CPlayerInterface.cpp 62 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "adventureMap/AdventureMapInterface.h"
  14. #include "mapView/mapHandler.h"
  15. #include "adventureMap/CList.h"
  16. #include "battle/BattleInterface.h"
  17. #include "battle/BattleEffectsController.h"
  18. #include "battle/BattleFieldController.h"
  19. #include "battle/BattleInterfaceClasses.h"
  20. #include "battle/BattleWindow.h"
  21. #include "../CCallback.h"
  22. #include "windows/CCastleInterface.h"
  23. #include "eventsSDL/InputHandler.h"
  24. #include "mainmenu/CMainMenu.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "PlayerLocalState.h"
  29. #include "CMT.h"
  30. #include "windows/CHeroWindow.h"
  31. #include "windows/CCreatureWindow.h"
  32. #include "windows/CQuestLog.h"
  33. #include "windows/CPuzzleWindow.h"
  34. #include "widgets/CComponent.h"
  35. #include "widgets/CGarrisonInt.h"
  36. #include "widgets/Buttons.h"
  37. #include "windows/CTradeWindow.h"
  38. #include "windows/CSpellWindow.h"
  39. #include "../lib/CConfigHandler.h"
  40. #include "windows/GUIClasses.h"
  41. #include "render/CAnimation.h"
  42. #include "render/IImage.h"
  43. #include "../lib/CArtHandler.h"
  44. #include "../lib/CGeneralTextHandler.h"
  45. #include "../lib/CHeroHandler.h"
  46. #include "../lib/bonuses/CBonusSystemNode.h"
  47. #include "../lib/bonuses/Limiters.h"
  48. #include "../lib/bonuses/Updaters.h"
  49. #include "../lib/bonuses/Propagators.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/BinaryDeserializer.h"
  52. #include "../lib/serializer/BinarySerializer.h"
  53. #include "../lib/spells/CSpellHandler.h"
  54. #include "../lib/CTownHandler.h"
  55. #include "../lib/mapObjects/CGTownInstance.h"
  56. #include "../lib/mapObjects/MiscObjects.h"
  57. #include "../lib/mapObjects/ObjectTemplate.h"
  58. #include "../lib/mapping/CMapHeader.h"
  59. #include "../lib/pathfinder/CGPathNode.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/JsonNode.h"
  62. #include "CMusicHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/NetPacks.h"//todo: remove
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/CStopWatch.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/CPlayerState.h"
  70. #include "../lib/GameConstants.h"
  71. #include "gui/CGuiHandler.h"
  72. #include "gui/WindowHandler.h"
  73. #include "windows/InfoWindows.h"
  74. #include "../lib/UnlockGuard.h"
  75. #include "../lib/RoadHandler.h"
  76. #include "../lib/TerrainHandler.h"
  77. #include "CServerHandler.h"
  78. // FIXME: only needed for CGameState::mutex
  79. #include "../lib/gameState/CGameState.h"
  80. #include "eventsSDL/NotificationHandler.h"
  81. #include "adventureMap/CInGameConsole.h"
  82. // The macro below is used to mark functions that are called by client when game state changes.
  83. // They all assume that CPlayerInterface::pim mutex is locked.
  84. #define EVENT_HANDLER_CALLED_BY_CLIENT
  85. // The macro marks functions that are run on a new thread by client.
  86. // They do not own any mutexes intiially.
  87. #define THREAD_CREATED_BY_CLIENT
  88. #define RETURN_IF_QUICK_COMBAT \
  89. if (isAutoFightOn && !battleInt) \
  90. return;
  91. #define BATTLE_EVENT_POSSIBLE_RETURN\
  92. if (LOCPLINT != this) \
  93. return; \
  94. RETURN_IF_QUICK_COMBAT
  95. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  96. CPlayerInterface * LOCPLINT;
  97. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  98. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  99. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  100. struct HeroObjectRetriever
  101. {
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  103. {
  104. return h;
  105. }
  106. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  107. {
  108. return nullptr;
  109. }
  110. };
  111. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  112. localState(std::make_unique<PlayerLocalState>(*this))
  113. {
  114. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  115. destinationTeleport = ObjectInstanceID();
  116. destinationTeleportPos = int3(-1);
  117. GH.defActionsDef = 0;
  118. LOCPLINT = this;
  119. curAction = nullptr;
  120. playerID=Player;
  121. human=true;
  122. battleInt = nullptr;
  123. castleInt = nullptr;
  124. makingTurn = false;
  125. showingDialog = new CondSh<bool>(false);
  126. cingconsole = new CInGameConsole();
  127. GH.terminate_cond->set(false);
  128. firstCall = 1; //if loading will be overwritten in serialize
  129. autosaveCount = 0;
  130. isAutoFightOn = false;
  131. duringMovement = false;
  132. ignoreEvents = false;
  133. numOfMovedArts = 0;
  134. }
  135. CPlayerInterface::~CPlayerInterface()
  136. {
  137. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  138. delete showingDialog;
  139. delete cingconsole;
  140. if (LOCPLINT == this)
  141. LOCPLINT = nullptr;
  142. }
  143. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  144. {
  145. cb = CB;
  146. env = ENV;
  147. CCS->musich->loadTerrainMusicThemes();
  148. initializeHeroTownList();
  149. // always recreate advmap interface to avoid possible memory-corruption bugs
  150. adventureInt.reset(new AdventureMapInterface());
  151. }
  152. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  156. {
  157. // after map load - remove all active windows and replace them with adventure map
  158. GH.windows().clear();
  159. GH.windows().pushWindow(adventureInt);
  160. }
  161. // remove all dialogs that do not expect query answer
  162. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  163. GH.windows().popWindows(1);
  164. if (player != playerID && LOCPLINT == this)
  165. {
  166. waitWhileDialog();
  167. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  168. adventureInt->onEnemyTurnStarted(player, isHuman);
  169. }
  170. }
  171. void CPlayerInterface::performAutosave()
  172. {
  173. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  174. if(frequency > 0 && cb->getDate() % frequency == 0)
  175. {
  176. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  177. std::string prefix = std::string();
  178. if(usePrefix)
  179. {
  180. prefix = settings["general"]["savePrefix"].String();
  181. if(prefix.empty())
  182. {
  183. prefix = cb->getMapHeader()->name.substr(0, 5) + "_";
  184. }
  185. }
  186. autosaveCount++;
  187. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  188. if(autosaveCountLimit > 0)
  189. {
  190. cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount));
  191. autosaveCount %= autosaveCountLimit;
  192. }
  193. else
  194. {
  195. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  196. + std::to_string(cb->getDate(Date::WEEK))
  197. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  198. cb->save("Saves/" + prefix + "Autosave_" + stringifiedDate);
  199. }
  200. }
  201. }
  202. void CPlayerInterface::yourTurn()
  203. {
  204. EVENT_HANDLER_CALLED_BY_CLIENT;
  205. {
  206. LOCPLINT = this;
  207. GH.curInt = this;
  208. NotificationHandler::notify("Your turn");
  209. if(settings["general"]["startTurnAutosave"].Bool())
  210. {
  211. performAutosave();
  212. }
  213. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  214. {
  215. adventureInt->onHotseatWaitStarted(playerID);
  216. makingTurn = true;
  217. std::string msg = CGI->generaltexth->allTexts[13];
  218. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  219. std::vector<std::shared_ptr<CComponent>> cmp;
  220. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  221. showInfoDialog(msg, cmp);
  222. }
  223. else
  224. {
  225. makingTurn = true;
  226. adventureInt->onPlayerTurnStarted(playerID);
  227. }
  228. }
  229. acceptTurn();
  230. }
  231. void CPlayerInterface::acceptTurn()
  232. {
  233. if (settings["session"]["autoSkip"].Bool())
  234. {
  235. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  236. iw->close();
  237. }
  238. if(CSH->howManyPlayerInterfaces() > 1)
  239. {
  240. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  241. adventureInt->onPlayerTurnStarted(playerID);
  242. }
  243. // warn player if he has no town
  244. if (cb->howManyTowns() == 0)
  245. {
  246. auto playerColor = *cb->getPlayerID();
  247. std::vector<Component> components;
  248. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  249. MetaString text;
  250. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  251. if(optDaysWithoutCastle)
  252. {
  253. auto daysWithoutCastle = optDaysWithoutCastle.value();
  254. if (daysWithoutCastle < 6)
  255. {
  256. text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  257. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  258. text.replaceNumber(7 - daysWithoutCastle);
  259. }
  260. else if (daysWithoutCastle == 6)
  261. {
  262. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  263. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  264. }
  265. showInfoDialogAndWait(components, text);
  266. }
  267. else
  268. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  269. }
  270. }
  271. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  272. {
  273. EVENT_HANDLER_CALLED_BY_CLIENT;
  274. waitWhileDialog();
  275. if(LOCPLINT != this)
  276. return;
  277. //FIXME: read once and store
  278. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  279. return;
  280. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  281. if (!hero)
  282. return;
  283. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  284. {
  285. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  286. CCS->soundh->playSound(hero->getRemovalSound().value());
  287. }
  288. std::unordered_set<int3> changedTiles {
  289. hero->convertToVisitablePos(details.start),
  290. hero->convertToVisitablePos(details.end)
  291. };
  292. adventureInt->onMapTilesChanged(changedTiles);
  293. adventureInt->onHeroMovementStarted(hero);
  294. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  295. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  296. {
  297. if(details.result == TryMoveHero::TELEPORTATION)
  298. {
  299. if(localState->hasPath(hero))
  300. {
  301. assert(localState->getPath(hero).nodes.size() >= 2);
  302. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  303. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  304. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  305. {
  306. //path was between entrance and exit of teleport -> OK, erase node as usual
  307. localState->removeLastNode(hero);
  308. }
  309. else
  310. {
  311. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  312. localState->erasePath(hero);
  313. }
  314. }
  315. }
  316. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  317. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  318. {
  319. localState->erasePath(hero);
  320. }
  321. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  322. {
  323. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  324. localState->removeLastNode(hero);
  325. }
  326. }
  327. if(details.stopMovement()) //hero failed to move
  328. {
  329. stillMoveHero.setn(STOP_MOVE);
  330. adventureInt->onHeroChanged(hero);
  331. return;
  332. }
  333. CGI->mh->waitForOngoingAnimations();
  334. //move finished
  335. adventureInt->onHeroChanged(hero);
  336. //check if user cancelled movement
  337. {
  338. if (GH.input().ignoreEventsUntilInput())
  339. stillMoveHero.setn(STOP_MOVE);
  340. }
  341. if (stillMoveHero.get() == WAITING_MOVE)
  342. stillMoveHero.setn(DURING_MOVE);
  343. // Hero attacked creature directly, set direction to face it.
  344. if (directlyAttackingCreature) {
  345. // Get direction to attacker.
  346. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  347. static const ui8 dirLookup[3][3] = {
  348. { 1, 2, 3 },
  349. { 8, 0, 4 },
  350. { 7, 6, 5 }
  351. };
  352. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  353. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  354. }
  355. }
  356. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  360. // if hero is not in town garrison
  361. if (vstd::contains(localState->getWanderingHeroes(), hero))
  362. localState->removeWanderingHero(hero);
  363. adventureInt->onHeroChanged(hero);
  364. localState->erasePath(hero);
  365. }
  366. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  367. {
  368. EVENT_HANDLER_CALLED_BY_CLIENT;
  369. if(start && visitedObj)
  370. {
  371. if(visitedObj->getVisitSound())
  372. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  373. }
  374. }
  375. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  376. {
  377. EVENT_HANDLER_CALLED_BY_CLIENT;
  378. localState->addWanderingHero(hero);
  379. adventureInt->onHeroChanged(hero);
  380. }
  381. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  382. {
  383. if(castleInt)
  384. castleInt->close();
  385. castleInt = nullptr;
  386. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  387. GH.windows().pushWindow(newCastleInt);
  388. }
  389. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. if (which == 4)
  393. {
  394. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  395. ctw->setExpToLevel();
  396. }
  397. else
  398. adventureInt->onHeroChanged(hero);
  399. }
  400. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  404. cuw->redraw();
  405. }
  406. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  407. {
  408. EVENT_HANDLER_CALLED_BY_CLIENT;
  409. adventureInt->onHeroChanged(hero);
  410. if (makingTurn && hero->tempOwner == playerID)
  411. adventureInt->onHeroChanged(hero);
  412. }
  413. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  414. {
  415. EVENT_HANDLER_CALLED_BY_CLIENT;
  416. if (makingTurn && hero->tempOwner == playerID)
  417. adventureInt->onHeroChanged(hero);
  418. }
  419. void CPlayerInterface::receivedResource()
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  423. mw->resourceChanged();
  424. GH.windows().totalRedraw();
  425. }
  426. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. waitWhileDialog();
  430. CCS->soundh->playSound(soundBase::heroNewLevel);
  431. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  432. {
  433. cb->selectionMade(selection, queryID);
  434. });
  435. }
  436. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. waitWhileDialog();
  440. CCS->soundh->playSound(soundBase::heroNewLevel);
  441. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  442. {
  443. cb->selectionMade(selection, queryID);
  444. });
  445. }
  446. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  447. {
  448. EVENT_HANDLER_CALLED_BY_CLIENT;
  449. if(town->garrisonHero) //wandering hero moved to the garrison
  450. {
  451. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  452. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  453. localState->removeWanderingHero(town->garrisonHero);
  454. }
  455. if(town->visitingHero) //hero leaves garrison
  456. {
  457. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  458. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  459. localState->addWanderingHero(town->visitingHero);
  460. }
  461. adventureInt->onHeroChanged(nullptr);
  462. adventureInt->onTownChanged(town);
  463. if(castleInt)
  464. {
  465. castleInt->garr->selectSlot(nullptr);
  466. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  467. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  468. castleInt->garr->recreateSlots();
  469. castleInt->heroes->update();
  470. // Perform totalRedraw to update hero list on adventure map
  471. GH.windows().totalRedraw();
  472. }
  473. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  474. {
  475. ki->townChanged(town);
  476. ki->updateGarrisons();
  477. ki->redraw();
  478. }
  479. }
  480. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. if (hero->tempOwner != playerID )
  484. return;
  485. waitWhileDialog();
  486. openTownWindow(town);
  487. }
  488. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  489. {
  490. std::vector<const CGObjectInstance *> instances;
  491. if(auto obj = cb->getObj(id1))
  492. instances.push_back(obj);
  493. if(id2 != ObjectInstanceID() && id2 != id1)
  494. {
  495. if(auto obj = cb->getObj(id2))
  496. instances.push_back(obj);
  497. }
  498. garrisonsChanged(instances);
  499. }
  500. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  501. {
  502. boost::unique_lock<boost::recursive_mutex> un(*pim);
  503. for (auto object : objs)
  504. {
  505. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  506. auto * town = dynamic_cast<const CGTownInstance*>(object);
  507. if (hero)
  508. {
  509. adventureInt->onHeroChanged(hero);
  510. if(hero->inTownGarrison)
  511. {
  512. adventureInt->onTownChanged(hero->visitedTown);
  513. }
  514. }
  515. if (town)
  516. adventureInt->onTownChanged(town);
  517. }
  518. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  519. cgh->updateGarrisons();
  520. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  521. {
  522. if (vstd::contains(objs, cmw->hero))
  523. cmw->garrisonChanged();
  524. }
  525. GH.windows().totalRedraw();
  526. }
  527. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  528. {
  529. EVENT_HANDLER_CALLED_BY_CLIENT;
  530. adventureInt->onTownChanged(town);
  531. if (castleInt)
  532. {
  533. castleInt->townlist->updateElement(town);
  534. if (castleInt->town == town)
  535. {
  536. switch(what)
  537. {
  538. case 1:
  539. CCS->soundh->playSound(soundBase::newBuilding);
  540. castleInt->addBuilding(buildingID);
  541. break;
  542. case 2:
  543. castleInt->removeBuilding(buildingID);
  544. break;
  545. }
  546. }
  547. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  548. GH.windows().totalRedraw();
  549. }
  550. }
  551. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  552. {
  553. //Don't wait for dialogs when we are non-active hot-seat player
  554. if (LOCPLINT == this)
  555. waitForAllDialogs();
  556. }
  557. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  558. {
  559. EVENT_HANDLER_CALLED_BY_CLIENT;
  560. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  561. lastBattleArmies.first = army1;
  562. lastBattleArmies.second = army2;
  563. //quick combat with neutral creatures only
  564. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  565. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  566. && (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
  567. && settings["adventure"]["quickCombat"].Bool())
  568. || settings["adventure"]["alwaysSkipCombat"].Bool())
  569. {
  570. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  571. autofightingAI->initBattleInterface(env, cb);
  572. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  573. isAutoFightOn = true;
  574. cb->registerBattleInterface(autofightingAI);
  575. // Player shouldn't be able to move on adventure map if quick combat is going
  576. allowBattleReplay = true;
  577. }
  578. //Don't wait for dialogs when we are non-active hot-seat player
  579. if (LOCPLINT == this)
  580. waitForAllDialogs();
  581. BATTLE_EVENT_POSSIBLE_RETURN;
  582. }
  583. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  584. {
  585. EVENT_HANDLER_CALLED_BY_CLIENT;
  586. BATTLE_EVENT_POSSIBLE_RETURN;
  587. for(auto & info : units)
  588. {
  589. switch(info.operation)
  590. {
  591. case UnitChanges::EOperation::RESET_STATE:
  592. {
  593. const CStack * stack = cb->battleGetStackByID(info.id );
  594. if(!stack)
  595. {
  596. logGlobal->error("Invalid unit ID %d", info.id);
  597. continue;
  598. }
  599. battleInt->stackReset(stack);
  600. }
  601. break;
  602. case UnitChanges::EOperation::REMOVE:
  603. battleInt->stackRemoved(info.id);
  604. break;
  605. case UnitChanges::EOperation::ADD:
  606. {
  607. const CStack * unit = cb->battleGetStackByID(info.id);
  608. if(!unit)
  609. {
  610. logGlobal->error("Invalid unit ID %d", info.id);
  611. continue;
  612. }
  613. battleInt->stackAdded(unit);
  614. }
  615. break;
  616. default:
  617. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  618. break;
  619. }
  620. }
  621. }
  622. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  623. {
  624. EVENT_HANDLER_CALLED_BY_CLIENT;
  625. BATTLE_EVENT_POSSIBLE_RETURN;
  626. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  627. std::vector<ObstacleChanges> removedObstacles;
  628. for(auto & change : obstacles)
  629. {
  630. if(change.operation == BattleChanges::EOperation::ADD)
  631. {
  632. auto instance = cb->battleGetObstacleByID(change.id);
  633. if(instance)
  634. newObstacles.push_back(instance);
  635. else
  636. logNetwork->error("Invalid obstacle instance %d", change.id);
  637. }
  638. if(change.operation == BattleChanges::EOperation::REMOVE)
  639. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  640. }
  641. if (!newObstacles.empty())
  642. battleInt->obstaclePlaced(newObstacles);
  643. if (!removedObstacles.empty())
  644. battleInt->obstacleRemoved(removedObstacles);
  645. battleInt->fieldController->redrawBackgroundWithHexes();
  646. }
  647. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  648. {
  649. EVENT_HANDLER_CALLED_BY_CLIENT;
  650. BATTLE_EVENT_POSSIBLE_RETURN;
  651. battleInt->stackIsCatapulting(ca);
  652. }
  653. 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
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. BATTLE_EVENT_POSSIBLE_RETURN;
  657. battleInt->newRound(round);
  658. }
  659. void CPlayerInterface::actionStarted(const BattleAction &action)
  660. {
  661. EVENT_HANDLER_CALLED_BY_CLIENT;
  662. BATTLE_EVENT_POSSIBLE_RETURN;
  663. curAction = new BattleAction(action);
  664. battleInt->startAction(curAction);
  665. }
  666. void CPlayerInterface::actionFinished(const BattleAction &action)
  667. {
  668. EVENT_HANDLER_CALLED_BY_CLIENT;
  669. BATTLE_EVENT_POSSIBLE_RETURN;
  670. battleInt->endAction(curAction);
  671. delete curAction;
  672. curAction = nullptr;
  673. }
  674. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  678. assert(!cb->battleIsFinished());
  679. if (cb->battleIsFinished())
  680. {
  681. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  682. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  683. return ;
  684. }
  685. if (autofightingAI)
  686. {
  687. if (isAutoFightOn)
  688. {
  689. //FIXME: we want client rendering to proceed while AI is making actions
  690. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  691. auto unlockPim = vstd::makeUnlockGuard(*pim);
  692. autofightingAI->activeStack(stack);
  693. return;
  694. }
  695. cb->unregisterBattleInterface(autofightingAI);
  696. autofightingAI.reset();
  697. }
  698. assert(battleInt);
  699. if(!battleInt)
  700. {
  701. // probably battle is finished already
  702. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  703. }
  704. {
  705. boost::unique_lock<boost::recursive_mutex> un(*pim);
  706. battleInt->stackActivated(stack);
  707. //Regeneration & mana drain go there
  708. }
  709. }
  710. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. if(isAutoFightOn || autofightingAI)
  714. {
  715. isAutoFightOn = false;
  716. cb->unregisterBattleInterface(autofightingAI);
  717. autofightingAI.reset();
  718. if(!battleInt)
  719. {
  720. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  721. allowBattleReplay = false;
  722. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  723. wnd->resultCallback = [=](ui32 selection)
  724. {
  725. cb->selectionMade(selection, queryID);
  726. };
  727. GH.windows().pushWindow(wnd);
  728. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  729. // Otherwise NewTurn causes freeze.
  730. waitWhileDialog();
  731. return;
  732. }
  733. }
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. battleInt->battleFinished(*br, queryID);
  736. }
  737. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. battleInt->displayBattleLog(lines);
  742. }
  743. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  744. {
  745. EVENT_HANDLER_CALLED_BY_CLIENT;
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. battleInt->stackMoved(stack, dest, distance, teleport);
  748. }
  749. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  750. {
  751. EVENT_HANDLER_CALLED_BY_CLIENT;
  752. BATTLE_EVENT_POSSIBLE_RETURN;
  753. battleInt->spellCast(sc);
  754. }
  755. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. BATTLE_EVENT_POSSIBLE_RETURN;
  759. battleInt->battleStacksEffectsSet(sse);
  760. }
  761. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. BATTLE_EVENT_POSSIBLE_RETURN;
  765. RETURN_IF_QUICK_COMBAT;
  766. battleInt->effectsController->battleTriggerEffect(bte);
  767. }
  768. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. BATTLE_EVENT_POSSIBLE_RETURN;
  772. std::vector<StackAttackedInfo> arg;
  773. for(auto & elem : bsa)
  774. {
  775. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  776. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  777. assert(defender);
  778. StackAttackedInfo info;
  779. info.defender = defender;
  780. info.attacker = attacker;
  781. info.damageDealt = elem.damageAmount;
  782. info.amountKilled = elem.killedAmount;
  783. info.spellEffect = SpellID::NONE;
  784. info.indirectAttack = ranged;
  785. info.killed = elem.killed();
  786. info.rebirth = elem.willRebirth();
  787. info.cloneKilled = elem.cloneKilled();
  788. info.fireShield = elem.fireShield();
  789. if (elem.isSpell())
  790. info.spellEffect = elem.spellID;
  791. arg.push_back(info);
  792. }
  793. battleInt->stacksAreAttacked(arg);
  794. }
  795. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. assert(curAction);
  800. StackAttackInfo info;
  801. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  802. info.defender = nullptr;
  803. info.indirectAttack = ba->shot();
  804. info.lucky = ba->lucky();
  805. info.unlucky = ba->unlucky();
  806. info.deathBlow = ba->deathBlow();
  807. info.lifeDrain = ba->lifeDrain();
  808. info.tile = ba->tile;
  809. info.spellEffect = SpellID::NONE;
  810. if (ba->spellLike())
  811. info.spellEffect = ba->spellID;
  812. for(auto & elem : ba->bsa)
  813. {
  814. if(!elem.isSecondary())
  815. {
  816. assert(info.defender == nullptr);
  817. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  818. }
  819. else
  820. {
  821. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  822. }
  823. }
  824. assert(info.defender != nullptr);
  825. assert(info.attacker != nullptr);
  826. battleInt->stackAttacking(info);
  827. }
  828. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  829. {
  830. EVENT_HANDLER_CALLED_BY_CLIENT;
  831. BATTLE_EVENT_POSSIBLE_RETURN;
  832. battleInt->gateStateChanged(state);
  833. }
  834. void CPlayerInterface::yourTacticPhase(int distance)
  835. {
  836. EVENT_HANDLER_CALLED_BY_CLIENT;
  837. }
  838. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  839. {
  840. EVENT_HANDLER_CALLED_BY_CLIENT;
  841. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  842. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  843. if(autoTryHover || type == EInfoWindowMode::INFO)
  844. {
  845. waitWhileDialog(); //Fix for mantis #98
  846. adventureInt->showInfoBoxMessage(components, text, timer);
  847. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  848. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  849. return;
  850. }
  851. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  852. {
  853. return;
  854. }
  855. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  856. do
  857. {
  858. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  859. std::vector<std::shared_ptr<CComponent>> intComps;
  860. for (auto & component : sender)
  861. intComps.push_back(std::make_shared<CComponent>(component));
  862. showInfoDialog(text,intComps,soundID);
  863. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  864. }
  865. while(!vect.empty());
  866. }
  867. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  868. {
  869. std::vector<std::shared_ptr<CComponent>> intComps;
  870. intComps.push_back(component);
  871. showInfoDialog(text, intComps, soundBase::sound_todo);
  872. }
  873. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  874. {
  875. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  876. waitWhileDialog();
  877. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  878. {
  879. return;
  880. }
  881. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  882. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  883. {
  884. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  885. showingDialog->set(true);
  886. stopMovement(); // interrupt movement to show dialog
  887. GH.windows().pushWindow(temp);
  888. }
  889. else
  890. {
  891. dialogs.push_back(temp);
  892. }
  893. }
  894. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  895. {
  896. EVENT_HANDLER_CALLED_BY_CLIENT;
  897. std::string str = text.toString();
  898. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  899. waitWhileDialog();
  900. }
  901. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  902. {
  903. boost::unique_lock<boost::recursive_mutex> un(*pim);
  904. stopMovement();
  905. LOCPLINT->showingDialog->setn(true);
  906. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  907. }
  908. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  909. {
  910. EVENT_HANDLER_CALLED_BY_CLIENT;
  911. waitWhileDialog();
  912. stopMovement();
  913. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  914. if (!selection && cancel) //simple yes/no dialog
  915. {
  916. std::vector<std::shared_ptr<CComponent>> intComps;
  917. for (auto & component : components)
  918. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  919. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  920. }
  921. else if (selection)
  922. {
  923. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  924. for (auto & component : components)
  925. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  926. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  927. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  928. if (cancel)
  929. {
  930. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  931. }
  932. int charperline = 35;
  933. if (pom.size() > 1)
  934. charperline = 50;
  935. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  936. intComps[0]->clickPressed(GH.getCursorPosition());
  937. intComps[0]->clickReleased(GH.getCursorPosition());
  938. }
  939. }
  940. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  941. {
  942. EVENT_HANDLER_CALLED_BY_CLIENT;
  943. int choosenExit = -1;
  944. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  945. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  946. choosenExit = vstd::find_pos(exits, neededExit);
  947. cb->selectionMade(choosenExit, askID);
  948. }
  949. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. auto selectCallback = [=](int selection)
  953. {
  954. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  955. reply.Integer() = selection;
  956. cb->sendQueryReply(reply, askID);
  957. };
  958. auto cancelCallback = [=]()
  959. {
  960. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  961. cb->sendQueryReply(reply, askID);
  962. };
  963. const std::string localTitle = title.toString();
  964. const std::string localDescription = description.toString();
  965. std::vector<int> tempList;
  966. tempList.reserve(objects.size());
  967. for(auto item : objects)
  968. tempList.push_back(item.getNum());
  969. CComponent localIconC(icon);
  970. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  971. localIconC.removeChild(localIcon.get(), false);
  972. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  973. wnd->onExit = cancelCallback;
  974. GH.windows().pushWindow(wnd);
  975. }
  976. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  977. {
  978. EVENT_HANDLER_CALLED_BY_CLIENT;
  979. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  980. adventureInt->onMapTilesChanged(pos);
  981. }
  982. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  983. {
  984. EVENT_HANDLER_CALLED_BY_CLIENT;
  985. adventureInt->onMapTilesChanged(pos);
  986. }
  987. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  988. {
  989. boost::unique_lock<boost::recursive_mutex> un(*pim);
  990. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  991. }
  992. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  993. {
  994. EVENT_HANDLER_CALLED_BY_CLIENT;
  995. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  996. {
  997. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  998. fortScreen->creaturesChangedEventHandler();
  999. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1000. castleInterface->creaturesChangedEventHandler();
  1001. if (townObj)
  1002. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1003. ki->townChanged(townObj);
  1004. }
  1005. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1006. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1007. {
  1008. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1009. if (crw->dwelling == town)
  1010. crw->availableCreaturesChanged();
  1011. }
  1012. }
  1013. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1014. {
  1015. EVENT_HANDLER_CALLED_BY_CLIENT;
  1016. if (bonus.type == BonusType::NONE)
  1017. return;
  1018. adventureInt->onHeroChanged(hero);
  1019. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1020. {
  1021. //recalculate paths because hero has lost bonus influencing pathfinding
  1022. localState->erasePath(hero);
  1023. }
  1024. }
  1025. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1026. {
  1027. EVENT_HANDLER_CALLED_BY_CLIENT;
  1028. localState->serialize(h, version);
  1029. }
  1030. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. localState->serialize(h, version);
  1034. firstCall = -1;
  1035. }
  1036. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1037. {
  1038. LOG_TRACE(logGlobal);
  1039. if (!LOCPLINT->makingTurn)
  1040. return;
  1041. if (!h)
  1042. return; //can't find hero
  1043. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1044. if (showingDialog->get() || !dialogs.empty())
  1045. return;
  1046. setMovementStatus(true);
  1047. if (localState->isHeroSleeping(h))
  1048. localState->setHeroAwaken(h);
  1049. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1050. }
  1051. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1052. {
  1053. EVENT_HANDLER_CALLED_BY_CLIENT;
  1054. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1055. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1056. {
  1057. onEnd();
  1058. return;
  1059. }
  1060. waitForAllDialogs();
  1061. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1062. cgw->quit->addCallback(onEnd);
  1063. GH.windows().pushWindow(cgw);
  1064. }
  1065. /**
  1066. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1067. * into a combinational one on an artifact screen. Does not require the combination of
  1068. * artifacts to be legal.
  1069. */
  1070. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1071. {
  1072. std::string text = artifact->getDescriptionTranslated();
  1073. text += "\n\n";
  1074. std::vector<std::shared_ptr<CComponent>> scs;
  1075. if(assembledArtifact)
  1076. {
  1077. // You possess all of the components to...
  1078. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1079. // Picture of assembled artifact at bottom.
  1080. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1081. scs.push_back(sc);
  1082. }
  1083. else
  1084. {
  1085. // Do you wish to disassemble this artifact?
  1086. text += CGI->generaltexth->allTexts[733];
  1087. }
  1088. showYesNoDialog(text, onYes, nullptr, scs);
  1089. }
  1090. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1091. {
  1092. EVENT_HANDLER_CALLED_BY_CLIENT;
  1093. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1094. && destinationTeleport == ObjectInstanceID())
  1095. stillMoveHero.setn(CONTINUE_MOVE);
  1096. if (destinationTeleport != ObjectInstanceID()
  1097. && pa->packType == typeList.getTypeID<QueryReply>()
  1098. && stillMoveHero.get() == DURING_MOVE)
  1099. { // After teleportation via CGTeleport object is finished
  1100. destinationTeleport = ObjectInstanceID();
  1101. destinationTeleportPos = int3(-1);
  1102. stillMoveHero.setn(CONTINUE_MOVE);
  1103. }
  1104. }
  1105. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1106. {
  1107. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1108. }
  1109. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1110. {
  1111. EVENT_HANDLER_CALLED_BY_CLIENT;
  1112. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1113. }
  1114. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1115. {
  1116. if (sop->what == ObjProperty::OWNER)
  1117. {
  1118. const CGObjectInstance * obj = cb->getObj(sop->id);
  1119. if(obj->ID == Obj::TOWN)
  1120. {
  1121. auto town = static_cast<const CGTownInstance *>(obj);
  1122. if(obj->tempOwner == playerID)
  1123. {
  1124. localState->removeOwnedTown(town);
  1125. adventureInt->onTownChanged(town);
  1126. }
  1127. }
  1128. }
  1129. }
  1130. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1131. {
  1132. EVENT_HANDLER_CALLED_BY_CLIENT;
  1133. if (sop->what == ObjProperty::OWNER)
  1134. {
  1135. const CGObjectInstance * obj = cb->getObj(sop->id);
  1136. if(obj->ID == Obj::TOWN)
  1137. {
  1138. auto town = static_cast<const CGTownInstance *>(obj);
  1139. if(obj->tempOwner == playerID)
  1140. {
  1141. localState->addOwnedTown(town);
  1142. adventureInt->onTownChanged(town);
  1143. }
  1144. }
  1145. //redraw minimap if owner changed
  1146. std::set<int3> pos = obj->getBlockedPos();
  1147. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1148. adventureInt->onMapTilesChanged(upos);
  1149. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1150. }
  1151. }
  1152. void CPlayerInterface::initializeHeroTownList()
  1153. {
  1154. if(localState->getWanderingHeroes().empty())
  1155. {
  1156. for(auto & hero : cb->getHeroesInfo())
  1157. {
  1158. if(!hero->inTownGarrison)
  1159. localState->addWanderingHero(hero);
  1160. }
  1161. }
  1162. if(localState->getOwnedTowns().empty())
  1163. {
  1164. for(auto & town : cb->getTownsInfo())
  1165. localState->addOwnedTown(town);
  1166. }
  1167. if(adventureInt)
  1168. adventureInt->onHeroChanged(nullptr);
  1169. }
  1170. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1171. {
  1172. EVENT_HANDLER_CALLED_BY_CLIENT;
  1173. waitWhileDialog();
  1174. auto recruitCb = [=](CreatureID id, int count)
  1175. {
  1176. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1177. };
  1178. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1179. }
  1180. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1181. {
  1182. if (GH.amIGuiThread())
  1183. {
  1184. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1185. return;
  1186. }
  1187. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1188. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1189. while(showingDialog->data)
  1190. showingDialog->cond.wait(un);
  1191. }
  1192. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1193. {
  1194. EVENT_HANDLER_CALLED_BY_CLIENT;
  1195. auto state = obj->shipyardStatus();
  1196. TResources cost;
  1197. obj->getBoatCost(cost);
  1198. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1199. }
  1200. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. //we might have built a boat in shipyard in opened town screen
  1204. if (obj->ID == Obj::BOAT
  1205. && LOCPLINT->castleInt
  1206. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1207. {
  1208. CCS->soundh->playSound(soundBase::newBuilding);
  1209. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1210. }
  1211. }
  1212. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1213. {
  1214. EVENT_HANDLER_CALLED_BY_CLIENT;
  1215. waitWhileDialog();
  1216. CCS->curh->hide();
  1217. adventureInt->centerOnTile(pos);
  1218. if (focusTime)
  1219. {
  1220. GH.windows().totalRedraw();
  1221. {
  1222. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1223. IgnoreEvents ignore(*this);
  1224. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1225. }
  1226. }
  1227. CCS->curh->show();
  1228. }
  1229. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1230. {
  1231. EVENT_HANDLER_CALLED_BY_CLIENT;
  1232. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1233. {
  1234. waitWhileDialog();
  1235. CCS->soundh->playSound(obj->getRemovalSound().value());
  1236. }
  1237. CGI->mh->waitForOngoingAnimations();
  1238. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1239. {
  1240. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1241. heroKilled(h);
  1242. }
  1243. GH.fakeMouseMove();
  1244. }
  1245. void CPlayerInterface::objectRemovedAfter()
  1246. {
  1247. EVENT_HANDLER_CALLED_BY_CLIENT;
  1248. adventureInt->onMapTilesChanged(boost::none);
  1249. // visiting or garrisoned hero removed - recreate castle window
  1250. if (castleInt)
  1251. openTownWindow(castleInt->town);
  1252. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1253. ki->heroRemoved();
  1254. }
  1255. void CPlayerInterface::playerBlocked(int reason, bool start)
  1256. {
  1257. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1258. {
  1259. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1260. {
  1261. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1262. LOCPLINT = this;
  1263. GH.curInt = this;
  1264. adventureInt->onCurrentPlayerChanged(playerID);
  1265. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1266. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1267. std::vector<std::shared_ptr<CComponent>> cmp;
  1268. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1269. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1270. showInfoDialog(msg, cmp);
  1271. makingTurn = false;
  1272. }
  1273. }
  1274. }
  1275. void CPlayerInterface::update()
  1276. {
  1277. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1278. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1279. // While mutexes were locked away we may be have stopped being the active interface
  1280. if (LOCPLINT != this)
  1281. return;
  1282. //if there are any waiting dialogs, show them
  1283. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1284. {
  1285. showingDialog->set(true);
  1286. GH.windows().pushWindow(dialogs.front());
  1287. dialogs.pop_front();
  1288. }
  1289. assert(adventureInt);
  1290. // Handles mouse and key input
  1291. GH.handleEvents();
  1292. GH.windows().simpleRedraw();
  1293. }
  1294. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1295. {
  1296. using namespace boost::filesystem;
  1297. using namespace boost::algorithm;
  1298. path gamesDir = VCMIDirs::get().userSavePath();
  1299. std::map<std::time_t, int> dates; //save number => datestamp
  1300. const directory_iterator enddir;
  1301. if (!exists(gamesDir))
  1302. create_directory(gamesDir);
  1303. else
  1304. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1305. {
  1306. if (is_regular_file(dir->status()))
  1307. {
  1308. std::string name = dir->path().filename().string();
  1309. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1310. {
  1311. char nr = name[namePrefix.size()];
  1312. if (std::isdigit(nr))
  1313. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1314. }
  1315. }
  1316. }
  1317. if (!dates.empty())
  1318. return (--dates.end())->second; //return latest file number
  1319. return 0;
  1320. }
  1321. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1322. {
  1323. EVENT_HANDLER_CALLED_BY_CLIENT;
  1324. if (player == playerID)
  1325. {
  1326. if (victoryLossCheckResult.loss())
  1327. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1328. assert(GH.curInt == LOCPLINT);
  1329. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1330. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1331. GH.curInt = this; //waiting for dialogs requires this to get events
  1332. if(!makingTurn)
  1333. {
  1334. makingTurn = true; //also needed for dialog to show with current implementation
  1335. waitForAllDialogs();
  1336. makingTurn = false;
  1337. }
  1338. else
  1339. waitForAllDialogs();
  1340. GH.curInt = previousInterface;
  1341. LOCPLINT = previousInterface;
  1342. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1343. {
  1344. if(adventureInt)
  1345. {
  1346. GH.terminate_cond->setn(true);
  1347. GH.windows().popWindows(GH.windows().count());
  1348. adventureInt.reset();
  1349. }
  1350. }
  1351. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1352. {
  1353. // end game if current human player has won
  1354. CSH->sendClientDisconnecting();
  1355. requestReturningToMainMenu(true);
  1356. }
  1357. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1358. {
  1359. //all human players eliminated
  1360. CSH->sendClientDisconnecting();
  1361. requestReturningToMainMenu(false);
  1362. }
  1363. if (GH.curInt == this)
  1364. GH.curInt = nullptr;
  1365. }
  1366. else
  1367. {
  1368. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1369. {
  1370. MetaString message = victoryLossCheckResult.messageToSelf;
  1371. message.appendLocalString(EMetaText::COLOR, player.getNum());
  1372. showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1373. }
  1374. }
  1375. }
  1376. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1377. {
  1378. EVENT_HANDLER_CALLED_BY_CLIENT;
  1379. }
  1380. void CPlayerInterface::showPuzzleMap()
  1381. {
  1382. EVENT_HANDLER_CALLED_BY_CLIENT;
  1383. waitWhileDialog();
  1384. //TODO: interface should not know the real position of Grail...
  1385. double ratio = 0;
  1386. int3 grailPos = cb->getGrailPos(&ratio);
  1387. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1388. }
  1389. void CPlayerInterface::viewWorldMap()
  1390. {
  1391. adventureInt->openWorldView();
  1392. }
  1393. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1394. {
  1395. EVENT_HANDLER_CALLED_BY_CLIENT;
  1396. if(GH.windows().topWindow<CSpellWindow>())
  1397. GH.windows().popWindows(1);
  1398. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1399. localState->erasePath(caster);
  1400. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1401. auto castSoundPath = spell->getCastSound();
  1402. if(!castSoundPath.empty())
  1403. CCS->soundh->playSound(castSoundPath);
  1404. }
  1405. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1406. {
  1407. int msgToShow = -1;
  1408. const auto diggingStatus = h->diggingStatus();
  1409. switch(diggingStatus)
  1410. {
  1411. case EDiggingStatus::CAN_DIG:
  1412. break;
  1413. case EDiggingStatus::LACK_OF_MOVEMENT:
  1414. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1415. break;
  1416. case EDiggingStatus::TILE_OCCUPIED:
  1417. msgToShow = 97; //Try searching on clear ground.
  1418. break;
  1419. case EDiggingStatus::WRONG_TERRAIN:
  1420. msgToShow = 60; ////Try looking on land!
  1421. break;
  1422. case EDiggingStatus::BACKPACK_IS_FULL:
  1423. msgToShow = 247; //Searching for the Grail is fruitless...
  1424. break;
  1425. default:
  1426. assert(0);
  1427. }
  1428. if(msgToShow < 0)
  1429. cb->dig(h);
  1430. else
  1431. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1432. }
  1433. void CPlayerInterface::battleNewRoundFirst( int round )
  1434. {
  1435. EVENT_HANDLER_CALLED_BY_CLIENT;
  1436. BATTLE_EVENT_POSSIBLE_RETURN;
  1437. battleInt->newRoundFirst(round);
  1438. }
  1439. void CPlayerInterface::stopMovement()
  1440. {
  1441. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1442. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1443. }
  1444. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1445. {
  1446. EVENT_HANDLER_CALLED_BY_CLIENT;
  1447. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1448. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1449. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1450. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1451. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1452. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1453. else if(!market->availableModes().empty())
  1454. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1455. }
  1456. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1457. {
  1458. EVENT_HANDLER_CALLED_BY_CLIENT;
  1459. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1460. }
  1461. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1462. {
  1463. EVENT_HANDLER_CALLED_BY_CLIENT;
  1464. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1465. }
  1466. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1467. {
  1468. EVENT_HANDLER_CALLED_BY_CLIENT;
  1469. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1470. cmw->artifactsChanged(false);
  1471. }
  1472. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1473. {
  1474. EVENT_HANDLER_CALLED_BY_CLIENT;
  1475. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1476. }
  1477. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1478. {
  1479. EVENT_HANDLER_CALLED_BY_CLIENT;
  1480. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1481. }
  1482. void CPlayerInterface::showQuestLog()
  1483. {
  1484. EVENT_HANDLER_CALLED_BY_CLIENT;
  1485. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1486. }
  1487. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1488. {
  1489. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1490. {
  1491. MetaString txt;
  1492. obj->getProblemText(txt);
  1493. showInfoDialog(txt.toString());
  1494. }
  1495. else
  1496. showShipyardDialog(obj);
  1497. }
  1498. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1499. {
  1500. if(won && cb->getStartInfo()->campState)
  1501. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1502. else
  1503. {
  1504. GH.dispatchMainThread(
  1505. []()
  1506. {
  1507. CSH->endGameplay();
  1508. GH.defActionsDef = 63;
  1509. CMM->menu->switchToTab("main");
  1510. }
  1511. );
  1512. }
  1513. }
  1514. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1515. {
  1516. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1517. if(hero)
  1518. {
  1519. auto art = hero->getArt(al.slot);
  1520. if(art == nullptr)
  1521. {
  1522. logGlobal->error("artifact location %d points to nothing",
  1523. al.slot.num);
  1524. return;
  1525. }
  1526. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1527. }
  1528. }
  1529. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1530. {
  1531. EVENT_HANDLER_CALLED_BY_CLIENT;
  1532. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1533. adventureInt->onHeroChanged(hero);
  1534. }
  1535. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1536. {
  1537. EVENT_HANDLER_CALLED_BY_CLIENT;
  1538. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1539. adventureInt->onHeroChanged(hero);
  1540. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1541. artWin->artifactRemoved(al);
  1542. waitWhileDialog();
  1543. }
  1544. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1545. {
  1546. EVENT_HANDLER_CALLED_BY_CLIENT;
  1547. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1548. adventureInt->onHeroChanged(hero);
  1549. bool redraw = true;
  1550. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1551. if(numOfMovedArts != 0)
  1552. {
  1553. numOfMovedArts--;
  1554. if(numOfMovedArts != 0)
  1555. redraw = false;
  1556. }
  1557. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1558. artWin->artifactMoved(src, dst, redraw);
  1559. waitWhileDialog();
  1560. }
  1561. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1562. {
  1563. numOfMovedArts = numOfArts;
  1564. }
  1565. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1566. {
  1567. EVENT_HANDLER_CALLED_BY_CLIENT;
  1568. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1569. adventureInt->onHeroChanged(hero);
  1570. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1571. artWin->artifactAssembled(al);
  1572. }
  1573. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1574. {
  1575. EVENT_HANDLER_CALLED_BY_CLIENT;
  1576. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1577. adventureInt->onHeroChanged(hero);
  1578. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1579. artWin->artifactDisassembled(al);
  1580. }
  1581. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1582. {
  1583. while(!dialogs.empty())
  1584. {
  1585. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1586. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1587. }
  1588. waitWhileDialog(unlockPim);
  1589. }
  1590. void CPlayerInterface::proposeLoadingGame()
  1591. {
  1592. showYesNoDialog(
  1593. CGI->generaltexth->allTexts[68],
  1594. []()
  1595. {
  1596. GH.dispatchMainThread(
  1597. []()
  1598. {
  1599. CSH->endGameplay();
  1600. GH.defActionsDef = 63;
  1601. CMM->menu->switchToTab("load");
  1602. }
  1603. );
  1604. },
  1605. nullptr
  1606. );
  1607. }
  1608. bool CPlayerInterface::capturedAllEvents()
  1609. {
  1610. if(duringMovement)
  1611. {
  1612. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1613. return true;
  1614. }
  1615. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1616. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1617. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1618. {
  1619. GH.input().ignoreEventsUntilInput();
  1620. return true;
  1621. }
  1622. return false;
  1623. }
  1624. void CPlayerInterface::setMovementStatus(bool value)
  1625. {
  1626. duringMovement = value;
  1627. if (value)
  1628. {
  1629. CCS->curh->hide();
  1630. }
  1631. else
  1632. {
  1633. CCS->curh->show();
  1634. }
  1635. }
  1636. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1637. {
  1638. int i = 1;
  1639. auto getObj = [&](int3 coord, bool ignoreHero)
  1640. {
  1641. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1642. };
  1643. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1644. {
  1645. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1646. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1647. action != EPathNodeAction::TELEPORT_BATTLE)
  1648. {
  1649. return false;
  1650. }
  1651. return true;
  1652. };
  1653. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1654. {
  1655. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1656. return nextObjectTop;
  1657. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1658. CGTeleport::isConnected(currentObject, nextObject))
  1659. {
  1660. return nextObject;
  1661. }
  1662. return nullptr;
  1663. };
  1664. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1665. stillMoveHero.data = CONTINUE_MOVE;
  1666. auto doMovement = [&](int3 dst, bool transit)
  1667. {
  1668. stillMoveHero.data = WAITING_MOVE;
  1669. cb->moveHero(h, dst, transit);
  1670. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1671. stillMoveHero.cond.wait(un);
  1672. };
  1673. {
  1674. for (auto & elem : path.nodes)
  1675. elem.coord = h->convertFromVisitablePos(elem.coord);
  1676. int soundChannel = -1;
  1677. std::string soundName;
  1678. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1679. {
  1680. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1681. return "";
  1682. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1683. return "";
  1684. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1685. return "";
  1686. // flying movement sound
  1687. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1688. return "HORSE10.wav";
  1689. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1690. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1691. auto prevRoad = prevTile->roadType;
  1692. auto nextRoad = nextTile->roadType;
  1693. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1694. if (movingOnRoad)
  1695. return nextTile->terType->horseSound;
  1696. else
  1697. return nextTile->terType->horseSoundPenalty;
  1698. };
  1699. auto canStop = [&](CGPathNode * node) -> bool
  1700. {
  1701. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1702. return true;
  1703. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1704. return true;
  1705. return false;
  1706. };
  1707. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1708. {
  1709. int3 prevCoord = path.nodes[i].coord;
  1710. int3 nextCoord = path.nodes[i-1].coord;
  1711. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1712. auto nextObjectTop = getObj(nextCoord, false);
  1713. auto nextObject = getObj(nextCoord, true);
  1714. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1715. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1716. {
  1717. CCS->soundh->stopSound(soundChannel);
  1718. destinationTeleport = destTeleportObj->id;
  1719. destinationTeleportPos = nextCoord;
  1720. doMovement(h->pos, false);
  1721. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1722. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1723. {
  1724. destinationTeleport = ObjectInstanceID();
  1725. destinationTeleportPos = int3(-1);
  1726. }
  1727. if(i != path.nodes.size() - 1)
  1728. {
  1729. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1730. if (!soundName.empty())
  1731. soundChannel = CCS->soundh->playSound(soundName, -1);
  1732. else
  1733. soundChannel = -1;
  1734. }
  1735. continue;
  1736. }
  1737. if (path.nodes[i-1].turns)
  1738. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1739. stillMoveHero.data = STOP_MOVE;
  1740. break;
  1741. }
  1742. {
  1743. // Start a new sound for the hero movement or let the existing one carry on.
  1744. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1745. if(newSoundName != soundName)
  1746. {
  1747. soundName = newSoundName;
  1748. CCS->soundh->stopSound(soundChannel);
  1749. if (!soundName.empty())
  1750. soundChannel = CCS->soundh->playSound(soundName, -1);
  1751. else
  1752. soundChannel = -1;
  1753. }
  1754. }
  1755. 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
  1756. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1757. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1758. bool useTransit = false;
  1759. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1760. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1761. || CGTeleport::isTeleport(nextObjectTop)))
  1762. { // Hero should be able to go through object if it's allow transit
  1763. useTransit = true;
  1764. }
  1765. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1766. useTransit = true;
  1767. doMovement(endpos, useTransit);
  1768. logGlobal->trace("Resuming %s", __FUNCTION__);
  1769. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1770. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1771. break;
  1772. }
  1773. CCS->soundh->stopSound(soundChannel);
  1774. }
  1775. //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
  1776. if (!showingDialog->get())
  1777. GH.fakeMouseMove();
  1778. CGI->mh->waitForOngoingAnimations();
  1779. setMovementStatus(false);
  1780. }
  1781. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1782. {
  1783. EVENT_HANDLER_CALLED_BY_CLIENT;
  1784. adventureInt->openWorldView(objectPositions, showTerrain );
  1785. }