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/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  106. localState(std::make_unique<PlayerLocalState>(*this))
  107. {
  108. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  109. destinationTeleport = ObjectInstanceID();
  110. destinationTeleportPos = int3(-1);
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. curAction = nullptr;
  114. playerID=Player;
  115. human=true;
  116. battleInt = nullptr;
  117. castleInt = nullptr;
  118. makingTurn = false;
  119. showingDialog = new CondSh<bool>(false);
  120. cingconsole = new CInGameConsole();
  121. GH.terminate_cond->set(false);
  122. firstCall = 1; //if loading will be overwritten in serialize
  123. autosaveCount = 0;
  124. isAutoFightOn = false;
  125. duringMovement = false;
  126. ignoreEvents = false;
  127. numOfMovedArts = 0;
  128. }
  129. CPlayerInterface::~CPlayerInterface()
  130. {
  131. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  132. delete showingDialog;
  133. delete cingconsole;
  134. if (LOCPLINT == this)
  135. LOCPLINT = nullptr;
  136. }
  137. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  138. {
  139. cb = CB;
  140. env = ENV;
  141. CCS->musich->loadTerrainMusicThemes();
  142. initializeHeroTownList();
  143. // always recreate advmap interface to avoid possible memory-corruption bugs
  144. adventureInt.reset(new CAdventureMapInterface());
  145. }
  146. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  147. {
  148. EVENT_HANDLER_CALLED_BY_CLIENT;
  149. if (!vstd::contains (GH.listInt, adventureInt))
  150. {
  151. // after map load - remove all active windows and replace them with adventure map
  152. GH.popInts ((int)GH.listInt.size());
  153. GH.pushInt (adventureInt);
  154. }
  155. // remove all dialogs that do not expect query answer
  156. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get()))
  157. GH.popInts(1);
  158. if (player != playerID && LOCPLINT == this)
  159. {
  160. waitWhileDialog();
  161. adventureInt->onEnemyTurnStarted(player);
  162. }
  163. }
  164. void CPlayerInterface::performAutosave()
  165. {
  166. std::string prefix = settings["session"]["saveprefix"].String();
  167. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  168. if(firstCall)
  169. {
  170. autosaveCount = getLastIndex(prefix + "Autosave_");
  171. if(firstCall > 0) //new game, not loaded
  172. {
  173. int index = getLastIndex(prefix + "Newgame_");
  174. index %= SAVES_COUNT;
  175. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  176. }
  177. firstCall = 0;
  178. }
  179. else if(frequency > 0 && cb->getDate() % frequency == 0)
  180. {
  181. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  182. autosaveCount %= 5;
  183. }
  184. }
  185. void CPlayerInterface::yourTurn()
  186. {
  187. EVENT_HANDLER_CALLED_BY_CLIENT;
  188. {
  189. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  190. LOCPLINT = this;
  191. GH.curInt = this;
  192. NotificationHandler::notify("Your turn");
  193. performAutosave();
  194. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  195. {
  196. adventureInt->onHotseatWaitStarted(playerID);
  197. makingTurn = true;
  198. std::string msg = CGI->generaltexth->allTexts[13];
  199. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  200. std::vector<std::shared_ptr<CComponent>> cmp;
  201. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  202. showInfoDialog(msg, cmp);
  203. }
  204. else
  205. {
  206. makingTurn = true;
  207. adventureInt->onPlayerTurnStarted(playerID);
  208. }
  209. }
  210. acceptTurn();
  211. }
  212. void CPlayerInterface::acceptTurn()
  213. {
  214. if (settings["session"]["autoSkip"].Bool())
  215. {
  216. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  217. iw->close();
  218. }
  219. if(CSH->howManyPlayerInterfaces() > 1)
  220. {
  221. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  222. adventureInt->onPlayerTurnStarted(playerID);
  223. }
  224. // warn player if he has no town
  225. if (cb->howManyTowns() == 0)
  226. {
  227. auto playerColor = *cb->getPlayerID();
  228. std::vector<Component> components;
  229. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  230. MetaString text;
  231. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  232. if(optDaysWithoutCastle)
  233. {
  234. auto daysWithoutCastle = optDaysWithoutCastle.value();
  235. if (daysWithoutCastle < 6)
  236. {
  237. 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.
  238. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  239. text.addReplacement(7 - daysWithoutCastle);
  240. }
  241. else if (daysWithoutCastle == 6)
  242. {
  243. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  244. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  245. }
  246. showInfoDialogAndWait(components, text);
  247. }
  248. else
  249. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  250. }
  251. }
  252. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  253. {
  254. EVENT_HANDLER_CALLED_BY_CLIENT;
  255. waitWhileDialog();
  256. if(LOCPLINT != this)
  257. return;
  258. //FIXME: read once and store
  259. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  260. return;
  261. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  262. if (!hero)
  263. return;
  264. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  265. {
  266. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  267. CCS->soundh->playSound(hero->getRemovalSound().value());
  268. }
  269. std::unordered_set<int3> changedTiles {
  270. hero->convertToVisitablePos(details.start),
  271. hero->convertToVisitablePos(details.end)
  272. };
  273. adventureInt->onMapTilesChanged(changedTiles);
  274. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  275. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  276. {
  277. if(details.result == TryMoveHero::TELEPORTATION)
  278. {
  279. if(localState->hasPath(hero))
  280. {
  281. assert(localState->getPath(hero).nodes.size() >= 2);
  282. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  283. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  284. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  285. {
  286. //path was between entrance and exit of teleport -> OK, erase node as usual
  287. localState->removeLastNode(hero);
  288. }
  289. else
  290. {
  291. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  292. localState->erasePath(hero);
  293. }
  294. }
  295. }
  296. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  297. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  298. {
  299. localState->erasePath(hero);
  300. }
  301. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  302. {
  303. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  304. localState->removeLastNode(hero);
  305. }
  306. }
  307. if(details.stopMovement()) //hero failed to move
  308. {
  309. stillMoveHero.setn(STOP_MOVE);
  310. adventureInt->onHeroChanged(hero);
  311. return;
  312. }
  313. CGI->mh->waitForOngoingAnimations();
  314. //move finished
  315. adventureInt->onHeroChanged(hero);
  316. //check if user cancelled movement
  317. {
  318. boost::unique_lock<boost::mutex> un(eventsM);
  319. while(!SDLEventsQueue.empty())
  320. {
  321. SDL_Event ev = SDLEventsQueue.front();
  322. SDLEventsQueue.pop();
  323. switch(ev.type)
  324. {
  325. case SDL_MOUSEBUTTONDOWN:
  326. stillMoveHero.setn(STOP_MOVE);
  327. break;
  328. case SDL_KEYDOWN:
  329. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  330. stillMoveHero.setn(STOP_MOVE);
  331. break;
  332. }
  333. }
  334. }
  335. if (stillMoveHero.get() == WAITING_MOVE)
  336. stillMoveHero.setn(DURING_MOVE);
  337. // Hero attacked creature directly, set direction to face it.
  338. if (directlyAttackingCreature) {
  339. // Get direction to attacker.
  340. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  341. static const ui8 dirLookup[3][3] = {
  342. { 1, 2, 3 },
  343. { 8, 0, 4 },
  344. { 7, 6, 5 }
  345. };
  346. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  347. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  348. }
  349. }
  350. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  354. localState->removeWanderingHero(hero);
  355. adventureInt->onHeroChanged(hero);
  356. localState->erasePath(hero);
  357. }
  358. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. if(start && visitedObj)
  362. {
  363. if(visitedObj->getVisitSound())
  364. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  365. }
  366. }
  367. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. localState->addWanderingHero(hero);
  371. adventureInt->onHeroChanged(hero);
  372. }
  373. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  374. {
  375. if(castleInt)
  376. castleInt->close();
  377. castleInt = nullptr;
  378. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  379. GH.pushInt(newCastleInt);
  380. }
  381. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if (which == 4)
  385. {
  386. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  387. ctw->setExpToLevel();
  388. }
  389. else
  390. adventureInt->onHeroChanged(hero);
  391. }
  392. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  396. if (cuw) //university window is open
  397. {
  398. GH.totalRedraw();
  399. }
  400. }
  401. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. adventureInt->onHeroChanged(hero);
  405. if (makingTurn && hero->tempOwner == playerID)
  406. adventureInt->onHeroChanged(hero);
  407. }
  408. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  409. {
  410. EVENT_HANDLER_CALLED_BY_CLIENT;
  411. if (makingTurn && hero->tempOwner == playerID)
  412. adventureInt->onHeroChanged(hero);
  413. }
  414. void CPlayerInterface::receivedResource()
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  418. mw->resourceChanged();
  419. GH.totalRedraw();
  420. }
  421. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. waitWhileDialog();
  425. CCS->soundh->playSound(soundBase::heroNewLevel);
  426. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  427. {
  428. cb->selectionMade(selection, queryID);
  429. });
  430. }
  431. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  432. {
  433. EVENT_HANDLER_CALLED_BY_CLIENT;
  434. waitWhileDialog();
  435. CCS->soundh->playSound(soundBase::heroNewLevel);
  436. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  437. {
  438. cb->selectionMade(selection, queryID);
  439. });
  440. }
  441. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  442. {
  443. EVENT_HANDLER_CALLED_BY_CLIENT;
  444. if(town->garrisonHero) //wandering hero moved to the garrison
  445. {
  446. if(town->garrisonHero->tempOwner == playerID)
  447. localState->removeWanderingHero(town->garrisonHero);
  448. }
  449. if(town->visitingHero) //hero leaves garrison
  450. {
  451. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  452. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  453. localState->addWanderingHero(town->visitingHero);
  454. }
  455. adventureInt->onHeroChanged(nullptr);
  456. adventureInt->onTownChanged(town);
  457. if(castleInt)
  458. {
  459. castleInt->garr->selectSlot(nullptr);
  460. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  461. castleInt->garr->setArmy(town->visitingHero, 1);
  462. castleInt->garr->recreateSlots();
  463. castleInt->heroes->update();
  464. castleInt->redraw();
  465. }
  466. for (auto isa : GH.listInt)
  467. {
  468. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  469. if (ki)
  470. {
  471. ki->townChanged(town);
  472. ki->updateGarrisons();
  473. ki->redraw();
  474. }
  475. }
  476. }
  477. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  478. {
  479. EVENT_HANDLER_CALLED_BY_CLIENT;
  480. if (hero->tempOwner != playerID )
  481. return;
  482. waitWhileDialog();
  483. openTownWindow(town);
  484. }
  485. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  486. {
  487. std::vector<const CGObjectInstance *> instances;
  488. if(auto obj = cb->getObj(id1))
  489. instances.push_back(obj);
  490. if(id2 != ObjectInstanceID() && id2 != id1)
  491. {
  492. if(auto obj = cb->getObj(id2))
  493. instances.push_back(obj);
  494. }
  495. garrisonsChanged(instances);
  496. }
  497. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  498. {
  499. boost::unique_lock<boost::recursive_mutex> un(*pim);
  500. for (auto object : objs)
  501. {
  502. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  503. auto * town = dynamic_cast<const CGTownInstance*>(object);
  504. if (hero)
  505. adventureInt->onHeroChanged(hero);
  506. if (town)
  507. adventureInt->onTownChanged(town);
  508. }
  509. for (auto & elem : GH.listInt)
  510. {
  511. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  512. if (cgh)
  513. cgh->updateGarrisons();
  514. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  515. {
  516. if (vstd::contains(objs, cmw->hero))
  517. cmw->garrisonChanged();
  518. }
  519. }
  520. GH.totalRedraw();
  521. }
  522. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  523. {
  524. EVENT_HANDLER_CALLED_BY_CLIENT;
  525. if (castleInt)
  526. {
  527. castleInt->townlist->update(town);
  528. if (castleInt->town == town)
  529. {
  530. switch(what)
  531. {
  532. case 1:
  533. CCS->soundh->playSound(soundBase::newBuilding);
  534. castleInt->addBuilding(buildingID);
  535. break;
  536. case 2:
  537. castleInt->removeBuilding(buildingID);
  538. break;
  539. }
  540. }
  541. }
  542. adventureInt->onTownChanged(town);
  543. }
  544. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  545. {
  546. //Don't wait for dialogs when we are non-active hot-seat player
  547. if (LOCPLINT == this)
  548. waitForAllDialogs();
  549. }
  550. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  551. {
  552. EVENT_HANDLER_CALLED_BY_CLIENT;
  553. bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
  554. lastBattleArmies.first = army1;
  555. lastBattleArmies.second = army2;
  556. //quick combat with neutral creatures only
  557. auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
  558. if((!autoBattleResultRefused && !allowBattleReplay && army2_object
  559. && army2_object->getOwner() == PlayerColor::UNFLAGGABLE
  560. && settings["adventure"]["quickCombat"].Bool())
  561. || settings["adventure"]["alwaysSkipCombat"].Bool())
  562. {
  563. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  564. autofightingAI->initBattleInterface(env, cb);
  565. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  566. isAutoFightOn = true;
  567. cb->registerBattleInterface(autofightingAI);
  568. // Player shouldn't be able to move on adventure map if quick combat is going
  569. allowBattleReplay = true;
  570. }
  571. //Don't wait for dialogs when we are non-active hot-seat player
  572. if (LOCPLINT == this)
  573. waitForAllDialogs();
  574. BATTLE_EVENT_POSSIBLE_RETURN;
  575. }
  576. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  577. {
  578. EVENT_HANDLER_CALLED_BY_CLIENT;
  579. BATTLE_EVENT_POSSIBLE_RETURN;
  580. for(auto & info : units)
  581. {
  582. switch(info.operation)
  583. {
  584. case UnitChanges::EOperation::RESET_STATE:
  585. {
  586. const CStack * stack = cb->battleGetStackByID(info.id );
  587. if(!stack)
  588. {
  589. logGlobal->error("Invalid unit ID %d", info.id);
  590. continue;
  591. }
  592. battleInt->stackReset(stack);
  593. }
  594. break;
  595. case UnitChanges::EOperation::REMOVE:
  596. battleInt->stackRemoved(info.id);
  597. break;
  598. case UnitChanges::EOperation::ADD:
  599. {
  600. const CStack * unit = cb->battleGetStackByID(info.id);
  601. if(!unit)
  602. {
  603. logGlobal->error("Invalid unit ID %d", info.id);
  604. continue;
  605. }
  606. battleInt->stackAdded(unit);
  607. }
  608. break;
  609. default:
  610. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  611. break;
  612. }
  613. }
  614. }
  615. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  620. std::vector<ObstacleChanges> removedObstacles;
  621. for(auto & change : obstacles)
  622. {
  623. if(change.operation == BattleChanges::EOperation::ADD)
  624. {
  625. auto instance = cb->battleGetObstacleByID(change.id);
  626. if(instance)
  627. newObstacles.push_back(instance);
  628. else
  629. logNetwork->error("Invalid obstacle instance %d", change.id);
  630. }
  631. if(change.operation == BattleChanges::EOperation::REMOVE)
  632. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  633. }
  634. if (!newObstacles.empty())
  635. battleInt->obstaclePlaced(newObstacles);
  636. if (!removedObstacles.empty())
  637. battleInt->obstacleRemoved(removedObstacles);
  638. battleInt->fieldController->redrawBackgroundWithHexes();
  639. }
  640. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  641. {
  642. EVENT_HANDLER_CALLED_BY_CLIENT;
  643. BATTLE_EVENT_POSSIBLE_RETURN;
  644. battleInt->stackIsCatapulting(ca);
  645. }
  646. void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. battleInt->newRound(round);
  651. }
  652. void CPlayerInterface::actionStarted(const BattleAction &action)
  653. {
  654. EVENT_HANDLER_CALLED_BY_CLIENT;
  655. BATTLE_EVENT_POSSIBLE_RETURN;
  656. curAction = new BattleAction(action);
  657. battleInt->startAction(curAction);
  658. }
  659. void CPlayerInterface::actionFinished(const BattleAction &action)
  660. {
  661. EVENT_HANDLER_CALLED_BY_CLIENT;
  662. BATTLE_EVENT_POSSIBLE_RETURN;
  663. battleInt->endAction(curAction);
  664. delete curAction;
  665. curAction = nullptr;
  666. }
  667. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  668. {
  669. THREAD_CREATED_BY_CLIENT;
  670. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  671. auto stackId = stack->ID;
  672. auto stackName = stack->nodeName();
  673. if (autofightingAI)
  674. {
  675. if (isAutoFightOn)
  676. {
  677. auto ret = autofightingAI->activeStack(stack);
  678. if(cb->battleIsFinished())
  679. {
  680. return BattleAction::makeDefend(stack); // battle finished with spellcast
  681. }
  682. if (isAutoFightOn)
  683. {
  684. return ret;
  685. }
  686. }
  687. cb->unregisterBattleInterface(autofightingAI);
  688. autofightingAI.reset();
  689. }
  690. assert(battleInt);
  691. if(!battleInt)
  692. {
  693. return BattleAction::makeDefend(stack); // probably battle is finished already
  694. }
  695. if(BattleInterface::givenCommand.get())
  696. {
  697. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  698. vstd::clear_pointer(BattleInterface::givenCommand.data);
  699. }
  700. {
  701. boost::unique_lock<boost::recursive_mutex> un(*pim);
  702. battleInt->stackActivated(stack);
  703. //Regeneration & mana drain go there
  704. }
  705. //wait till BattleInterface sets its command
  706. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  707. while(!BattleInterface::givenCommand.data)
  708. {
  709. BattleInterface::givenCommand.cond.wait(lock);
  710. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  711. throw boost::thread_interrupted(); //will shut the thread peacefully
  712. }
  713. //tidy up
  714. BattleAction ret = *(BattleInterface::givenCommand.data);
  715. vstd::clear_pointer(BattleInterface::givenCommand.data);
  716. if(ret.actionType == EActionType::CANCEL)
  717. {
  718. if(stackId != ret.stackNumber)
  719. logGlobal->error("Not current active stack action canceled");
  720. logGlobal->trace("Canceled command for %s", stackName);
  721. }
  722. else
  723. logGlobal->trace("Giving command for %s", stackName);
  724. return ret;
  725. }
  726. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  727. {
  728. EVENT_HANDLER_CALLED_BY_CLIENT;
  729. if(isAutoFightOn || autofightingAI)
  730. {
  731. isAutoFightOn = false;
  732. cb->unregisterBattleInterface(autofightingAI);
  733. autofightingAI.reset();
  734. if(!battleInt)
  735. {
  736. bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
  737. allowBattleReplay = false;
  738. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  739. wnd->resultCallback = [=](ui32 selection)
  740. {
  741. cb->selectionMade(selection, queryID);
  742. };
  743. GH.pushInt(wnd);
  744. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  745. // Otherwise NewTurn causes freeze.
  746. waitWhileDialog();
  747. return;
  748. }
  749. }
  750. BATTLE_EVENT_POSSIBLE_RETURN;
  751. battleInt->battleFinished(*br, queryID);
  752. }
  753. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  754. {
  755. EVENT_HANDLER_CALLED_BY_CLIENT;
  756. BATTLE_EVENT_POSSIBLE_RETURN;
  757. battleInt->displayBattleLog(lines);
  758. }
  759. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  760. {
  761. EVENT_HANDLER_CALLED_BY_CLIENT;
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. battleInt->stackMoved(stack, dest, distance, teleport);
  764. }
  765. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. battleInt->spellCast(sc);
  770. }
  771. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  772. {
  773. EVENT_HANDLER_CALLED_BY_CLIENT;
  774. BATTLE_EVENT_POSSIBLE_RETURN;
  775. battleInt->battleStacksEffectsSet(sse);
  776. }
  777. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. BATTLE_EVENT_POSSIBLE_RETURN;
  781. RETURN_IF_QUICK_COMBAT;
  782. battleInt->effectsController->battleTriggerEffect(bte);
  783. }
  784. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  785. {
  786. EVENT_HANDLER_CALLED_BY_CLIENT;
  787. BATTLE_EVENT_POSSIBLE_RETURN;
  788. std::vector<StackAttackedInfo> arg;
  789. for(auto & elem : bsa)
  790. {
  791. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  792. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  793. assert(defender);
  794. StackAttackedInfo info;
  795. info.defender = defender;
  796. info.attacker = attacker;
  797. info.damageDealt = elem.damageAmount;
  798. info.amountKilled = elem.killedAmount;
  799. info.spellEffect = SpellID::NONE;
  800. info.indirectAttack = ranged;
  801. info.killed = elem.killed();
  802. info.rebirth = elem.willRebirth();
  803. info.cloneKilled = elem.cloneKilled();
  804. info.fireShield = elem.fireShield();
  805. if (elem.isSpell())
  806. info.spellEffect = elem.spellID;
  807. arg.push_back(info);
  808. }
  809. battleInt->stacksAreAttacked(arg);
  810. }
  811. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  812. {
  813. EVENT_HANDLER_CALLED_BY_CLIENT;
  814. BATTLE_EVENT_POSSIBLE_RETURN;
  815. assert(curAction);
  816. StackAttackInfo info;
  817. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  818. info.defender = nullptr;
  819. info.indirectAttack = ba->shot();
  820. info.lucky = ba->lucky();
  821. info.unlucky = ba->unlucky();
  822. info.deathBlow = ba->deathBlow();
  823. info.lifeDrain = ba->lifeDrain();
  824. info.tile = ba->tile;
  825. info.spellEffect = SpellID::NONE;
  826. if (ba->spellLike())
  827. info.spellEffect = ba->spellID;
  828. for(auto & elem : ba->bsa)
  829. {
  830. if(!elem.isSecondary())
  831. {
  832. assert(info.defender == nullptr);
  833. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  834. }
  835. else
  836. {
  837. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  838. }
  839. }
  840. assert(info.defender != nullptr);
  841. assert(info.attacker != nullptr);
  842. battleInt->stackAttacking(info);
  843. }
  844. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  845. {
  846. EVENT_HANDLER_CALLED_BY_CLIENT;
  847. BATTLE_EVENT_POSSIBLE_RETURN;
  848. battleInt->gateStateChanged(state);
  849. }
  850. void CPlayerInterface::yourTacticPhase(int distance)
  851. {
  852. THREAD_CREATED_BY_CLIENT;
  853. while(battleInt && battleInt->tacticsMode)
  854. boost::this_thread::sleep(boost::posix_time::millisec(1));
  855. }
  856. void CPlayerInterface::forceEndTacticPhase()
  857. {
  858. if (battleInt)
  859. battleInt->tacticsMode = false;
  860. }
  861. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  862. {
  863. EVENT_HANDLER_CALLED_BY_CLIENT;
  864. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  865. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  866. if(autoTryHover || type == EInfoWindowMode::INFO)
  867. {
  868. waitWhileDialog(); //Fix for mantis #98
  869. adventureInt->showInfoBoxMessage(components, text, timer);
  870. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  871. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  872. return;
  873. }
  874. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  875. {
  876. return;
  877. }
  878. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  879. do
  880. {
  881. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  882. std::vector<std::shared_ptr<CComponent>> intComps;
  883. for (auto & component : sender)
  884. intComps.push_back(std::make_shared<CComponent>(component));
  885. showInfoDialog(text,intComps,soundID);
  886. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  887. }
  888. while(!vect.empty());
  889. }
  890. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  891. {
  892. std::vector<std::shared_ptr<CComponent>> intComps;
  893. intComps.push_back(component);
  894. showInfoDialog(text, intComps, soundBase::sound_todo);
  895. }
  896. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  897. {
  898. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  899. waitWhileDialog();
  900. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  901. {
  902. return;
  903. }
  904. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  905. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  906. {
  907. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  908. showingDialog->set(true);
  909. stopMovement(); // interrupt movement to show dialog
  910. GH.pushInt(temp);
  911. }
  912. else
  913. {
  914. dialogs.push_back(temp);
  915. }
  916. }
  917. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  918. {
  919. EVENT_HANDLER_CALLED_BY_CLIENT;
  920. std::string str;
  921. text.toString(str);
  922. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  923. waitWhileDialog();
  924. }
  925. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  926. {
  927. boost::unique_lock<boost::recursive_mutex> un(*pim);
  928. stopMovement();
  929. LOCPLINT->showingDialog->setn(true);
  930. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  931. }
  932. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  933. {
  934. EVENT_HANDLER_CALLED_BY_CLIENT;
  935. waitWhileDialog();
  936. stopMovement();
  937. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  938. if (!selection && cancel) //simple yes/no dialog
  939. {
  940. std::vector<std::shared_ptr<CComponent>> intComps;
  941. for (auto & component : components)
  942. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  943. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  944. }
  945. else if (selection)
  946. {
  947. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  948. for (auto & component : components)
  949. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  950. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  951. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  952. if (cancel)
  953. {
  954. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  955. }
  956. int charperline = 35;
  957. if (pom.size() > 1)
  958. charperline = 50;
  959. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  960. intComps[0]->clickLeft(true, false);
  961. }
  962. }
  963. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  964. {
  965. EVENT_HANDLER_CALLED_BY_CLIENT;
  966. int choosenExit = -1;
  967. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  968. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  969. choosenExit = vstd::find_pos(exits, neededExit);
  970. cb->selectionMade(choosenExit, askID);
  971. }
  972. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  973. {
  974. EVENT_HANDLER_CALLED_BY_CLIENT;
  975. auto selectCallback = [=](int selection)
  976. {
  977. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  978. reply.Integer() = selection;
  979. cb->sendQueryReply(reply, askID);
  980. };
  981. auto cancelCallback = [=]()
  982. {
  983. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  984. cb->sendQueryReply(reply, askID);
  985. };
  986. const std::string localTitle = title.toString();
  987. const std::string localDescription = description.toString();
  988. std::vector<int> tempList;
  989. tempList.reserve(objects.size());
  990. for(auto item : objects)
  991. tempList.push_back(item.getNum());
  992. CComponent localIconC(icon);
  993. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  994. localIconC.removeChild(localIcon.get(), false);
  995. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  996. wnd->onExit = cancelCallback;
  997. GH.pushInt(wnd);
  998. }
  999. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  1000. {
  1001. EVENT_HANDLER_CALLED_BY_CLIENT;
  1002. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1003. adventureInt->onMapTilesChanged(pos);
  1004. }
  1005. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  1006. {
  1007. EVENT_HANDLER_CALLED_BY_CLIENT;
  1008. adventureInt->onMapTilesChanged(pos);
  1009. }
  1010. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1011. {
  1012. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1013. GH.pushIntT<CHeroWindow>(hero);
  1014. }
  1015. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1016. {
  1017. EVENT_HANDLER_CALLED_BY_CLIENT;
  1018. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1019. {
  1020. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1021. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1022. if (fortScreen)
  1023. fortScreen->creaturesChangedEventHandler();
  1024. else if(castleInterface)
  1025. castleInterface->creaturesChangedEventHandler();
  1026. for(auto isa : GH.listInt)
  1027. {
  1028. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1029. if (ki && townObj)
  1030. ki->townChanged(townObj);
  1031. }
  1032. }
  1033. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1034. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1035. {
  1036. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1037. if (crw && crw->dwelling == town)
  1038. crw->availableCreaturesChanged();
  1039. }
  1040. }
  1041. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1042. {
  1043. EVENT_HANDLER_CALLED_BY_CLIENT;
  1044. if (bonus.type == Bonus::NONE)
  1045. return;
  1046. adventureInt->onHeroChanged(hero);
  1047. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1048. {
  1049. //recalculate paths because hero has lost bonus influencing pathfinding
  1050. localState->erasePath(hero);
  1051. }
  1052. }
  1053. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1054. {
  1055. EVENT_HANDLER_CALLED_BY_CLIENT;
  1056. localState->serialize(h, version);
  1057. }
  1058. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. localState->serialize(h, version);
  1062. firstCall = -1;
  1063. }
  1064. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1065. {
  1066. LOG_TRACE(logGlobal);
  1067. if (!LOCPLINT->makingTurn)
  1068. return;
  1069. if (!h)
  1070. return; //can't find hero
  1071. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1072. if (showingDialog->get() || !dialogs.empty())
  1073. return;
  1074. setMovementStatus(true);
  1075. if (localState->isHeroSleeping(h))
  1076. localState->setHeroAwaken(h);
  1077. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1078. }
  1079. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1080. {
  1081. EVENT_HANDLER_CALLED_BY_CLIENT;
  1082. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1083. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1084. {
  1085. onEnd();
  1086. return;
  1087. }
  1088. waitForAllDialogs();
  1089. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1090. cgw->quit->addCallback(onEnd);
  1091. GH.pushInt(cgw);
  1092. }
  1093. /**
  1094. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1095. * into a combinational one on an artifact screen. Does not require the combination of
  1096. * artifacts to be legal.
  1097. */
  1098. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1099. {
  1100. std::string text = artifact->getDescriptionTranslated();
  1101. text += "\n\n";
  1102. std::vector<std::shared_ptr<CComponent>> scs;
  1103. if(assembledArtifact)
  1104. {
  1105. // You possess all of the components to...
  1106. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1107. // Picture of assembled artifact at bottom.
  1108. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1109. scs.push_back(sc);
  1110. }
  1111. else
  1112. {
  1113. // Do you wish to disassemble this artifact?
  1114. text += CGI->generaltexth->allTexts[733];
  1115. }
  1116. showYesNoDialog(text, onYes, nullptr, scs);
  1117. }
  1118. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1119. {
  1120. EVENT_HANDLER_CALLED_BY_CLIENT;
  1121. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1122. && destinationTeleport == ObjectInstanceID())
  1123. stillMoveHero.setn(CONTINUE_MOVE);
  1124. if (destinationTeleport != ObjectInstanceID()
  1125. && pa->packType == typeList.getTypeID<QueryReply>()
  1126. && stillMoveHero.get() == DURING_MOVE)
  1127. { // After teleportation via CGTeleport object is finished
  1128. destinationTeleport = ObjectInstanceID();
  1129. destinationTeleportPos = int3(-1);
  1130. stillMoveHero.setn(CONTINUE_MOVE);
  1131. }
  1132. }
  1133. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1134. {
  1135. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1136. }
  1137. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1138. {
  1139. EVENT_HANDLER_CALLED_BY_CLIENT;
  1140. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1141. }
  1142. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1143. {
  1144. EVENT_HANDLER_CALLED_BY_CLIENT;
  1145. //redraw minimap if owner changed
  1146. if (sop->what == ObjProperty::OWNER)
  1147. {
  1148. const CGObjectInstance * obj = cb->getObj(sop->id);
  1149. if(obj->ID == Obj::TOWN)
  1150. {
  1151. auto town = static_cast<const CGTownInstance *>(obj);
  1152. if(obj->tempOwner == playerID)
  1153. localState->addOwnedTown(town);
  1154. else
  1155. localState->removeOwnedTown(town);
  1156. adventureInt->onTownChanged(town);
  1157. }
  1158. std::set<int3> pos = obj->getBlockedPos();
  1159. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1160. adventureInt->onMapTilesChanged(upos);
  1161. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1162. }
  1163. }
  1164. void CPlayerInterface::initializeHeroTownList()
  1165. {
  1166. if(localState->getWanderingHeroes().empty())
  1167. {
  1168. for(auto & hero : cb->getHeroesInfo())
  1169. {
  1170. if(!hero->inTownGarrison)
  1171. localState->addWanderingHero(hero);
  1172. }
  1173. }
  1174. if(localState->getOwnedTowns().empty())
  1175. {
  1176. for(auto & town : cb->getTownsInfo())
  1177. localState->addOwnedTown(town);
  1178. }
  1179. if(adventureInt)
  1180. adventureInt->onHeroChanged(nullptr);
  1181. }
  1182. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1183. {
  1184. EVENT_HANDLER_CALLED_BY_CLIENT;
  1185. waitWhileDialog();
  1186. auto recruitCb = [=](CreatureID id, int count)
  1187. {
  1188. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1189. };
  1190. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1191. }
  1192. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1193. {
  1194. if (GH.amIGuiThread())
  1195. {
  1196. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1197. return;
  1198. }
  1199. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1200. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1201. while(showingDialog->data)
  1202. showingDialog->cond.wait(un);
  1203. }
  1204. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. auto state = obj->shipyardStatus();
  1208. TResources cost;
  1209. obj->getBoatCost(cost);
  1210. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1211. }
  1212. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1213. {
  1214. EVENT_HANDLER_CALLED_BY_CLIENT;
  1215. //we might have built a boat in shipyard in opened town screen
  1216. if (obj->ID == Obj::BOAT
  1217. && LOCPLINT->castleInt
  1218. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1219. {
  1220. CCS->soundh->playSound(soundBase::newBuilding);
  1221. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1222. }
  1223. }
  1224. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1225. {
  1226. EVENT_HANDLER_CALLED_BY_CLIENT;
  1227. waitWhileDialog();
  1228. CCS->curh->hide();
  1229. adventureInt->centerOnTile(pos);
  1230. if (focusTime)
  1231. {
  1232. GH.totalRedraw();
  1233. {
  1234. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1235. IgnoreEvents ignore(*this);
  1236. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1237. }
  1238. }
  1239. CCS->curh->show();
  1240. }
  1241. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1242. {
  1243. EVENT_HANDLER_CALLED_BY_CLIENT;
  1244. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1245. {
  1246. waitWhileDialog();
  1247. CCS->soundh->playSound(obj->getRemovalSound().value());
  1248. }
  1249. CGI->mh->waitForOngoingAnimations();
  1250. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1251. {
  1252. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1253. heroKilled(h);
  1254. }
  1255. GH.fakeMouseMove();
  1256. }
  1257. void CPlayerInterface::objectRemovedAfter()
  1258. {
  1259. EVENT_HANDLER_CALLED_BY_CLIENT;
  1260. adventureInt->onMapTilesChanged(boost::none);
  1261. }
  1262. void CPlayerInterface::playerBlocked(int reason, bool start)
  1263. {
  1264. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1265. {
  1266. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1267. {
  1268. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1269. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1270. LOCPLINT = this;
  1271. GH.curInt = this;
  1272. adventureInt->onCurrentPlayerChanged(playerID);
  1273. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1274. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1275. std::vector<std::shared_ptr<CComponent>> cmp;
  1276. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1277. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1278. showInfoDialog(msg, cmp);
  1279. makingTurn = false;
  1280. }
  1281. }
  1282. }
  1283. void CPlayerInterface::update()
  1284. {
  1285. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1286. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1287. // While mutexes were locked away we may be have stopped being the active interface
  1288. if (LOCPLINT != this)
  1289. return;
  1290. //if there are any waiting dialogs, show them
  1291. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1292. {
  1293. showingDialog->set(true);
  1294. GH.pushInt(dialogs.front());
  1295. dialogs.pop_front();
  1296. }
  1297. assert(adventureInt);
  1298. // Handles mouse and key input
  1299. GH.updateTime();
  1300. GH.handleEvents();
  1301. GH.simpleRedraw();
  1302. }
  1303. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1304. {
  1305. using namespace boost::filesystem;
  1306. using namespace boost::algorithm;
  1307. path gamesDir = VCMIDirs::get().userSavePath();
  1308. std::map<std::time_t, int> dates; //save number => datestamp
  1309. const directory_iterator enddir;
  1310. if (!exists(gamesDir))
  1311. create_directory(gamesDir);
  1312. else
  1313. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1314. {
  1315. if (is_regular_file(dir->status()))
  1316. {
  1317. std::string name = dir->path().filename().string();
  1318. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1319. {
  1320. char nr = name[namePrefix.size()];
  1321. if (std::isdigit(nr))
  1322. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1323. }
  1324. }
  1325. }
  1326. if (!dates.empty())
  1327. return (--dates.end())->second; //return latest file number
  1328. return 0;
  1329. }
  1330. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1331. {
  1332. EVENT_HANDLER_CALLED_BY_CLIENT;
  1333. if (player == playerID)
  1334. {
  1335. if (victoryLossCheckResult.loss())
  1336. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1337. assert(GH.curInt == LOCPLINT);
  1338. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1339. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1340. GH.curInt = this; //waiting for dialogs requires this to get events
  1341. if(!makingTurn)
  1342. {
  1343. makingTurn = true; //also needed for dialog to show with current implementation
  1344. waitForAllDialogs();
  1345. makingTurn = false;
  1346. }
  1347. else
  1348. waitForAllDialogs();
  1349. GH.curInt = previousInterface;
  1350. LOCPLINT = previousInterface;
  1351. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1352. {
  1353. if(adventureInt)
  1354. {
  1355. GH.terminate_cond->setn(true);
  1356. GH.popInts(GH.listInt.size());
  1357. adventureInt.reset();
  1358. }
  1359. }
  1360. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1361. {
  1362. // end game if current human player has won
  1363. CSH->sendClientDisconnecting();
  1364. requestReturningToMainMenu(true);
  1365. }
  1366. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1367. {
  1368. //all human players eliminated
  1369. CSH->sendClientDisconnecting();
  1370. requestReturningToMainMenu(false);
  1371. }
  1372. if (GH.curInt == this)
  1373. GH.curInt = nullptr;
  1374. }
  1375. else
  1376. {
  1377. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1378. {
  1379. std::string str = victoryLossCheckResult.messageToSelf;
  1380. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1381. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1382. }
  1383. }
  1384. }
  1385. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. }
  1389. void CPlayerInterface::showPuzzleMap()
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. waitWhileDialog();
  1393. //TODO: interface should not know the real position of Grail...
  1394. double ratio = 0;
  1395. int3 grailPos = cb->getGrailPos(&ratio);
  1396. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1397. }
  1398. void CPlayerInterface::viewWorldMap()
  1399. {
  1400. adventureInt->openWorldView();
  1401. }
  1402. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1406. GH.popInts(1);
  1407. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1408. localState->erasePath(caster);
  1409. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1410. auto castSoundPath = spell->getCastSound();
  1411. if(!castSoundPath.empty())
  1412. CCS->soundh->playSound(castSoundPath);
  1413. }
  1414. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1415. {
  1416. int msgToShow = -1;
  1417. const auto diggingStatus = h->diggingStatus();
  1418. switch(diggingStatus)
  1419. {
  1420. case EDiggingStatus::CAN_DIG:
  1421. break;
  1422. case EDiggingStatus::LACK_OF_MOVEMENT:
  1423. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1424. break;
  1425. case EDiggingStatus::TILE_OCCUPIED:
  1426. msgToShow = 97; //Try searching on clear ground.
  1427. break;
  1428. case EDiggingStatus::WRONG_TERRAIN:
  1429. msgToShow = 60; ////Try looking on land!
  1430. break;
  1431. case EDiggingStatus::BACKPACK_IS_FULL:
  1432. msgToShow = 247; //Searching for the Grail is fruitless...
  1433. break;
  1434. default:
  1435. assert(0);
  1436. }
  1437. if(msgToShow < 0)
  1438. cb->dig(h);
  1439. else
  1440. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1441. }
  1442. void CPlayerInterface::battleNewRoundFirst( int round )
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. BATTLE_EVENT_POSSIBLE_RETURN;
  1446. battleInt->newRoundFirst(round);
  1447. }
  1448. void CPlayerInterface::stopMovement()
  1449. {
  1450. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1451. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1452. }
  1453. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1457. {
  1458. //EEMarketMode mode = market->availableModes().front();
  1459. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1460. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1461. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1462. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1463. }
  1464. else
  1465. {
  1466. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1467. }
  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. CHeroArtPlace::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. }
  1784. void CPlayerInterface::setSelection(const CArmedInstance *sel, bool centerView)
  1785. {
  1786. if (sel == localState->getCurrentArmy())
  1787. return;
  1788. localState->setSelection(sel);
  1789. adventureInt->onSelectionChanged(sel, centerView);
  1790. }