  285. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  286. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  287. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  288. {
  289. //path was between entrance and exit of teleport -> OK, erase node as usual
  290. localState->removeLastNode(hero);
  291. }
  292. else
  293. {
  294. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  295. localState->erasePath(hero);
  296. }
  297. }
  298. }
  299. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  300. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  301. {
  302. localState->erasePath(hero);
  303. }
  304. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  305. {
  306. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  307. localState->removeLastNode(hero);
  308. }
  309. }
  310. if(details.stopMovement()) //hero failed to move
  311. {
  312. stillMoveHero.setn(STOP_MOVE);
  313. adventureInt->onHeroChanged(hero);
  314. return;
  315. }
  316. CGI->mh->waitForOngoingAnimations();
  317. //move finished
  318. adventureInt->onHeroChanged(hero);
  319. //check if user cancelled movement
  320. {
  321. boost::unique_lock<boost::mutex> un(eventsM);
  322. while(!SDLEventsQueue.empty())
  323. {
  324. SDL_Event ev = SDLEventsQueue.front();
  325. SDLEventsQueue.pop();
  326. switch(ev.type)
  327. {
  328. case SDL_MOUSEBUTTONDOWN:
  329. stillMoveHero.setn(STOP_MOVE);
  330. break;
  331. case SDL_KEYDOWN:
  332. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  333. stillMoveHero.setn(STOP_MOVE);
  334. break;
  335. }
  336. }
  337. }
  338. if (stillMoveHero.get() == WAITING_MOVE)
  339. stillMoveHero.setn(DURING_MOVE);
  340. // Hero attacked creature directly, set direction to face it.
  341. if (directlyAttackingCreature) {
  342. // Get direction to attacker.
  343. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  344. static const ui8 dirLookup[3][3] = {
  345. { 1, 2, 3 },
  346. { 8, 0, 4 },
  347. { 7, 6, 5 }
  348. };
  349. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  350. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  351. }
  352. }
  353. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  354. {
  355. EVENT_HANDLER_CALLED_BY_CLIENT;
  356. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  357. localState->removeWanderingHero(hero);
  358. adventureInt->onHeroChanged(hero);
  359. localState->erasePath(hero);
  360. }
  361. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  362. {
  363. EVENT_HANDLER_CALLED_BY_CLIENT;
  364. if(start && visitedObj)
  365. {
  366. if(visitedObj->getVisitSound())
  367. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  368. }
  369. }
  370. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. localState->addWanderingHero(hero);
  374. adventureInt->onHeroChanged(hero);
  375. }
  376. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  377. {
  378. if(castleInt)
  379. castleInt->close();
  380. castleInt = nullptr;
  381. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  382. GH.pushInt(newCastleInt);
  383. }
  384. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  385. {
  386. EVENT_HANDLER_CALLED_BY_CLIENT;
  387. if (which == 4)
  388. {
  389. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  390. ctw->setExpToLevel();
  391. }
  392. else
  393. adventureInt->onHeroChanged(hero);
  394. }
  395. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  399. if (cuw) //university window is open
  400. {
  401. GH.totalRedraw();
  402. }
  403. }
  404. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. adventureInt->onHeroChanged(hero);
  408. if (makingTurn && hero->tempOwner == playerID)
  409. adventureInt->onHeroChanged(hero);
  410. }
  411. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. if (makingTurn && hero->tempOwner == playerID)
  415. adventureInt->onHeroChanged(hero);
  416. }
  417. void CPlayerInterface::receivedResource()
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  421. mw->resourceChanged();
  422. GH.totalRedraw();
  423. }
  424. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. waitWhileDialog();
  428. CCS->soundh->playSound(soundBase::heroNewLevel);
  429. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  430. {
  431. cb->selectionMade(selection, queryID);
  432. });
  433. }
  434. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. waitWhileDialog();
  438. CCS->soundh->playSound(soundBase::heroNewLevel);
  439. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  440. {
  441. cb->selectionMade(selection, queryID);
  442. });
  443. }
  444. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. if(town->garrisonHero) //wandering hero moved to the garrison
  448. {
  449. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  450. if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  451. localState->removeWanderingHero(town->garrisonHero);
  452. }
  453. if(town->visitingHero) //hero leaves garrison
  454. {
  455. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  456. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  457. localState->addWanderingHero(town->visitingHero);
  458. }
  459. adventureInt->onHeroChanged(nullptr);
  460. adventureInt->onTownChanged(town);
  461. if(castleInt)
  462. {
  463. castleInt->garr->selectSlot(nullptr);
  464. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  465. castleInt->garr->setArmy(town->visitingHero, 1);
  466. castleInt->garr->recreateSlots();
  467. castleInt->heroes->update();
  468. castleInt->redraw();
  469. }
  470. for (auto isa : GH.listInt)
  471. {
  472. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  473. if (ki)
  474. {
  475. ki->townChanged(town);
  476. ki->updateGarrisons();
  477. ki->redraw();
  478. }
  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. adventureInt->onHeroChanged(hero);
  510. if (town)
  511. adventureInt->onTownChanged(town);
  512. }
  513. for (auto & elem : GH.listInt)
  514. {
  515. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  516. if (cgh)
  517. cgh->updateGarrisons();
  518. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  519. {
  520. if (vstd::contains(objs, cmw->hero))
  521. cmw->garrisonChanged();
  522. }
  523. }
  524. GH.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. if (castleInt)
  530. {
  531. castleInt->townlist->update(town);
  532. if (castleInt->town == town)
  533. {
  534. switch(what)
  535. {
  536. case 1:
  537. CCS->soundh->playSound(soundBase::newBuilding);
  538. castleInt->addBuilding(buildingID);
  539. break;
  540. case 2:
  541. castleInt->removeBuilding(buildingID);
  542. break;
  543. }
  544. }
  545. }
  546. adventureInt->onTownChanged(town);
  547. }
  548. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  549. {
  550. //Don't wait for dialogs when we are non-active hot-seat player
  551. if (LOCPLINT == this)
  552. waitForAllDialogs();
  553. }
  554. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  555. {
  556. EVENT_HANDLER_CALLED_BY_CLIENT;
  557. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  558. lastBattleArmies.first = army1;
  559. lastBattleArmies.second = army2;
  560. //quick combat with neutral creatures only
  561. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  562. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  563. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  564. && settings["adventure"]["quickCombat"].Bool())
  565. || settings["adventure"]["alwaysSkipCombat"].Bool())
  566. {
  567. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  568. autofightingAI->initBattleInterface(env, cb);
  569. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  570. isAutoFightOn = true;
  571. cb->registerBattleInterface(autofightingAI);
  572. // Player shouldn't be able to move on adventure map if quick combat is going
  573. allowBattleReplay = true;
  574. }
  575. //Don't wait for dialogs when we are non-active hot-seat player
  576. if (LOCPLINT == this)
  577. waitForAllDialogs();
  578. BATTLE_EVENT_POSSIBLE_RETURN;
  579. }
  580. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  581. {
  582. EVENT_HANDLER_CALLED_BY_CLIENT;
  583. BATTLE_EVENT_POSSIBLE_RETURN;
  584. for(auto & info : units)
  585. {
  586. switch(info.operation)
  587. {
  588. case UnitChanges::EOperation::RESET_STATE:
  589. {
  590. const CStack * stack = cb->battleGetStackByID(info.id );
  591. if(!stack)
  592. {
  593. logGlobal->error("Invalid unit ID %d", info.id);
  594. continue;
  595. }
  596. battleInt->stackReset(stack);
  597. }
  598. break;
  599. case UnitChanges::EOperation::REMOVE:
  600. battleInt->stackRemoved(info.id);
  601. break;
  602. case UnitChanges::EOperation::ADD:
  603. {
  604. const CStack * unit = cb->battleGetStackByID(info.id);
  605. if(!unit)
  606. {
  607. logGlobal->error("Invalid unit ID %d", info.id);
  608. continue;
  609. }
  610. battleInt->stackAdded(unit);
  611. }
  612. break;
  613. default:
  614. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  615. break;
  616. }
  617. }
  618. }
  619. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  620. {
  621. EVENT_HANDLER_CALLED_BY_CLIENT;
  622. BATTLE_EVENT_POSSIBLE_RETURN;
  623. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  624. std::vector<ObstacleChanges> removedObstacles;
  625. for(auto & change : obstacles)
  626. {
  627. if(change.operation == BattleChanges::EOperation::ADD)
  628. {
  629. auto instance = cb->battleGetObstacleByID(change.id);
  630. if(instance)
  631. newObstacles.push_back(instance);
  632. else
  633. logNetwork->error("Invalid obstacle instance %d", change.id);
  634. }
  635. if(change.operation == BattleChanges::EOperation::REMOVE)
  636. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  637. }
  638. if (!newObstacles.empty())
  639. battleInt->obstaclePlaced(newObstacles);
  640. if (!removedObstacles.empty())
  641. battleInt->obstacleRemoved(removedObstacles);
  642. battleInt->fieldController->redrawBackgroundWithHexes();
  643. }
  644. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  645. {
  646. EVENT_HANDLER_CALLED_BY_CLIENT;
  647. BATTLE_EVENT_POSSIBLE_RETURN;
  648. battleInt->stackIsCatapulting(ca);
  649. }
  650. 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
  651. {
  652. EVENT_HANDLER_CALLED_BY_CLIENT;
  653. BATTLE_EVENT_POSSIBLE_RETURN;
  654. battleInt->newRound(round);
  655. }
  656. void CPlayerInterface::actionStarted(const BattleAction &action)
  657. {
  658. EVENT_HANDLER_CALLED_BY_CLIENT;
  659. BATTLE_EVENT_POSSIBLE_RETURN;
  660. curAction = new BattleAction(action);
  661. battleInt->startAction(curAction);
  662. }
  663. void CPlayerInterface::actionFinished(const BattleAction &action)
  664. {
  665. EVENT_HANDLER_CALLED_BY_CLIENT;
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->endAction(curAction);
  668. delete curAction;
  669. curAction = nullptr;
  670. }
  671. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  672. {
  673. THREAD_CREATED_BY_CLIENT;
  674. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  675. auto stackId = stack->unitId();
  676. auto stackName = stack->nodeName();
  677. if (autofightingAI)
  678. {
  679. if (isAutoFightOn)
  680. {
  681. auto ret = autofightingAI->activeStack(stack);
  682. if(cb->battleIsFinished())
  683. {
  684. return BattleAction::makeDefend(stack); // battle finished with spellcast
  685. }
  686. if (isAutoFightOn)
  687. {
  688. return ret;
  689. }
  690. }
  691. cb->unregisterBattleInterface(autofightingAI);
  692. autofightingAI.reset();
  693. }
  694. assert(battleInt);
  695. if(!battleInt)
  696. {
  697. return BattleAction::makeDefend(stack); // probably battle is finished already
  698. }
  699. if(BattleInterface::givenCommand.get())
  700. {
  701. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  702. vstd::clear_pointer(BattleInterface::givenCommand.data);
  703. }
  704. {
  705. boost::unique_lock<boost::recursive_mutex> un(*pim);
  706. battleInt->stackActivated(stack);
  707. //Regeneration & mana drain go there
  708. }
  709. //wait till BattleInterface sets its command
  710. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  711. while(!BattleInterface::givenCommand.data)
  712. {
  713. BattleInterface::givenCommand.cond.wait(lock);
  714. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  715. throw boost::thread_interrupted(); //will shut the thread peacefully
  716. }
  717. //tidy up
  718. BattleAction ret = *(BattleInterface::givenCommand.data);
  719. vstd::clear_pointer(BattleInterface::givenCommand.data);
  720. if(ret.actionType == EActionType::CANCEL)
  721. {
  722. if(stackId != ret.stackNumber)
  723. logGlobal->error("Not current active stack action canceled");
  724. logGlobal->trace("Canceled command for %s", stackName);
  725. }
  726. else
  727. logGlobal->trace("Giving command for %s", stackName);
  728. return ret;
  729. }
  730. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  731. {
  732. EVENT_HANDLER_CALLED_BY_CLIENT;
  733. if(isAutoFightOn || autofightingAI)
  734. {
  735. isAutoFightOn = false;
  736. cb->unregisterBattleInterface(autofightingAI);
  737. autofightingAI.reset();
  738. if(!battleInt)
  739. {
  740. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  741. allowBattleReplay = false;
  742. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  743. wnd->resultCallback = [=](ui32 selection)
  744. {
  745. cb->selectionMade(selection, queryID);
  746. };
  747. GH.pushInt(wnd);
  748. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  749. // Otherwise NewTurn causes freeze.
  750. waitWhileDialog();
  751. return;
  752. }
  753. }
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->battleFinished(*br, queryID);
  756. }
  757. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->displayBattleLog(lines);
  762. }
  763. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. battleInt->stackMoved(stack, dest, distance, teleport);
  768. }
  769. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. battleInt->spellCast(sc);
  774. }
  775. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. BATTLE_EVENT_POSSIBLE_RETURN;
  779. battleInt->battleStacksEffectsSet(sse);
  780. }
  781. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  782. {
  783. EVENT_HANDLER_CALLED_BY_CLIENT;
  784. BATTLE_EVENT_POSSIBLE_RETURN;
  785. RETURN_IF_QUICK_COMBAT;
  786. battleInt->effectsController->battleTriggerEffect(bte);
  787. }
  788. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  789. {
  790. EVENT_HANDLER_CALLED_BY_CLIENT;
  791. BATTLE_EVENT_POSSIBLE_RETURN;
  792. std::vector<StackAttackedInfo> arg;
  793. for(auto & elem : bsa)
  794. {
  795. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  796. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  797. assert(defender);
  798. StackAttackedInfo info;
  799. info.defender = defender;
  800. info.attacker = attacker;
  801. info.damageDealt = elem.damageAmount;
  802. info.amountKilled = elem.killedAmount;
  803. info.spellEffect = SpellID::NONE;
  804. info.indirectAttack = ranged;
  805. info.killed = elem.killed();
  806. info.rebirth = elem.willRebirth();
  807. info.cloneKilled = elem.cloneKilled();
  808. info.fireShield = elem.fireShield();
  809. if (elem.isSpell())
  810. info.spellEffect = elem.spellID;
  811. arg.push_back(info);
  812. }
  813. battleInt->stacksAreAttacked(arg);
  814. }
  815. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  816. {
  817. EVENT_HANDLER_CALLED_BY_CLIENT;
  818. BATTLE_EVENT_POSSIBLE_RETURN;
  819. assert(curAction);
  820. StackAttackInfo info;
  821. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  822. info.defender = nullptr;
  823. info.indirectAttack = ba->shot();
  824. info.lucky = ba->lucky();
  825. info.unlucky = ba->unlucky();
  826. info.deathBlow = ba->deathBlow();
  827. info.lifeDrain = ba->lifeDrain();
  828. info.tile = ba->tile;
  829. info.spellEffect = SpellID::NONE;
  830. if (ba->spellLike())
  831. info.spellEffect = ba->spellID;
  832. for(auto & elem : ba->bsa)
  833. {
  834. if(!elem.isSecondary())
  835. {
  836. assert(info.defender == nullptr);
  837. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  838. }
  839. else
  840. {
  841. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  842. }
  843. }
  844. assert(info.defender != nullptr);
  845. assert(info.attacker != nullptr);
  846. battleInt->stackAttacking(info);
  847. }
  848. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. BATTLE_EVENT_POSSIBLE_RETURN;
  852. battleInt->gateStateChanged(state);
  853. }
  854. void CPlayerInterface::yourTacticPhase(int distance)
  855. {
  856. THREAD_CREATED_BY_CLIENT;
  857. while(battleInt && battleInt->tacticsMode)
  858. boost::this_thread::sleep(boost::posix_time::millisec(1));
  859. }
  860. void CPlayerInterface::forceEndTacticPhase()
  861. {
  862. if (battleInt)
  863. battleInt->tacticsMode = false;
  864. }
  865. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  866. {
  867. EVENT_HANDLER_CALLED_BY_CLIENT;
  868. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  869. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  870. if(autoTryHover || type == EInfoWindowMode::INFO)
  871. {
  872. waitWhileDialog(); //Fix for mantis #98
  873. adventureInt->showInfoBoxMessage(components, text, timer);
  874. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  875. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  876. return;
  877. }
  878. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  879. {
  880. return;
  881. }
  882. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  883. do
  884. {
  885. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  886. std::vector<std::shared_ptr<CComponent>> intComps;
  887. for (auto & component : sender)
  888. intComps.push_back(std::make_shared<CComponent>(component));
  889. showInfoDialog(text,intComps,soundID);
  890. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  891. }
  892. while(!vect.empty());
  893. }
  894. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  895. {
  896. std::vector<std::shared_ptr<CComponent>> intComps;
  897. intComps.push_back(component);
  898. showInfoDialog(text, intComps, soundBase::sound_todo);
  899. }
  900. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  901. {
  902. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  903. waitWhileDialog();
  904. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  905. {
  906. return;
  907. }
  908. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  909. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  910. {
  911. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  912. showingDialog->set(true);
  913. stopMovement(); // interrupt movement to show dialog
  914. GH.pushInt(temp);
  915. }
  916. else
  917. {
  918. dialogs.push_back(temp);
  919. }
  920. }
  921. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  922. {
  923. EVENT_HANDLER_CALLED_BY_CLIENT;
  924. std::string str;
  925. text.toString(str);
  926. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  927. waitWhileDialog();
  928. }
  929. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  930. {
  931. boost::unique_lock<boost::recursive_mutex> un(*pim);
  932. stopMovement();
  933. LOCPLINT->showingDialog->setn(true);
  934. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  935. }
  936. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  937. {
  938. EVENT_HANDLER_CALLED_BY_CLIENT;
  939. waitWhileDialog();
  940. stopMovement();
  941. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  942. if (!selection && cancel) //simple yes/no dialog
  943. {
  944. std::vector<std::shared_ptr<CComponent>> intComps;
  945. for (auto & component : components)
  946. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  947. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  948. }
  949. else if (selection)
  950. {
  951. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  952. for (auto & component : components)
  953. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  954. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  955. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  956. if (cancel)
  957. {
  958. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  959. }
  960. int charperline = 35;
  961. if (pom.size() > 1)
  962. charperline = 50;
  963. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  964. intComps[0]->clickLeft(true, false);
  965. }
  966. }
  967. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  968. {
  969. EVENT_HANDLER_CALLED_BY_CLIENT;
  970. int choosenExit = -1;
  971. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  972. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  973. choosenExit = vstd::find_pos(exits, neededExit);
  974. cb->selectionMade(choosenExit, askID);
  975. }
  976. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  977. {
  978. EVENT_HANDLER_CALLED_BY_CLIENT;
  979. auto selectCallback = [=](int selection)
  980. {
  981. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  982. reply.Integer() = selection;
  983. cb->sendQueryReply(reply, askID);
  984. };
  985. auto cancelCallback = [=]()
  986. {
  987. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  988. cb->sendQueryReply(reply, askID);
  989. };
  990. const std::string localTitle = title.toString();
  991. const std::string localDescription = description.toString();
  992. std::vector<int> tempList;
  993. tempList.reserve(objects.size());
  994. for(auto item : objects)
  995. tempList.push_back(item.getNum());
  996. CComponent localIconC(icon);
  997. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  998. localIconC.removeChild(localIcon.get(), false);
  999. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1000. wnd->onExit = cancelCallback;
  1001. GH.pushInt(wnd);
  1002. }
  1003. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  1004. {
  1005. EVENT_HANDLER_CALLED_BY_CLIENT;
  1006. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1007. adventureInt->onMapTilesChanged(pos);
  1008. }
  1009. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  1010. {
  1011. EVENT_HANDLER_CALLED_BY_CLIENT;
  1012. adventureInt->onMapTilesChanged(pos);
  1013. }
  1014. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1015. {
  1016. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1017. GH.pushIntT<CHeroWindow>(hero);
  1018. }
  1019. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1020. {
  1021. EVENT_HANDLER_CALLED_BY_CLIENT;
  1022. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1023. {
  1024. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1025. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1026. if (fortScreen)
  1027. fortScreen->creaturesChangedEventHandler();
  1028. else if(castleInterface)
  1029. castleInterface->creaturesChangedEventHandler();
  1030. for(auto isa : GH.listInt)
  1031. {
  1032. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1033. if (ki && townObj)
  1034. ki->townChanged(townObj);
  1035. }
  1036. }
  1037. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1038. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1039. {
  1040. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1041. if (crw && crw->dwelling == town)
  1042. crw->availableCreaturesChanged();
  1043. }
  1044. }
  1045. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1046. {
  1047. EVENT_HANDLER_CALLED_BY_CLIENT;
  1048. if (bonus.type == Bonus::NONE)
  1049. return;
  1050. adventureInt->onHeroChanged(hero);
  1051. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1052. {
  1053. //recalculate paths because hero has lost bonus influencing pathfinding
  1054. localState->erasePath(hero);
  1055. }
  1056. }
  1057. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1058. {
  1059. EVENT_HANDLER_CALLED_BY_CLIENT;
  1060. localState->serialize(h, version);
  1061. }
  1062. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. localState->serialize(h, version);
  1066. firstCall = -1;
  1067. }
  1068. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1069. {
  1070. LOG_TRACE(logGlobal);
  1071. if (!LOCPLINT->makingTurn)
  1072. return;
  1073. if (!h)
  1074. return; //can't find hero
  1075. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1076. if (showingDialog->get() || !dialogs.empty())
  1077. return;
  1078. setMovementStatus(true);
  1079. if (localState->isHeroSleeping(h))
  1080. localState->setHeroAwaken(h);
  1081. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1082. }
  1083. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1084. {
  1085. EVENT_HANDLER_CALLED_BY_CLIENT;
  1086. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1087. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1088. {
  1089. onEnd();
  1090. return;
  1091. }
  1092. waitForAllDialogs();
  1093. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1094. cgw->quit->addCallback(onEnd);
  1095. GH.pushInt(cgw);
  1096. }
  1097. /**
  1098. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1099. * into a combinational one on an artifact screen. Does not require the combination of
  1100. * artifacts to be legal.
  1101. */
  1102. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1103. {
  1104. std::string text = artifact->getDescriptionTranslated();
  1105. text += "\n\n";
  1106. std::vector<std::shared_ptr<CComponent>> scs;
  1107. if(assembledArtifact)
  1108. {
  1109. // You possess all of the components to...
  1110. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1111. // Picture of assembled artifact at bottom.
  1112. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1113. scs.push_back(sc);
  1114. }
  1115. else
  1116. {
  1117. // Do you wish to disassemble this artifact?
  1118. text += CGI->generaltexth->allTexts[733];
  1119. }
  1120. showYesNoDialog(text, onYes, nullptr, scs);
  1121. }
  1122. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1123. {
  1124. EVENT_HANDLER_CALLED_BY_CLIENT;
  1125. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1126. && destinationTeleport == ObjectInstanceID())
  1127. stillMoveHero.setn(CONTINUE_MOVE);
  1128. if (destinationTeleport != ObjectInstanceID()
  1129. && pa->packType == typeList.getTypeID<QueryReply>()
  1130. && stillMoveHero.get() == DURING_MOVE)
  1131. { // After teleportation via CGTeleport object is finished
  1132. destinationTeleport = ObjectInstanceID();
  1133. destinationTeleportPos = int3(-1);
  1134. stillMoveHero.setn(CONTINUE_MOVE);
  1135. }
  1136. }
  1137. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1138. {
  1139. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1140. }
  1141. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1145. }
  1146. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1147. {
  1148. EVENT_HANDLER_CALLED_BY_CLIENT;
  1149. //redraw minimap if owner changed
  1150. if (sop->what == ObjProperty::OWNER)
  1151. {
  1152. const CGObjectInstance * obj = cb->getObj(sop->id);
  1153. if(obj->ID == Obj::TOWN)
  1154. {
  1155. auto town = static_cast<const CGTownInstance *>(obj);
  1156. if(obj->tempOwner == playerID)
  1157. localState->addOwnedTown(town);
  1158. else
  1159. localState->removeOwnedTown(town);
  1160. adventureInt->onTownChanged(town);
  1161. }
  1162. std::set<int3> pos = obj->getBlockedPos();
  1163. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1164. adventureInt->onMapTilesChanged(upos);
  1165. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1166. }
  1167. }
  1168. void CPlayerInterface::initializeHeroTownList()
  1169. {
  1170. if(localState->getWanderingHeroes().empty())
  1171. {
  1172. for(auto & hero : cb->getHeroesInfo())
  1173. {
  1174. if(!hero->inTownGarrison)
  1175. localState->addWanderingHero(hero);
  1176. }
  1177. }
  1178. if(localState->getOwnedTowns().empty())
  1179. {
  1180. for(auto & town : cb->getTownsInfo())
  1181. localState->addOwnedTown(town);
  1182. }
  1183. if(adventureInt)
  1184. adventureInt->onHeroChanged(nullptr);
  1185. }
  1186. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1187. {
  1188. EVENT_HANDLER_CALLED_BY_CLIENT;
  1189. waitWhileDialog();
  1190. auto recruitCb = [=](CreatureID id, int count)
  1191. {
  1192. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1193. };
  1194. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1195. }
  1196. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1197. {
  1198. if (GH.amIGuiThread())
  1199. {
  1200. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1201. return;
  1202. }
  1203. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1204. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1205. while(showingDialog->data)
  1206. showingDialog->cond.wait(un);
  1207. }
  1208. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1209. {
  1210. EVENT_HANDLER_CALLED_BY_CLIENT;
  1211. auto state = obj->shipyardStatus();
  1212. TResources cost;
  1213. obj->getBoatCost(cost);
  1214. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1215. }
  1216. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1217. {
  1218. EVENT_HANDLER_CALLED_BY_CLIENT;
  1219. //we might have built a boat in shipyard in opened town screen
  1220. if (obj->ID == Obj::BOAT
  1221. && LOCPLINT->castleInt
  1222. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1223. {
  1224. CCS->soundh->playSound(soundBase::newBuilding);
  1225. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1226. }
  1227. }
  1228. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1229. {
  1230. EVENT_HANDLER_CALLED_BY_CLIENT;
  1231. waitWhileDialog();
  1232. CCS->curh->hide();
  1233. adventureInt->centerOnTile(pos);
  1234. if (focusTime)
  1235. {
  1236. GH.totalRedraw();
  1237. {
  1238. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1239. IgnoreEvents ignore(*this);
  1240. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1241. }
  1242. }
  1243. CCS->curh->show();
  1244. }
  1245. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1246. {
  1247. EVENT_HANDLER_CALLED_BY_CLIENT;
  1248. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1249. {
  1250. waitWhileDialog();
  1251. CCS->soundh->playSound(obj->getRemovalSound().value());
  1252. }
  1253. CGI->mh->waitForOngoingAnimations();
  1254. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1255. {
  1256. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1257. heroKilled(h);
  1258. }
  1259. GH.fakeMouseMove();
  1260. }
  1261. void CPlayerInterface::objectRemovedAfter()
  1262. {
  1263. EVENT_HANDLER_CALLED_BY_CLIENT;
  1264. adventureInt->onMapTilesChanged(boost::none);
  1265. }
  1266. void CPlayerInterface::playerBlocked(int reason, bool start)
  1267. {
  1268. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1269. {
  1270. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1271. {
  1272. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1273. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1274. LOCPLINT = this;
  1275. GH.curInt = this;
  1276. adventureInt->onCurrentPlayerChanged(playerID);
  1277. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1278. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1279. std::vector<std::shared_ptr<CComponent>> cmp;
  1280. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1281. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1282. showInfoDialog(msg, cmp);
  1283. makingTurn = false;
  1284. }
  1285. }
  1286. }
  1287. void CPlayerInterface::update()
  1288. {
  1289. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1290. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1291. // While mutexes were locked away we may be have stopped being the active interface
  1292. if (LOCPLINT != this)
  1293. return;
  1294. //if there are any waiting dialogs, show them
  1295. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1296. {
  1297. showingDialog->set(true);
  1298. GH.pushInt(dialogs.front());
  1299. dialogs.pop_front();
  1300. }
  1301. assert(adventureInt);
  1302. // Handles mouse and key input
  1303. GH.updateTime();
  1304. GH.handleEvents();
  1305. GH.simpleRedraw();
  1306. }
  1307. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1308. {
  1309. using namespace boost::filesystem;
  1310. using namespace boost::algorithm;
  1311. path gamesDir = VCMIDirs::get().userSavePath();
  1312. std::map<std::time_t, int> dates; //save number => datestamp
  1313. const directory_iterator enddir;
  1314. if (!exists(gamesDir))
  1315. create_directory(gamesDir);
  1316. else
  1317. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1318. {
  1319. if (is_regular_file(dir->status()))
  1320. {
  1321. std::string name = dir->path().filename().string();
  1322. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1323. {
  1324. char nr = name[namePrefix.size()];
  1325. if (std::isdigit(nr))
  1326. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1327. }
  1328. }
  1329. }
  1330. if (!dates.empty())
  1331. return (--dates.end())->second; //return latest file number
  1332. return 0;
  1333. }
  1334. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1335. {
  1336. EVENT_HANDLER_CALLED_BY_CLIENT;
  1337. if (player == playerID)
  1338. {
  1339. if (victoryLossCheckResult.loss())
  1340. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1341. assert(GH.curInt == LOCPLINT);
  1342. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1343. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1344. GH.curInt = this; //waiting for dialogs requires this to get events
  1345. if(!makingTurn)
  1346. {
  1347. makingTurn = true; //also needed for dialog to show with current implementation
  1348. waitForAllDialogs();
  1349. makingTurn = false;
  1350. }
  1351. else
  1352. waitForAllDialogs();
  1353. GH.curInt = previousInterface;
  1354. LOCPLINT = previousInterface;
  1355. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1356. {
  1357. if(adventureInt)
  1358. {
  1359. GH.terminate_cond->setn(true);
  1360. GH.popInts(GH.listInt.size());
  1361. adventureInt.reset();
  1362. }
  1363. }
  1364. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1365. {
  1366. // end game if current human player has won
  1367. CSH->sendClientDisconnecting();
  1368. requestReturningToMainMenu(true);
  1369. }
  1370. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1371. {
  1372. //all human players eliminated
  1373. CSH->sendClientDisconnecting();
  1374. requestReturningToMainMenu(false);
  1375. }
  1376. if (GH.curInt == this)
  1377. GH.curInt = nullptr;
  1378. }
  1379. else
  1380. {
  1381. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1382. {
  1383. std::string str = victoryLossCheckResult.messageToSelf;
  1384. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1385. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1386. }
  1387. }
  1388. }
  1389. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. }
  1393. void CPlayerInterface::showPuzzleMap()
  1394. {
  1395. EVENT_HANDLER_CALLED_BY_CLIENT;
  1396. waitWhileDialog();
  1397. //TODO: interface should not know the real position of Grail...
  1398. double ratio = 0;
  1399. int3 grailPos = cb->getGrailPos(&ratio);
  1400. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1401. }
  1402. void CPlayerInterface::viewWorldMap()
  1403. {
  1404. adventureInt->openWorldView();
  1405. }
  1406. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1407. {
  1408. EVENT_HANDLER_CALLED_BY_CLIENT;
  1409. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1410. GH.popInts(1);
  1411. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1412. localState->erasePath(caster);
  1413. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1414. auto castSoundPath = spell->getCastSound();
  1415. if(!castSoundPath.empty())
  1416. CCS->soundh->playSound(castSoundPath);
  1417. }
  1418. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1419. {
  1420. int msgToShow = -1;
  1421. const auto diggingStatus = h->diggingStatus();
  1422. switch(diggingStatus)
  1423. {
  1424. case EDiggingStatus::CAN_DIG:
  1425. break;
  1426. case EDiggingStatus::LACK_OF_MOVEMENT:
  1427. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1428. break;
  1429. case EDiggingStatus::TILE_OCCUPIED:
  1430. msgToShow = 97; //Try searching on clear ground.
  1431. break;
  1432. case EDiggingStatus::WRONG_TERRAIN:
  1433. msgToShow = 60; ////Try looking on land!
  1434. break;
  1435. case EDiggingStatus::BACKPACK_IS_FULL:
  1436. msgToShow = 247; //Searching for the Grail is fruitless...
  1437. break;
  1438. default:
  1439. assert(0);
  1440. }
  1441. if(msgToShow < 0)
  1442. cb->dig(h);
  1443. else
  1444. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1445. }
  1446. void CPlayerInterface::battleNewRoundFirst( int round )
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. BATTLE_EVENT_POSSIBLE_RETURN;
  1450. battleInt->newRoundFirst(round);
  1451. }
  1452. void CPlayerInterface::stopMovement()
  1453. {
  1454. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1455. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1456. }
  1457. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1461. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1462. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1463. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1464. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1465. GH.pushIntT<CTransformerWindow>(market, visitor);
  1466. else if(!market->availableModes().empty())
  1467. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1468. }
  1469. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1470. {
  1471. EVENT_HANDLER_CALLED_BY_CLIENT;
  1472. GH.pushIntT<CUniversityWindow>(visitor, market);
  1473. }
  1474. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. GH.pushIntT<CHillFortWindow>(visitor, object);
  1478. }
  1479. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1483. cmw->artifactsChanged(false);
  1484. }
  1485. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1486. {
  1487. EVENT_HANDLER_CALLED_BY_CLIENT;
  1488. GH.pushIntT<CTavernWindow>(townOrTavern);
  1489. }
  1490. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1491. {
  1492. EVENT_HANDLER_CALLED_BY_CLIENT;
  1493. GH.pushIntT<CThievesGuildWindow>(obj);
  1494. }
  1495. void CPlayerInterface::showQuestLog()
  1496. {
  1497. EVENT_HANDLER_CALLED_BY_CLIENT;
  1498. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1499. }
  1500. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1501. {
  1502. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1503. {
  1504. MetaString txt;
  1505. obj->getProblemText(txt);
  1506. showInfoDialog(txt.toString());
  1507. }
  1508. else
  1509. showShipyardDialog(obj);
  1510. }
  1511. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1512. {
  1513. if(won && cb->getStartInfo()->campState)
  1514. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1515. else
  1516. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1517. }
  1518. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1519. {
  1520. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1521. if(hero)
  1522. {
  1523. auto art = hero->getArt(al.slot);
  1524. if(art == nullptr)
  1525. {
  1526. logGlobal->error("artifact location %d points to nothing",
  1527. al.slot.num);
  1528. return;
  1529. }
  1530. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1531. }
  1532. }
  1533. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1534. {
  1535. EVENT_HANDLER_CALLED_BY_CLIENT;
  1536. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1537. adventureInt->onHeroChanged(hero);
  1538. }
  1539. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1540. {
  1541. EVENT_HANDLER_CALLED_BY_CLIENT;
  1542. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1543. adventureInt->onHeroChanged(hero);
  1544. for(auto isa : GH.listInt)
  1545. {
  1546. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1547. if (artWin)
  1548. artWin->artifactRemoved(al);
  1549. }
  1550. waitWhileDialog();
  1551. }
  1552. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1553. {
  1554. EVENT_HANDLER_CALLED_BY_CLIENT;
  1555. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1556. adventureInt->onHeroChanged(hero);
  1557. bool redraw = true;
  1558. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1559. if(numOfMovedArts != 0)
  1560. {
  1561. numOfMovedArts--;
  1562. if(numOfMovedArts != 0)
  1563. redraw = false;
  1564. }
  1565. for(auto isa : GH.listInt)
  1566. {
  1567. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1568. if (artWin)
  1569. artWin->artifactMoved(src, dst, redraw);
  1570. }
  1571. waitWhileDialog();
  1572. }
  1573. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1574. {
  1575. numOfMovedArts = numOfArts;
  1576. }
  1577. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1578. {
  1579. EVENT_HANDLER_CALLED_BY_CLIENT;
  1580. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1581. adventureInt->onHeroChanged(hero);
  1582. for(auto isa : GH.listInt)
  1583. {
  1584. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1585. if (artWin)
  1586. artWin->artifactAssembled(al);
  1587. }
  1588. }
  1589. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1590. {
  1591. EVENT_HANDLER_CALLED_BY_CLIENT;
  1592. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1593. adventureInt->onHeroChanged(hero);
  1594. for(auto isa : GH.listInt)
  1595. {
  1596. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1597. if (artWin)
  1598. artWin->artifactDisassembled(al);
  1599. }
  1600. }
  1601. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1602. {
  1603. while(!dialogs.empty())
  1604. {
  1605. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1606. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1607. }
  1608. waitWhileDialog(unlockPim);
  1609. }
  1610. void CPlayerInterface::proposeLoadingGame()
  1611. {
  1612. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1613. }
  1614. bool CPlayerInterface::capturedAllEvents()
  1615. {
  1616. if(duringMovement)
  1617. {
  1618. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1619. return true;
  1620. }
  1621. bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
  1622. if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
  1623. {
  1624. boost::unique_lock<boost::mutex> un(eventsM);
  1625. while(!SDLEventsQueue.empty())
  1626. {
  1627. SDLEventsQueue.pop();
  1628. }
  1629. return true;
  1630. }
  1631. return false;
  1632. }
  1633. void CPlayerInterface::setMovementStatus(bool value)
  1634. {
  1635. duringMovement = value;
  1636. if (value)
  1637. {
  1638. CCS->curh->hide();
  1639. }
  1640. else
  1641. {
  1642. CCS->curh->show();
  1643. }
  1644. }
  1645. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1646. {
  1647. int i = 1;
  1648. auto getObj = [&](int3 coord, bool ignoreHero)
  1649. {
  1650. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1651. };
  1652. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1653. {
  1654. if (action != CGPathNode::TELEPORT_NORMAL &&
  1655. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1656. action != CGPathNode::TELEPORT_BATTLE)
  1657. {
  1658. return false;
  1659. }
  1660. return true;
  1661. };
  1662. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1663. {
  1664. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1665. return nextObjectTop;
  1666. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1667. CGTeleport::isConnected(currentObject, nextObject))
  1668. {
  1669. return nextObject;
  1670. }
  1671. return nullptr;
  1672. };
  1673. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1674. stillMoveHero.data = CONTINUE_MOVE;
  1675. auto doMovement = [&](int3 dst, bool transit)
  1676. {
  1677. stillMoveHero.data = WAITING_MOVE;
  1678. cb->moveHero(h, dst, transit);
  1679. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1680. stillMoveHero.cond.wait(un);
  1681. };
  1682. {
  1683. for (auto & elem : path.nodes)
  1684. elem.coord = h->convertFromVisitablePos(elem.coord);
  1685. TerrainId currentTerrain = ETerrainId::NONE;
  1686. TerrainId newTerrain;
  1687. bool wasOnRoad = true;
  1688. int sh = -1;
  1689. auto canStop = [&](CGPathNode * node) -> bool
  1690. {
  1691. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1692. return true;
  1693. if (node->accessible == CGPathNode::ACCESSIBLE)
  1694. return true;
  1695. return false;
  1696. };
  1697. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1698. {
  1699. int3 prevCoord = path.nodes[i].coord;
  1700. int3 nextCoord = path.nodes[i-1].coord;
  1701. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1702. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1703. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1704. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1705. auto nextObjectTop = getObj(nextCoord, false);
  1706. auto nextObject = getObj(nextCoord, true);
  1707. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1708. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1709. {
  1710. CCS->soundh->stopSound(sh);
  1711. destinationTeleport = destTeleportObj->id;
  1712. destinationTeleportPos = nextCoord;
  1713. doMovement(h->pos, false);
  1714. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1715. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1716. {
  1717. destinationTeleport = ObjectInstanceID();
  1718. destinationTeleportPos = int3(-1);
  1719. }
  1720. if(i != path.nodes.size() - 1)
  1721. {
  1722. if (movingOnRoad)
  1723. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1724. else
  1725. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1726. }
  1727. continue;
  1728. }
  1729. if (path.nodes[i-1].turns)
  1730. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1731. stillMoveHero.data = STOP_MOVE;
  1732. break;
  1733. }
  1734. // Start a new sound for the hero movement or let the existing one carry on.
  1735. #if 0
  1736. // TODO
  1737. if (hero is flying && sh == -1)
  1738. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1739. #endif
  1740. {
  1741. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1742. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1743. {
  1744. CCS->soundh->stopSound(sh);
  1745. if (movingOnRoad)
  1746. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1747. else
  1748. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1749. currentTerrain = newTerrain;
  1750. wasOnRoad = movingOnRoad;
  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(sh);
  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. }