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/TextOperations.h"
  70. #include "../lib/CPlayerState.h"
  71. #include "../lib/GameConstants.h"
  72. #include "gui/CGuiHandler.h"
  73. #include "gui/WindowHandler.h"
  74. #include "windows/InfoWindows.h"
  75. #include "../lib/UnlockGuard.h"
  76. #include "../lib/RoadHandler.h"
  77. #include "../lib/TerrainHandler.h"
  78. #include "../lib/CThreadHelper.h"
  79. #include "CServerHandler.h"
  80. // FIXME: only needed for CGameState::mutex
  81. #include "../lib/gameState/CGameState.h"
  82. #include "eventsSDL/NotificationHandler.h"
  83. #include "adventureMap/CInGameConsole.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. // The macro marks functions that are run on a new thread by client.
  88. // They do not own any mutexes intiially.
  89. #define THREAD_CREATED_BY_CLIENT
  90. #define RETURN_IF_QUICK_COMBAT \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. #define BATTLE_EVENT_POSSIBLE_RETURN\
  94. if (LOCPLINT != this) \
  95. return; \
  96. RETURN_IF_QUICK_COMBAT
  97. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  98. CPlayerInterface * LOCPLINT;
  99. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  100. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  101. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  102. struct HeroObjectRetriever
  103. {
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  105. {
  106. return h;
  107. }
  108. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  109. {
  110. return nullptr;
  111. }
  112. };
  113. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  114. localState(std::make_unique<PlayerLocalState>(*this))
  115. {
  116. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  117. destinationTeleport = ObjectInstanceID();
  118. destinationTeleportPos = int3(-1);
  119. GH.defActionsDef = 0;
  120. LOCPLINT = this;
  121. playerID=Player;
  122. human=true;
  123. battleInt = nullptr;
  124. castleInt = nullptr;
  125. makingTurn = false;
  126. showingDialog = new CondSh<bool>(false);
  127. cingconsole = new CInGameConsole();
  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. makingTurn = false;
  156. stillMoveHero.setn(STOP_MOVE);
  157. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  158. {
  159. // after map load - remove all active windows and replace them with adventure map
  160. GH.windows().clear();
  161. GH.windows().pushWindow(adventureInt);
  162. }
  163. // close window from another player
  164. if(auto w = GH.windows().topWindow<CInfoWindow>())
  165. if(w->ID == QueryID::NONE && player != playerID)
  166. w->close();
  167. // remove all dialogs that do not expect query answer
  168. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  169. GH.windows().popWindows(1);
  170. if (player != playerID && LOCPLINT == this)
  171. {
  172. waitWhileDialog();
  173. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  174. adventureInt->onEnemyTurnStarted(player, isHuman);
  175. }
  176. }
  177. void CPlayerInterface::performAutosave()
  178. {
  179. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  180. if(frequency > 0 && cb->getDate() % frequency == 0)
  181. {
  182. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  183. std::string prefix = std::string();
  184. if(usePrefix)
  185. {
  186. prefix = settings["general"]["savePrefix"].String();
  187. if(prefix.empty())
  188. {
  189. std::string name = cb->getMapHeader()->name;
  190. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  191. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  192. std::string forbiddenChars("\\/:?\"<>| ");
  193. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  194. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  195. }
  196. }
  197. autosaveCount++;
  198. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  199. if(autosaveCountLimit > 0)
  200. {
  201. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  202. autosaveCount %= autosaveCountLimit;
  203. }
  204. else
  205. {
  206. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  207. + std::to_string(cb->getDate(Date::WEEK))
  208. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  209. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  210. }
  211. }
  212. }
  213. void CPlayerInterface::yourTurn()
  214. {
  215. EVENT_HANDLER_CALLED_BY_CLIENT;
  216. {
  217. LOCPLINT = this;
  218. GH.curInt = this;
  219. NotificationHandler::notify("Your turn");
  220. if(settings["general"]["startTurnAutosave"].Bool())
  221. {
  222. performAutosave();
  223. }
  224. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  225. {
  226. adventureInt->onHotseatWaitStarted(playerID);
  227. makingTurn = true;
  228. std::string msg = CGI->generaltexth->allTexts[13];
  229. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  230. std::vector<std::shared_ptr<CComponent>> cmp;
  231. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  232. showInfoDialog(msg, cmp);
  233. }
  234. else
  235. {
  236. makingTurn = true;
  237. adventureInt->onPlayerTurnStarted(playerID);
  238. }
  239. }
  240. acceptTurn();
  241. }
  242. void CPlayerInterface::acceptTurn()
  243. {
  244. if (settings["session"]["autoSkip"].Bool())
  245. {
  246. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  247. iw->close();
  248. }
  249. if(CSH->howManyPlayerInterfaces() > 1)
  250. {
  251. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  252. adventureInt->onPlayerTurnStarted(playerID);
  253. }
  254. // warn player if he has no town
  255. if (cb->howManyTowns() == 0)
  256. {
  257. auto playerColor = *cb->getPlayerID();
  258. std::vector<Component> components;
  259. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  260. MetaString text;
  261. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  262. if(optDaysWithoutCastle)
  263. {
  264. auto daysWithoutCastle = optDaysWithoutCastle.value();
  265. if (daysWithoutCastle < 6)
  266. {
  267. 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.
  268. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  269. text.replaceNumber(7 - daysWithoutCastle);
  270. }
  271. else if (daysWithoutCastle == 6)
  272. {
  273. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  274. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  275. }
  276. showInfoDialogAndWait(components, text);
  277. }
  278. else
  279. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  280. }
  281. }
  282. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  283. {
  284. EVENT_HANDLER_CALLED_BY_CLIENT;
  285. waitWhileDialog();
  286. if(LOCPLINT != this)
  287. return;
  288. //FIXME: read once and store
  289. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  290. return;
  291. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  292. if (!hero)
  293. return;
  294. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  295. {
  296. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  297. CCS->soundh->playSound(hero->getRemovalSound().value());
  298. }
  299. std::unordered_set<int3> changedTiles {
  300. hero->convertToVisitablePos(details.start),
  301. hero->convertToVisitablePos(details.end)
  302. };
  303. adventureInt->onMapTilesChanged(changedTiles);
  304. adventureInt->onHeroMovementStarted(hero);
  305. bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
  306. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  307. {
  308. if(details.result == TryMoveHero::TELEPORTATION)
  309. {
  310. if(localState->hasPath(hero))
  311. {
  312. assert(localState->getPath(hero).nodes.size() >= 2);
  313. auto nodesIt = localState->getPath(hero).nodes.end() - 1;
  314. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  315. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  316. {
  317. //path was between entrance and exit of teleport -> OK, erase node as usual
  318. localState->removeLastNode(hero);
  319. }
  320. else
  321. {
  322. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  323. localState->erasePath(hero);
  324. }
  325. }
  326. }
  327. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  328. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  329. {
  330. localState->erasePath(hero);
  331. }
  332. else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
  333. {
  334. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  335. localState->removeLastNode(hero);
  336. }
  337. }
  338. if(details.stopMovement()) //hero failed to move
  339. {
  340. stillMoveHero.setn(STOP_MOVE);
  341. adventureInt->onHeroChanged(hero);
  342. return;
  343. }
  344. CGI->mh->waitForOngoingAnimations();
  345. //move finished
  346. adventureInt->onHeroChanged(hero);
  347. //check if user cancelled movement
  348. {
  349. if (GH.input().ignoreEventsUntilInput())
  350. stillMoveHero.setn(STOP_MOVE);
  351. }
  352. if (stillMoveHero.get() == WAITING_MOVE)
  353. stillMoveHero.setn(DURING_MOVE);
  354. // Hero attacked creature directly, set direction to face it.
  355. if (directlyAttackingCreature) {
  356. // Get direction to attacker.
  357. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  358. static const ui8 dirLookup[3][3] = {
  359. { 1, 2, 3 },
  360. { 8, 0, 4 },
  361. { 7, 6, 5 }
  362. };
  363. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  364. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  365. }
  366. }
  367. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  371. // if hero is not in town garrison
  372. if (vstd::contains(localState->getWanderingHeroes(), hero))
  373. localState->removeWanderingHero(hero);
  374. adventureInt->onHeroChanged(hero);
  375. localState->erasePath(hero);
  376. }
  377. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  378. {
  379. EVENT_HANDLER_CALLED_BY_CLIENT;
  380. if(start && visitedObj)
  381. {
  382. if(visitedObj->getVisitSound())
  383. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  384. }
  385. }
  386. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. localState->addWanderingHero(hero);
  390. adventureInt->onHeroChanged(hero);
  391. }
  392. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  393. {
  394. if(castleInt)
  395. castleInt->close();
  396. castleInt = nullptr;
  397. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  398. GH.windows().pushWindow(newCastleInt);
  399. }
  400. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. if (which == PrimarySkill::EXPERIENCE)
  404. {
  405. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  406. ctw->setExpToLevel();
  407. }
  408. else
  409. adventureInt->onHeroChanged(hero);
  410. }
  411. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  415. cuw->redraw();
  416. }
  417. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. adventureInt->onHeroChanged(hero);
  421. if (makingTurn && hero->tempOwner == playerID)
  422. adventureInt->onHeroChanged(hero);
  423. for (auto window : GH.windows().findWindows<BattleWindow>())
  424. window->heroManaPointsChanged(hero);
  425. }
  426. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. if (makingTurn && hero->tempOwner == playerID)
  430. adventureInt->onHeroChanged(hero);
  431. }
  432. void CPlayerInterface::receivedResource()
  433. {
  434. EVENT_HANDLER_CALLED_BY_CLIENT;
  435. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  436. mw->resourceChanged();
  437. GH.windows().totalRedraw();
  438. }
  439. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  440. {
  441. EVENT_HANDLER_CALLED_BY_CLIENT;
  442. waitWhileDialog();
  443. CCS->soundh->playSound(soundBase::heroNewLevel);
  444. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  445. {
  446. cb->selectionMade(selection, queryID);
  447. });
  448. }
  449. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  450. {
  451. EVENT_HANDLER_CALLED_BY_CLIENT;
  452. waitWhileDialog();
  453. CCS->soundh->playSound(soundBase::heroNewLevel);
  454. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  455. {
  456. cb->selectionMade(selection, queryID);
  457. });
  458. }
  459. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  460. {
  461. EVENT_HANDLER_CALLED_BY_CLIENT;
  462. if(town->garrisonHero) //wandering hero moved to the garrison
  463. {
  464. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  465. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  466. localState->removeWanderingHero(town->garrisonHero);
  467. }
  468. if(town->visitingHero) //hero leaves garrison
  469. {
  470. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  471. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  472. localState->addWanderingHero(town->visitingHero);
  473. }
  474. adventureInt->onHeroChanged(nullptr);
  475. adventureInt->onTownChanged(town);
  476. if(castleInt)
  477. {
  478. castleInt->garr->selectSlot(nullptr);
  479. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  480. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  481. castleInt->garr->recreateSlots();
  482. castleInt->heroes->update();
  483. // Perform totalRedraw to update hero list on adventure map
  484. GH.windows().totalRedraw();
  485. }
  486. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  487. {
  488. ki->townChanged(town);
  489. ki->updateGarrisons();
  490. ki->redraw();
  491. }
  492. }
  493. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  494. {
  495. EVENT_HANDLER_CALLED_BY_CLIENT;
  496. if (hero->tempOwner != playerID )
  497. return;
  498. waitWhileDialog();
  499. openTownWindow(town);
  500. }
  501. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  502. {
  503. std::vector<const CGObjectInstance *> instances;
  504. if(auto obj = cb->getObj(id1))
  505. instances.push_back(obj);
  506. if(id2 != ObjectInstanceID() && id2 != id1)
  507. {
  508. if(auto obj = cb->getObj(id2))
  509. instances.push_back(obj);
  510. }
  511. garrisonsChanged(instances);
  512. }
  513. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  514. {
  515. boost::unique_lock<boost::recursive_mutex> un(*pim);
  516. for (auto object : objs)
  517. {
  518. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  519. auto * town = dynamic_cast<const CGTownInstance*>(object);
  520. if (hero)
  521. {
  522. adventureInt->onHeroChanged(hero);
  523. if(hero->inTownGarrison)
  524. {
  525. adventureInt->onTownChanged(hero->visitedTown);
  526. }
  527. }
  528. if (town)
  529. adventureInt->onTownChanged(town);
  530. }
  531. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  532. cgh->updateGarrisons();
  533. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  534. {
  535. if (vstd::contains(objs, cmw->hero))
  536. cmw->garrisonChanged();
  537. }
  538. GH.windows().totalRedraw();
  539. }
  540. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  541. {
  542. EVENT_HANDLER_CALLED_BY_CLIENT;
  543. adventureInt->onTownChanged(town);
  544. if (castleInt)
  545. {
  546. castleInt->townlist->updateElement(town);
  547. if (castleInt->town == town)
  548. {
  549. switch(what)
  550. {
  551. case 1:
  552. CCS->soundh->playSound(soundBase::newBuilding);
  553. castleInt->addBuilding(buildingID);
  554. break;
  555. case 2:
  556. castleInt->removeBuilding(buildingID);
  557. break;
  558. }
  559. }
  560. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  561. GH.windows().totalRedraw();
  562. }
  563. }
  564. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  565. {
  566. // when battle starts, game will send battleStart pack *before* movement confirmation
  567. // and since network thread wait for battle intro to play, movement confirmation will only happen after intro
  568. // leading to several bugs, such as blocked input during intro
  569. stillMoveHero.setn(STOP_MOVE);
  570. //Don't wait for dialogs when we are non-active hot-seat player
  571. if (LOCPLINT == this)
  572. waitForAllDialogs();
  573. }
  574. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  575. {
  576. EVENT_HANDLER_CALLED_BY_CLIENT;
  577. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  578. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  579. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  580. {
  581. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  582. autofightingAI->initBattleInterface(env, cb);
  583. autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
  584. isAutoFightOn = true;
  585. cb->registerBattleInterface(autofightingAI);
  586. }
  587. //Don't wait for dialogs when we are non-active hot-seat player
  588. if (LOCPLINT == this)
  589. waitForAllDialogs();
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. }
  592. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  593. {
  594. EVENT_HANDLER_CALLED_BY_CLIENT;
  595. BATTLE_EVENT_POSSIBLE_RETURN;
  596. for(auto & info : units)
  597. {
  598. switch(info.operation)
  599. {
  600. case UnitChanges::EOperation::RESET_STATE:
  601. {
  602. const CStack * stack = cb->battleGetStackByID(info.id );
  603. if(!stack)
  604. {
  605. logGlobal->error("Invalid unit ID %d", info.id);
  606. continue;
  607. }
  608. battleInt->stackReset(stack);
  609. }
  610. break;
  611. case UnitChanges::EOperation::REMOVE:
  612. battleInt->stackRemoved(info.id);
  613. break;
  614. case UnitChanges::EOperation::ADD:
  615. {
  616. const CStack * unit = cb->battleGetStackByID(info.id);
  617. if(!unit)
  618. {
  619. logGlobal->error("Invalid unit ID %d", info.id);
  620. continue;
  621. }
  622. battleInt->stackAdded(unit);
  623. }
  624. break;
  625. default:
  626. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  627. break;
  628. }
  629. }
  630. }
  631. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  632. {
  633. EVENT_HANDLER_CALLED_BY_CLIENT;
  634. BATTLE_EVENT_POSSIBLE_RETURN;
  635. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  636. std::vector<ObstacleChanges> removedObstacles;
  637. for(auto & change : obstacles)
  638. {
  639. if(change.operation == BattleChanges::EOperation::ADD)
  640. {
  641. auto instance = cb->battleGetObstacleByID(change.id);
  642. if(instance)
  643. newObstacles.push_back(instance);
  644. else
  645. logNetwork->error("Invalid obstacle instance %d", change.id);
  646. }
  647. if(change.operation == BattleChanges::EOperation::REMOVE)
  648. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  649. }
  650. if (!newObstacles.empty())
  651. battleInt->obstaclePlaced(newObstacles);
  652. if (!removedObstacles.empty())
  653. battleInt->obstacleRemoved(removedObstacles);
  654. battleInt->fieldController->redrawBackgroundWithHexes();
  655. }
  656. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  657. {
  658. EVENT_HANDLER_CALLED_BY_CLIENT;
  659. BATTLE_EVENT_POSSIBLE_RETURN;
  660. battleInt->stackIsCatapulting(ca);
  661. }
  662. 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
  663. {
  664. EVENT_HANDLER_CALLED_BY_CLIENT;
  665. BATTLE_EVENT_POSSIBLE_RETURN;
  666. battleInt->newRound(round);
  667. }
  668. void CPlayerInterface::actionStarted(const BattleAction &action)
  669. {
  670. EVENT_HANDLER_CALLED_BY_CLIENT;
  671. BATTLE_EVENT_POSSIBLE_RETURN;
  672. battleInt->startAction(action);
  673. }
  674. void CPlayerInterface::actionFinished(const BattleAction &action)
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. battleInt->endAction(action);
  679. }
  680. void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  684. assert(!cb->battleIsFinished());
  685. if (cb->battleIsFinished())
  686. {
  687. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  688. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  689. return ;
  690. }
  691. if (autofightingAI)
  692. {
  693. if (isAutoFightOn)
  694. {
  695. //FIXME: we want client rendering to proceed while AI is making actions
  696. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  697. auto unlockPim = vstd::makeUnlockGuard(*pim);
  698. autofightingAI->activeStack(stack);
  699. return;
  700. }
  701. cb->unregisterBattleInterface(autofightingAI);
  702. autofightingAI.reset();
  703. }
  704. assert(battleInt);
  705. if(!battleInt)
  706. {
  707. // probably battle is finished already
  708. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  709. }
  710. {
  711. boost::unique_lock<boost::recursive_mutex> un(*pim);
  712. battleInt->stackActivated(stack);
  713. //Regeneration & mana drain go there
  714. }
  715. }
  716. void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. if(isAutoFightOn || autofightingAI)
  720. {
  721. isAutoFightOn = false;
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. if(!battleInt)
  725. {
  726. bool allowManualReplay = queryID != QueryID::NONE;
  727. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  728. if (allowManualReplay)
  729. {
  730. wnd->resultCallback = [=](ui32 selection)
  731. {
  732. cb->selectionMade(selection, queryID);
  733. };
  734. }
  735. GH.windows().pushWindow(wnd);
  736. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  737. // Otherwise NewTurn causes freeze.
  738. waitWhileDialog();
  739. return;
  740. }
  741. }
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->battleFinished(*br, queryID);
  744. }
  745. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->displayBattleLog(lines);
  750. }
  751. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->stackMoved(stack, dest, distance, teleport);
  756. }
  757. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->spellCast(sc);
  762. }
  763. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. battleInt->battleStacksEffectsSet(sse);
  768. }
  769. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. RETURN_IF_QUICK_COMBAT;
  774. battleInt->effectsController->battleTriggerEffect(bte);
  775. }
  776. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  777. {
  778. EVENT_HANDLER_CALLED_BY_CLIENT;
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. std::vector<StackAttackedInfo> arg;
  781. for(auto & elem : bsa)
  782. {
  783. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  784. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  785. assert(defender);
  786. StackAttackedInfo info;
  787. info.defender = defender;
  788. info.attacker = attacker;
  789. info.damageDealt = elem.damageAmount;
  790. info.amountKilled = elem.killedAmount;
  791. info.spellEffect = SpellID::NONE;
  792. info.indirectAttack = ranged;
  793. info.killed = elem.killed();
  794. info.rebirth = elem.willRebirth();
  795. info.cloneKilled = elem.cloneKilled();
  796. info.fireShield = elem.fireShield();
  797. if (elem.isSpell())
  798. info.spellEffect = elem.spellID;
  799. arg.push_back(info);
  800. }
  801. battleInt->stacksAreAttacked(arg);
  802. }
  803. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  804. {
  805. EVENT_HANDLER_CALLED_BY_CLIENT;
  806. BATTLE_EVENT_POSSIBLE_RETURN;
  807. StackAttackInfo info;
  808. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  809. info.defender = nullptr;
  810. info.indirectAttack = ba->shot();
  811. info.lucky = ba->lucky();
  812. info.unlucky = ba->unlucky();
  813. info.deathBlow = ba->deathBlow();
  814. info.lifeDrain = ba->lifeDrain();
  815. info.tile = ba->tile;
  816. info.spellEffect = SpellID::NONE;
  817. if (ba->spellLike())
  818. info.spellEffect = ba->spellID;
  819. for(auto & elem : ba->bsa)
  820. {
  821. if(!elem.isSecondary())
  822. {
  823. assert(info.defender == nullptr);
  824. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  825. }
  826. else
  827. {
  828. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  829. }
  830. }
  831. assert(info.defender != nullptr);
  832. assert(info.attacker != nullptr);
  833. battleInt->stackAttacking(info);
  834. }
  835. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. BATTLE_EVENT_POSSIBLE_RETURN;
  839. battleInt->gateStateChanged(state);
  840. }
  841. void CPlayerInterface::yourTacticPhase(int distance)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. }
  845. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  846. {
  847. EVENT_HANDLER_CALLED_BY_CLIENT;
  848. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  849. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  850. if(autoTryHover || type == EInfoWindowMode::INFO)
  851. {
  852. waitWhileDialog(); //Fix for mantis #98
  853. adventureInt->showInfoBoxMessage(components, text, timer);
  854. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  855. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  856. return;
  857. }
  858. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  859. {
  860. return;
  861. }
  862. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  863. do
  864. {
  865. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  866. std::vector<std::shared_ptr<CComponent>> intComps;
  867. for (auto & component : sender)
  868. intComps.push_back(std::make_shared<CComponent>(component));
  869. showInfoDialog(text,intComps,soundID);
  870. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  871. }
  872. while(!vect.empty());
  873. }
  874. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  875. {
  876. std::vector<std::shared_ptr<CComponent>> intComps;
  877. intComps.push_back(component);
  878. showInfoDialog(text, intComps, soundBase::sound_todo);
  879. }
  880. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  881. {
  882. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  883. waitWhileDialog();
  884. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  885. {
  886. return;
  887. }
  888. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  889. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  890. {
  891. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  892. showingDialog->set(true);
  893. stopMovement(); // interrupt movement to show dialog
  894. GH.windows().pushWindow(temp);
  895. }
  896. else
  897. {
  898. dialogs.push_back(temp);
  899. }
  900. }
  901. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  902. {
  903. EVENT_HANDLER_CALLED_BY_CLIENT;
  904. std::string str = text.toString();
  905. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  906. waitWhileDialog();
  907. }
  908. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  909. {
  910. boost::unique_lock<boost::recursive_mutex> un(*pim);
  911. stopMovement();
  912. LOCPLINT->showingDialog->setn(true);
  913. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  914. }
  915. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. waitWhileDialog();
  919. stopMovement();
  920. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  921. if (!selection && cancel) //simple yes/no dialog
  922. {
  923. std::vector<std::shared_ptr<CComponent>> intComps;
  924. for (auto & component : components)
  925. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  926. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  927. }
  928. else if (selection)
  929. {
  930. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  931. for (auto & component : components)
  932. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  933. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  934. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  935. if (cancel)
  936. {
  937. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  938. }
  939. int charperline = 35;
  940. if (pom.size() > 1)
  941. charperline = 50;
  942. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  943. intComps[0]->clickPressed(GH.getCursorPosition());
  944. intComps[0]->clickReleased(GH.getCursorPosition());
  945. }
  946. }
  947. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. int choosenExit = -1;
  951. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  952. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  953. choosenExit = vstd::find_pos(exits, neededExit);
  954. cb->selectionMade(choosenExit, askID);
  955. }
  956. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  957. {
  958. EVENT_HANDLER_CALLED_BY_CLIENT;
  959. auto selectCallback = [=](int selection)
  960. {
  961. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  962. reply.Integer() = selection;
  963. cb->sendQueryReply(reply, askID);
  964. };
  965. auto cancelCallback = [=]()
  966. {
  967. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  968. cb->sendQueryReply(reply, askID);
  969. };
  970. const std::string localTitle = title.toString();
  971. const std::string localDescription = description.toString();
  972. std::vector<int> tempList;
  973. tempList.reserve(objects.size());
  974. for(auto item : objects)
  975. tempList.push_back(item.getNum());
  976. CComponent localIconC(icon);
  977. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  978. localIconC.removeChild(localIcon.get(), false);
  979. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  980. wnd->onExit = cancelCallback;
  981. GH.windows().pushWindow(wnd);
  982. }
  983. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  987. adventureInt->onMapTilesChanged(pos);
  988. }
  989. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. adventureInt->onMapTilesChanged(pos);
  993. }
  994. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  995. {
  996. boost::unique_lock<boost::recursive_mutex> un(*pim);
  997. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  998. }
  999. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1000. {
  1001. EVENT_HANDLER_CALLED_BY_CLIENT;
  1002. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1003. {
  1004. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  1005. fortScreen->creaturesChangedEventHandler();
  1006. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  1007. castleInterface->creaturesChangedEventHandler();
  1008. if (townObj)
  1009. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1010. ki->townChanged(townObj);
  1011. }
  1012. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1013. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1014. {
  1015. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  1016. if (crw->dwelling == town)
  1017. crw->availableCreaturesChanged();
  1018. }
  1019. }
  1020. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1021. {
  1022. EVENT_HANDLER_CALLED_BY_CLIENT;
  1023. if (bonus.type == BonusType::NONE)
  1024. return;
  1025. adventureInt->onHeroChanged(hero);
  1026. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1027. {
  1028. //recalculate paths because hero has lost bonus influencing pathfinding
  1029. localState->erasePath(hero);
  1030. }
  1031. }
  1032. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. localState->serialize(h, version);
  1036. }
  1037. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1038. {
  1039. EVENT_HANDLER_CALLED_BY_CLIENT;
  1040. localState->serialize(h, version);
  1041. firstCall = -1;
  1042. }
  1043. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1044. {
  1045. LOG_TRACE(logGlobal);
  1046. if (!LOCPLINT->makingTurn)
  1047. return;
  1048. if (!h)
  1049. return; //can't find hero
  1050. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1051. if (showingDialog->get() || !dialogs.empty())
  1052. return;
  1053. setMovementStatus(true);
  1054. if (localState->isHeroSleeping(h))
  1055. localState->setHeroAwaken(h);
  1056. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1057. }
  1058. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1062. if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1063. {
  1064. onEnd();
  1065. return;
  1066. }
  1067. waitForAllDialogs();
  1068. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1069. cgw->quit->addCallback(onEnd);
  1070. GH.windows().pushWindow(cgw);
  1071. }
  1072. /**
  1073. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1074. * into a combinational one on an artifact screen. Does not require the combination of
  1075. * artifacts to be legal.
  1076. */
  1077. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1078. {
  1079. std::string text = artifact->getDescriptionTranslated();
  1080. text += "\n\n";
  1081. std::vector<std::shared_ptr<CComponent>> scs;
  1082. if(assembledArtifact)
  1083. {
  1084. // You possess all of the components to...
  1085. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1086. // Picture of assembled artifact at bottom.
  1087. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1088. scs.push_back(sc);
  1089. }
  1090. else
  1091. {
  1092. // Do you wish to disassemble this artifact?
  1093. text += CGI->generaltexth->allTexts[733];
  1094. }
  1095. showYesNoDialog(text, onYes, nullptr, scs);
  1096. }
  1097. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1098. {
  1099. EVENT_HANDLER_CALLED_BY_CLIENT;
  1100. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1101. && destinationTeleport == ObjectInstanceID())
  1102. stillMoveHero.setn(CONTINUE_MOVE);
  1103. if (destinationTeleport != ObjectInstanceID()
  1104. && pa->packType == typeList.getTypeID<QueryReply>()
  1105. && stillMoveHero.get() == DURING_MOVE)
  1106. { // After teleportation via CGTeleport object is finished
  1107. destinationTeleport = ObjectInstanceID();
  1108. destinationTeleportPos = int3(-1);
  1109. stillMoveHero.setn(CONTINUE_MOVE);
  1110. }
  1111. }
  1112. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1113. {
  1114. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1115. }
  1116. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1117. {
  1118. EVENT_HANDLER_CALLED_BY_CLIENT;
  1119. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1120. }
  1121. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1122. {
  1123. if (sop->what == ObjProperty::OWNER)
  1124. {
  1125. const CGObjectInstance * obj = cb->getObj(sop->id);
  1126. if(obj->ID == Obj::TOWN)
  1127. {
  1128. auto town = static_cast<const CGTownInstance *>(obj);
  1129. if(obj->tempOwner == playerID)
  1130. {
  1131. localState->removeOwnedTown(town);
  1132. adventureInt->onTownChanged(town);
  1133. }
  1134. }
  1135. }
  1136. }
  1137. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1138. {
  1139. EVENT_HANDLER_CALLED_BY_CLIENT;
  1140. if (sop->what == ObjProperty::OWNER)
  1141. {
  1142. const CGObjectInstance * obj = cb->getObj(sop->id);
  1143. if(obj->ID == Obj::TOWN)
  1144. {
  1145. auto town = static_cast<const CGTownInstance *>(obj);
  1146. if(obj->tempOwner == playerID)
  1147. {
  1148. localState->addOwnedTown(town);
  1149. adventureInt->onTownChanged(town);
  1150. }
  1151. }
  1152. //redraw minimap if owner changed
  1153. std::set<int3> pos = obj->getBlockedPos();
  1154. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1155. adventureInt->onMapTilesChanged(upos);
  1156. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1157. }
  1158. }
  1159. void CPlayerInterface::initializeHeroTownList()
  1160. {
  1161. if(localState->getWanderingHeroes().empty())
  1162. {
  1163. for(auto & hero : cb->getHeroesInfo())
  1164. {
  1165. if(!hero->inTownGarrison)
  1166. localState->addWanderingHero(hero);
  1167. }
  1168. }
  1169. if(localState->getOwnedTowns().empty())
  1170. {
  1171. for(auto & town : cb->getTownsInfo())
  1172. localState->addOwnedTown(town);
  1173. }
  1174. if(adventureInt)
  1175. adventureInt->onHeroChanged(nullptr);
  1176. }
  1177. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. waitWhileDialog();
  1181. auto recruitCb = [=](CreatureID id, int count)
  1182. {
  1183. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1184. };
  1185. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1186. }
  1187. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1188. {
  1189. if (GH.amIGuiThread())
  1190. {
  1191. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1192. return;
  1193. }
  1194. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1195. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1196. while(showingDialog->data)
  1197. showingDialog->cond.wait(un);
  1198. }
  1199. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1200. {
  1201. EVENT_HANDLER_CALLED_BY_CLIENT;
  1202. auto state = obj->shipyardStatus();
  1203. TResources cost;
  1204. obj->getBoatCost(cost);
  1205. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1206. }
  1207. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1208. {
  1209. EVENT_HANDLER_CALLED_BY_CLIENT;
  1210. //we might have built a boat in shipyard in opened town screen
  1211. if (obj->ID == Obj::BOAT
  1212. && LOCPLINT->castleInt
  1213. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1214. {
  1215. CCS->soundh->playSound(soundBase::newBuilding);
  1216. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1217. }
  1218. }
  1219. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1220. {
  1221. EVENT_HANDLER_CALLED_BY_CLIENT;
  1222. waitWhileDialog();
  1223. CCS->curh->hide();
  1224. adventureInt->centerOnTile(pos);
  1225. if (focusTime)
  1226. {
  1227. GH.windows().totalRedraw();
  1228. {
  1229. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1230. IgnoreEvents ignore(*this);
  1231. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1232. }
  1233. }
  1234. CCS->curh->show();
  1235. }
  1236. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1237. {
  1238. EVENT_HANDLER_CALLED_BY_CLIENT;
  1239. if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound())
  1240. {
  1241. waitWhileDialog();
  1242. CCS->soundh->playSound(obj->getRemovalSound().value());
  1243. }
  1244. CGI->mh->waitForOngoingAnimations();
  1245. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1246. {
  1247. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1248. heroKilled(h);
  1249. }
  1250. GH.fakeMouseMove();
  1251. }
  1252. void CPlayerInterface::objectRemovedAfter()
  1253. {
  1254. EVENT_HANDLER_CALLED_BY_CLIENT;
  1255. adventureInt->onMapTilesChanged(boost::none);
  1256. // visiting or garrisoned hero removed - recreate castle window
  1257. if (castleInt)
  1258. openTownWindow(castleInt->town);
  1259. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1260. ki->heroRemoved();
  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. LOCPLINT = this;
  1270. GH.curInt = this;
  1271. adventureInt->onCurrentPlayerChanged(playerID);
  1272. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1273. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1274. std::vector<std::shared_ptr<CComponent>> cmp;
  1275. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1276. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1277. showInfoDialog(msg, cmp);
  1278. makingTurn = false;
  1279. }
  1280. }
  1281. }
  1282. void CPlayerInterface::update()
  1283. {
  1284. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1285. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1286. // While mutexes were locked away we may be have stopped being the active interface
  1287. if (LOCPLINT != this)
  1288. return;
  1289. //if there are any waiting dialogs, show them
  1290. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1291. {
  1292. showingDialog->set(true);
  1293. GH.windows().pushWindow(dialogs.front());
  1294. dialogs.pop_front();
  1295. }
  1296. assert(adventureInt);
  1297. // Handles mouse and key input
  1298. GH.handleEvents();
  1299. GH.windows().simpleRedraw();
  1300. }
  1301. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1302. {
  1303. using namespace boost::filesystem;
  1304. using namespace boost::algorithm;
  1305. path gamesDir = VCMIDirs::get().userSavePath();
  1306. std::map<std::time_t, int> dates; //save number => datestamp
  1307. const directory_iterator enddir;
  1308. if (!exists(gamesDir))
  1309. create_directory(gamesDir);
  1310. else
  1311. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1312. {
  1313. if (is_regular_file(dir->status()))
  1314. {
  1315. std::string name = dir->path().filename().string();
  1316. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1317. {
  1318. char nr = name[namePrefix.size()];
  1319. if (std::isdigit(nr))
  1320. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1321. }
  1322. }
  1323. }
  1324. if (!dates.empty())
  1325. return (--dates.end())->second; //return latest file number
  1326. return 0;
  1327. }
  1328. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1329. {
  1330. EVENT_HANDLER_CALLED_BY_CLIENT;
  1331. if (player == playerID)
  1332. {
  1333. if (victoryLossCheckResult.loss())
  1334. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1335. assert(GH.curInt == LOCPLINT);
  1336. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1337. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1338. GH.curInt = this; //waiting for dialogs requires this to get events
  1339. if(!makingTurn)
  1340. {
  1341. makingTurn = true; //also needed for dialog to show with current implementation
  1342. waitForAllDialogs();
  1343. makingTurn = false;
  1344. }
  1345. else
  1346. waitForAllDialogs();
  1347. GH.curInt = previousInterface;
  1348. LOCPLINT = previousInterface;
  1349. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1350. {
  1351. if(adventureInt)
  1352. {
  1353. GH.windows().popWindows(GH.windows().count());
  1354. adventureInt.reset();
  1355. }
  1356. }
  1357. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1358. {
  1359. // end game if current human player has won
  1360. CSH->sendClientDisconnecting();
  1361. requestReturningToMainMenu(true);
  1362. }
  1363. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1364. {
  1365. //all human players eliminated
  1366. CSH->sendClientDisconnecting();
  1367. requestReturningToMainMenu(false);
  1368. }
  1369. if (GH.curInt == this)
  1370. GH.curInt = nullptr;
  1371. }
  1372. }
  1373. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1374. {
  1375. EVENT_HANDLER_CALLED_BY_CLIENT;
  1376. }
  1377. void CPlayerInterface::showPuzzleMap()
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. waitWhileDialog();
  1381. //TODO: interface should not know the real position of Grail...
  1382. double ratio = 0;
  1383. int3 grailPos = cb->getGrailPos(&ratio);
  1384. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1385. }
  1386. void CPlayerInterface::viewWorldMap()
  1387. {
  1388. adventureInt->openWorldView();
  1389. }
  1390. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. if(GH.windows().topWindow<CSpellWindow>())
  1394. GH.windows().popWindows(1);
  1395. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1396. localState->erasePath(caster);
  1397. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1398. auto castSoundPath = spell->getCastSound();
  1399. if(!castSoundPath.empty())
  1400. CCS->soundh->playSound(castSoundPath);
  1401. }
  1402. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1403. {
  1404. int msgToShow = -1;
  1405. const auto diggingStatus = h->diggingStatus();
  1406. switch(diggingStatus)
  1407. {
  1408. case EDiggingStatus::CAN_DIG:
  1409. break;
  1410. case EDiggingStatus::LACK_OF_MOVEMENT:
  1411. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1412. break;
  1413. case EDiggingStatus::TILE_OCCUPIED:
  1414. msgToShow = 97; //Try searching on clear ground.
  1415. break;
  1416. case EDiggingStatus::WRONG_TERRAIN:
  1417. msgToShow = 60; ////Try looking on land!
  1418. break;
  1419. case EDiggingStatus::BACKPACK_IS_FULL:
  1420. msgToShow = 247; //Searching for the Grail is fruitless...
  1421. break;
  1422. default:
  1423. assert(0);
  1424. }
  1425. if(msgToShow < 0)
  1426. cb->dig(h);
  1427. else
  1428. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1429. }
  1430. void CPlayerInterface::battleNewRoundFirst( int round )
  1431. {
  1432. EVENT_HANDLER_CALLED_BY_CLIENT;
  1433. BATTLE_EVENT_POSSIBLE_RETURN;
  1434. battleInt->newRoundFirst(round);
  1435. }
  1436. void CPlayerInterface::stopMovement()
  1437. {
  1438. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1439. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1440. }
  1441. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1442. {
  1443. EVENT_HANDLER_CALLED_BY_CLIENT;
  1444. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1445. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1446. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1447. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1448. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1449. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1450. else if(!market->availableModes().empty())
  1451. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1452. }
  1453. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1457. }
  1458. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1462. }
  1463. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1467. cmw->artifactsChanged(false);
  1468. }
  1469. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1470. {
  1471. EVENT_HANDLER_CALLED_BY_CLIENT;
  1472. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1473. }
  1474. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1478. }
  1479. void CPlayerInterface::showQuestLog()
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1483. }
  1484. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1485. {
  1486. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1487. {
  1488. MetaString txt;
  1489. obj->getProblemText(txt);
  1490. showInfoDialog(txt.toString());
  1491. }
  1492. else
  1493. showShipyardDialog(obj);
  1494. }
  1495. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1496. {
  1497. if(won && cb->getStartInfo()->campState)
  1498. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1499. else
  1500. {
  1501. GH.dispatchMainThread(
  1502. []()
  1503. {
  1504. CSH->endGameplay();
  1505. GH.defActionsDef = 63;
  1506. CMM->menu->switchToTab("main");
  1507. }
  1508. );
  1509. }
  1510. }
  1511. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1512. {
  1513. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1514. if(hero)
  1515. {
  1516. auto art = hero->getArt(al.slot);
  1517. if(art == nullptr)
  1518. {
  1519. logGlobal->error("artifact location %d points to nothing",
  1520. al.slot.num);
  1521. return;
  1522. }
  1523. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1524. }
  1525. }
  1526. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1527. {
  1528. EVENT_HANDLER_CALLED_BY_CLIENT;
  1529. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1530. adventureInt->onHeroChanged(hero);
  1531. }
  1532. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1533. {
  1534. EVENT_HANDLER_CALLED_BY_CLIENT;
  1535. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1536. adventureInt->onHeroChanged(hero);
  1537. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1538. artWin->artifactRemoved(al);
  1539. waitWhileDialog();
  1540. }
  1541. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1542. {
  1543. EVENT_HANDLER_CALLED_BY_CLIENT;
  1544. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1545. adventureInt->onHeroChanged(hero);
  1546. bool redraw = true;
  1547. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1548. if(numOfMovedArts != 0)
  1549. {
  1550. numOfMovedArts--;
  1551. if(numOfMovedArts != 0)
  1552. redraw = false;
  1553. }
  1554. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1555. artWin->artifactMoved(src, dst, redraw);
  1556. waitWhileDialog();
  1557. }
  1558. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1559. {
  1560. numOfMovedArts = numOfArts;
  1561. }
  1562. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1563. {
  1564. EVENT_HANDLER_CALLED_BY_CLIENT;
  1565. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1566. adventureInt->onHeroChanged(hero);
  1567. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1568. artWin->artifactAssembled(al);
  1569. }
  1570. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1571. {
  1572. EVENT_HANDLER_CALLED_BY_CLIENT;
  1573. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1574. adventureInt->onHeroChanged(hero);
  1575. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1576. artWin->artifactDisassembled(al);
  1577. }
  1578. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1579. {
  1580. while(!dialogs.empty())
  1581. {
  1582. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1583. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1584. }
  1585. waitWhileDialog(unlockPim);
  1586. }
  1587. void CPlayerInterface::proposeLoadingGame()
  1588. {
  1589. showYesNoDialog(
  1590. CGI->generaltexth->allTexts[68],
  1591. []()
  1592. {
  1593. GH.dispatchMainThread(
  1594. []()
  1595. {
  1596. CSH->endGameplay();
  1597. GH.defActionsDef = 63;
  1598. CMM->menu->switchToTab("load");
  1599. }
  1600. );
  1601. },
  1602. nullptr
  1603. );
  1604. }
  1605. bool CPlayerInterface::capturedAllEvents()
  1606. {
  1607. if(duringMovement)
  1608. {
  1609. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1610. return true;
  1611. }
  1612. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1613. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1614. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1615. {
  1616. GH.input().ignoreEventsUntilInput();
  1617. return true;
  1618. }
  1619. return false;
  1620. }
  1621. void CPlayerInterface::setMovementStatus(bool value)
  1622. {
  1623. duringMovement = value;
  1624. if (value)
  1625. {
  1626. CCS->curh->hide();
  1627. }
  1628. else
  1629. {
  1630. CCS->curh->show();
  1631. }
  1632. }
  1633. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1634. {
  1635. setThreadName("doMoveHero");
  1636. int i = 1;
  1637. auto getObj = [&](int3 coord, bool ignoreHero)
  1638. {
  1639. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1640. };
  1641. auto isTeleportAction = [&](EPathNodeAction action) -> bool
  1642. {
  1643. if (action != EPathNodeAction::TELEPORT_NORMAL &&
  1644. action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
  1645. action != EPathNodeAction::TELEPORT_BATTLE)
  1646. {
  1647. return false;
  1648. }
  1649. return true;
  1650. };
  1651. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1652. {
  1653. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1654. return nextObjectTop;
  1655. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1656. CGTeleport::isConnected(currentObject, nextObject))
  1657. {
  1658. return nextObject;
  1659. }
  1660. return nullptr;
  1661. };
  1662. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1663. stillMoveHero.data = CONTINUE_MOVE;
  1664. auto doMovement = [&](int3 dst, bool transit)
  1665. {
  1666. stillMoveHero.data = WAITING_MOVE;
  1667. cb->moveHero(h, dst, transit);
  1668. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1669. stillMoveHero.cond.wait(un);
  1670. };
  1671. {
  1672. for (auto & elem : path.nodes)
  1673. elem.coord = h->convertFromVisitablePos(elem.coord);
  1674. int soundChannel = -1;
  1675. std::string soundName;
  1676. auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string
  1677. {
  1678. if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
  1679. return "";
  1680. if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
  1681. return "";
  1682. if (moveType == EPathNodeAction::BLOCKING_VISIT)
  1683. return "";
  1684. // flying movement sound
  1685. if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
  1686. return "HORSE10.wav";
  1687. auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
  1688. auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
  1689. auto prevRoad = prevTile->roadType;
  1690. auto nextRoad = nextTile->roadType;
  1691. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1692. if (movingOnRoad)
  1693. return nextTile->terType->horseSound;
  1694. else
  1695. return nextTile->terType->horseSoundPenalty;
  1696. };
  1697. auto canStop = [&](CGPathNode * node) -> bool
  1698. {
  1699. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1700. return true;
  1701. if (node->accessible == EPathAccessibility::ACCESSIBLE)
  1702. return true;
  1703. return false;
  1704. };
  1705. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1706. {
  1707. int3 prevCoord = path.nodes[i].coord;
  1708. int3 nextCoord = path.nodes[i-1].coord;
  1709. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1710. auto nextObjectTop = getObj(nextCoord, false);
  1711. auto nextObject = getObj(nextCoord, true);
  1712. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1713. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1714. {
  1715. CCS->soundh->stopSound(soundChannel);
  1716. destinationTeleport = destTeleportObj->id;
  1717. destinationTeleportPos = nextCoord;
  1718. doMovement(h->pos, false);
  1719. if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
  1720. || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
  1721. {
  1722. destinationTeleport = ObjectInstanceID();
  1723. destinationTeleportPos = int3(-1);
  1724. }
  1725. if(i != path.nodes.size() - 1)
  1726. {
  1727. soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1728. if (!soundName.empty())
  1729. soundChannel = CCS->soundh->playSound(soundName, -1);
  1730. else
  1731. soundChannel = -1;
  1732. }
  1733. continue;
  1734. }
  1735. if (path.nodes[i-1].turns)
  1736. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1737. stillMoveHero.data = STOP_MOVE;
  1738. break;
  1739. }
  1740. {
  1741. // Start a new sound for the hero movement or let the existing one carry on.
  1742. std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
  1743. if(newSoundName != soundName)
  1744. {
  1745. soundName = newSoundName;
  1746. CCS->soundh->stopSound(soundChannel);
  1747. if (!soundName.empty())
  1748. soundChannel = CCS->soundh->playSound(soundName, -1);
  1749. else
  1750. soundChannel = -1;
  1751. }
  1752. }
  1753. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  1754. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1755. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1756. bool useTransit = false;
  1757. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1758. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1759. || CGTeleport::isTeleport(nextObjectTop)))
  1760. { // Hero should be able to go through object if it's allow transit
  1761. useTransit = true;
  1762. }
  1763. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1764. useTransit = true;
  1765. doMovement(endpos, useTransit);
  1766. logGlobal->trace("Resuming %s", __FUNCTION__);
  1767. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1768. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1769. break;
  1770. }
  1771. CCS->soundh->stopSound(soundChannel);
  1772. }
  1773. //Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
  1774. if (!showingDialog->get())
  1775. GH.fakeMouseMove();
  1776. CGI->mh->waitForOngoingAnimations();
  1777. setMovementStatus(false);
  1778. }
  1779. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1780. {
  1781. EVENT_HANDLER_CALLED_BY_CLIENT;
  1782. adventureInt->openWorldView(objectPositions, showTerrain );
  1783. }
  1784. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  1785. {
  1786. return std::nullopt;
  1787. }