CPlayerInterface.cpp 64 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 <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "mapView/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CInfoBar.h"
  16. #include "adventureMap/CMinimap.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 "CMT.h"
  28. #include "windows/CHeroWindow.h"
  29. #include "windows/CCreatureWindow.h"
  30. #include "windows/CQuestLog.h"
  31. #include "windows/CPuzzleWindow.h"
  32. #include "CPlayerInterface.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 : boost::static_visitor<const CGHeroInstance *>
  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. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. template<typename Handler>
  152. void HeroPathStorage::serialize(Handler & h, int version)
  153. {
  154. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  155. if (h.saving)
  156. {
  157. for (auto &p : paths)
  158. {
  159. if (p.second.nodes.size())
  160. pathsMap[p.first] = p.second.endPos();
  161. else
  162. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  163. }
  164. h & pathsMap;
  165. }
  166. else
  167. {
  168. h & pathsMap;
  169. if (owner.cb)
  170. {
  171. for (auto &p : pathsMap)
  172. {
  173. CGPath path;
  174. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  175. paths[p.first] = path;
  176. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  177. }
  178. }
  179. }
  180. }
  181. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  182. paths(*this)
  183. {
  184. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  185. destinationTeleport = ObjectInstanceID();
  186. destinationTeleportPos = int3(-1);
  187. GH.defActionsDef = 0;
  188. LOCPLINT = this;
  189. curAction = nullptr;
  190. playerID=Player;
  191. human=true;
  192. battleInt = nullptr;
  193. castleInt = nullptr;
  194. makingTurn = false;
  195. showingDialog = new CondSh<bool>(false);
  196. cingconsole = new CInGameConsole();
  197. GH.terminate_cond->set(false);
  198. firstCall = 1; //if loading will be overwritten in serialize
  199. autosaveCount = 0;
  200. isAutoFightOn = false;
  201. duringMovement = false;
  202. ignoreEvents = false;
  203. numOfMovedArts = 0;
  204. }
  205. CPlayerInterface::~CPlayerInterface()
  206. {
  207. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  208. delete showingDialog;
  209. delete cingconsole;
  210. if (LOCPLINT == this)
  211. LOCPLINT = nullptr;
  212. }
  213. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  214. {
  215. cb = CB;
  216. env = ENV;
  217. CCS->musich->loadTerrainMusicThemes();
  218. initializeHeroTownList();
  219. // always recreate advmap interface to avoid possible memory-corruption bugs
  220. adventureInt.reset(new CAdvMapInt());
  221. }
  222. void CPlayerInterface::yourTurn()
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. adventureInt->selection = nullptr;
  230. NotificationHandler::notify("Your turn");
  231. std::string prefix = settings["session"]["saveprefix"].String();
  232. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  233. if (firstCall)
  234. {
  235. if(CSH->howManyPlayerInterfaces() == 1)
  236. adventureInt->setPlayer(playerID);
  237. autosaveCount = getLastIndex(prefix + "Autosave_");
  238. if (firstCall > 0) //new game, not loaded
  239. {
  240. int index = getLastIndex(prefix + "Newgame_");
  241. index %= SAVES_COUNT;
  242. cb->save("Saves/" + prefix + "Newgame_Autosave_" + std::to_string(index + 1));
  243. }
  244. firstCall = 0;
  245. }
  246. else if(frequency > 0 && cb->getDate() % frequency == 0)
  247. {
  248. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
  249. autosaveCount %= 5;
  250. }
  251. adventureInt->setPlayer(playerID);
  252. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  253. {
  254. adventureInt->startHotSeatWait(playerID);
  255. makingTurn = true;
  256. std::string msg = CGI->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->startTurn();
  266. }
  267. }
  268. acceptTurn();
  269. }
  270. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  271. {
  272. EVENT_HANDLER_CALLED_BY_CLIENT;
  273. waitWhileDialog();
  274. if(LOCPLINT != this)
  275. return;
  276. //FIXME: read once and store
  277. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  278. return;
  279. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  280. if (!hero)
  281. return;
  282. adventureInt->infoBar->requestPopAll();
  283. if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
  284. {
  285. if(hero->getRemovalSound() && hero->tempOwner == playerID)
  286. CCS->soundh->playSound(hero->getRemovalSound().get());
  287. }
  288. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  289. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  290. bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
  291. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  292. {
  293. if(details.result == TryMoveHero::TELEPORTATION)
  294. {
  295. if(paths.hasPath(hero))
  296. {
  297. assert(paths.getPath(hero).nodes.size() >= 2);
  298. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  299. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  300. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  301. {
  302. //path was between entrance and exit of teleport -> OK, erase node as usual
  303. paths.removeLastNode(hero);
  304. }
  305. else
  306. {
  307. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  308. paths.erasePath(hero);
  309. }
  310. }
  311. }
  312. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  313. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  314. {
  315. paths.erasePath(hero);
  316. }
  317. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  318. {
  319. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  320. paths.removeLastNode(hero);
  321. }
  322. }
  323. if(details.stopMovement()) //hero failed to move
  324. {
  325. stillMoveHero.setn(STOP_MOVE);
  326. adventureInt->heroList->update(hero);
  327. return;
  328. }
  329. adventureInt->heroList->redraw();
  330. CGI->mh->waitForOngoingAnimations();
  331. //move finished
  332. adventureInt->heroList->update(hero);
  333. //check if user cancelled movement
  334. {
  335. boost::unique_lock<boost::mutex> un(eventsM);
  336. while(!SDLEventsQueue.empty())
  337. {
  338. SDL_Event ev = SDLEventsQueue.front();
  339. SDLEventsQueue.pop();
  340. switch(ev.type)
  341. {
  342. case SDL_MOUSEBUTTONDOWN:
  343. stillMoveHero.setn(STOP_MOVE);
  344. break;
  345. case SDL_KEYDOWN:
  346. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  347. stillMoveHero.setn(STOP_MOVE);
  348. break;
  349. }
  350. }
  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. const CArmedInstance *newSelection = nullptr;
  372. if (makingTurn)
  373. {
  374. //find new object for selection: either hero
  375. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  376. if (next >= 0)
  377. newSelection = wanderingHeroes[next];
  378. //or town
  379. if (!newSelection || newSelection == hero)
  380. {
  381. if (towns.empty())
  382. newSelection = nullptr;
  383. else
  384. newSelection = towns.front();
  385. }
  386. }
  387. wanderingHeroes -= hero;
  388. adventureInt->heroList->update(hero);
  389. if (makingTurn && newSelection)
  390. adventureInt->select(newSelection, true);
  391. else if (adventureInt->selection == hero)
  392. adventureInt->selection = nullptr;
  393. paths.erasePath(hero);
  394. }
  395. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. if(start && visitedObj)
  399. {
  400. if(visitedObj->getVisitSound())
  401. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  402. }
  403. }
  404. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. wanderingHeroes.push_back(hero);
  408. adventureInt->heroList->update(hero);
  409. }
  410. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  411. {
  412. if(castleInt)
  413. castleInt->close();
  414. castleInt = nullptr;
  415. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  416. GH.pushInt(newCastleInt);
  417. }
  418. void CPlayerInterface::activateForSpectator()
  419. {
  420. adventureInt->state = CAdvMapInt::INGAME;
  421. adventureInt->activate();
  422. adventureInt->minimap->activate();
  423. }
  424. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. if (which == 4)
  428. {
  429. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  430. ctw->setExpToLevel();
  431. }
  432. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  433. updateInfo(hero);
  434. }
  435. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  439. if (cuw) //university window is open
  440. {
  441. GH.totalRedraw();
  442. }
  443. }
  444. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. updateInfo(hero);
  448. if (makingTurn && hero->tempOwner == playerID)
  449. adventureInt->heroList->update(hero);
  450. }
  451. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  452. {
  453. EVENT_HANDLER_CALLED_BY_CLIENT;
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::receivedResource()
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  461. mw->resourceChanged();
  462. GH.totalRedraw();
  463. }
  464. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  465. {
  466. EVENT_HANDLER_CALLED_BY_CLIENT;
  467. waitWhileDialog();
  468. CCS->soundh->playSound(soundBase::heroNewLevel);
  469. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  470. {
  471. cb->selectionMade(selection, queryID);
  472. });
  473. }
  474. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  475. {
  476. EVENT_HANDLER_CALLED_BY_CLIENT;
  477. waitWhileDialog();
  478. CCS->soundh->playSound(soundBase::heroNewLevel);
  479. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  480. {
  481. cb->selectionMade(selection, queryID);
  482. });
  483. }
  484. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  485. {
  486. EVENT_HANDLER_CALLED_BY_CLIENT;
  487. updateInfo(town);
  488. if (town->garrisonHero) //wandering hero moved to the garrison
  489. {
  490. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  491. wanderingHeroes -= town->garrisonHero;
  492. }
  493. if (town->visitingHero) //hero leaves garrison
  494. {
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList->update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. castleInt->redraw();
  508. }
  509. for (auto isa : GH.listInt)
  510. {
  511. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  512. if (ki)
  513. {
  514. ki->townChanged(town);
  515. ki->updateGarrisons();
  516. ki->redraw();
  517. }
  518. }
  519. }
  520. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. if (hero->tempOwner != playerID )
  524. return;
  525. waitWhileDialog();
  526. openTownWindow(town);
  527. }
  528. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  529. {
  530. std::vector<const CGObjectInstance *> instances;
  531. if(auto obj = cb->getObj(id1))
  532. instances.push_back(obj);
  533. if(id2 != ObjectInstanceID() && id2 != id1)
  534. {
  535. if(auto obj = cb->getObj(id2))
  536. instances.push_back(obj);
  537. }
  538. garrisonsChanged(instances);
  539. }
  540. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  541. {
  542. boost::unique_lock<boost::recursive_mutex> un(*pim);
  543. for (auto object : objs)
  544. updateInfo(object);
  545. for (auto & elem : GH.listInt)
  546. {
  547. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  548. if (cgh)
  549. cgh->updateGarrisons();
  550. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  551. {
  552. if (vstd::contains(objs, cmw->hero))
  553. cmw->garrisonChanged();
  554. }
  555. }
  556. GH.totalRedraw();
  557. }
  558. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  559. {
  560. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  561. }
  562. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. switch (buildingID)
  566. {
  567. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  568. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  569. case BuildingID::RESOURCE_SILO:
  570. updateInfo(town);
  571. break;
  572. }
  573. if (castleInt)
  574. {
  575. castleInt->townlist->update(town);
  576. if (castleInt->town == town)
  577. {
  578. switch(what)
  579. {
  580. case 1:
  581. CCS->soundh->playSound(soundBase::newBuilding);
  582. castleInt->addBuilding(buildingID);
  583. break;
  584. case 2:
  585. castleInt->removeBuilding(buildingID);
  586. break;
  587. }
  588. }
  589. }
  590. adventureInt->townList->update(town);
  591. }
  592. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  593. {
  594. //Don't wait for dialogs when we are non-active hot-seat player
  595. if (LOCPLINT == this)
  596. waitForAllDialogs();
  597. }
  598. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  599. {
  600. EVENT_HANDLER_CALLED_BY_CLIENT;
  601. if (settings["adventure"]["quickCombat"].Bool())
  602. {
  603. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  604. autofightingAI->initBattleInterface(env, cb);
  605. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  606. isAutoFightOn = true;
  607. cb->registerBattleInterface(autofightingAI);
  608. // Player shouldn't be able to move on adventure map if quick combat is going
  609. adventureInt->quickCombatLock();
  610. }
  611. //Don't wait for dialogs when we are non-active hot-seat player
  612. if (LOCPLINT == this)
  613. waitForAllDialogs();
  614. BATTLE_EVENT_POSSIBLE_RETURN;
  615. }
  616. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  617. {
  618. EVENT_HANDLER_CALLED_BY_CLIENT;
  619. BATTLE_EVENT_POSSIBLE_RETURN;
  620. for(auto & info : units)
  621. {
  622. switch(info.operation)
  623. {
  624. case UnitChanges::EOperation::RESET_STATE:
  625. {
  626. const CStack * stack = cb->battleGetStackByID(info.id );
  627. if(!stack)
  628. {
  629. logGlobal->error("Invalid unit ID %d", info.id);
  630. continue;
  631. }
  632. battleInt->stackReset(stack);
  633. }
  634. break;
  635. case UnitChanges::EOperation::REMOVE:
  636. battleInt->stackRemoved(info.id);
  637. break;
  638. case UnitChanges::EOperation::ADD:
  639. {
  640. const CStack * unit = cb->battleGetStackByID(info.id);
  641. if(!unit)
  642. {
  643. logGlobal->error("Invalid unit ID %d", info.id);
  644. continue;
  645. }
  646. battleInt->stackAdded(unit);
  647. }
  648. break;
  649. default:
  650. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  651. break;
  652. }
  653. }
  654. }
  655. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  660. for(auto & change : obstacles)
  661. {
  662. if(change.operation == BattleChanges::EOperation::ADD)
  663. {
  664. auto instance = cb->battleGetObstacleByID(change.id);
  665. if(instance)
  666. newObstacles.push_back(instance);
  667. else
  668. logNetwork->error("Invalid obstacle instance %d", change.id);
  669. }
  670. }
  671. if (!newObstacles.empty())
  672. battleInt->obstaclePlaced(newObstacles);
  673. battleInt->fieldController->redrawBackgroundWithHexes();
  674. }
  675. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->stackIsCatapulting(ca);
  680. }
  681. 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
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->newRound(round);
  686. }
  687. void CPlayerInterface::actionStarted(const BattleAction &action)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. curAction = new BattleAction(action);
  692. battleInt->startAction(curAction);
  693. }
  694. void CPlayerInterface::actionFinished(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. battleInt->endAction(curAction);
  699. delete curAction;
  700. curAction = nullptr;
  701. }
  702. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  703. {
  704. THREAD_CREATED_BY_CLIENT;
  705. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  706. auto stackId = stack->ID;
  707. auto stackName = stack->nodeName();
  708. if (autofightingAI)
  709. {
  710. if (isAutoFightOn)
  711. {
  712. auto ret = autofightingAI->activeStack(stack);
  713. if(cb->battleIsFinished())
  714. {
  715. return BattleAction::makeDefend(stack); // battle finished with spellcast
  716. }
  717. if (isAutoFightOn)
  718. {
  719. return ret;
  720. }
  721. }
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. }
  725. assert(battleInt);
  726. if(!battleInt)
  727. {
  728. return BattleAction::makeDefend(stack); // probably battle is finished already
  729. }
  730. if(BattleInterface::givenCommand.get())
  731. {
  732. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  733. vstd::clear_pointer(BattleInterface::givenCommand.data);
  734. }
  735. {
  736. boost::unique_lock<boost::recursive_mutex> un(*pim);
  737. battleInt->stackActivated(stack);
  738. //Regeneration & mana drain go there
  739. }
  740. //wait till BattleInterface sets its command
  741. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  742. while(!BattleInterface::givenCommand.data)
  743. {
  744. BattleInterface::givenCommand.cond.wait(lock);
  745. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  746. throw boost::thread_interrupted(); //will shut the thread peacefully
  747. }
  748. //tidy up
  749. BattleAction ret = *(BattleInterface::givenCommand.data);
  750. vstd::clear_pointer(BattleInterface::givenCommand.data);
  751. if(ret.actionType == EActionType::CANCEL)
  752. {
  753. if(stackId != ret.stackNumber)
  754. logGlobal->error("Not current active stack action canceled");
  755. logGlobal->trace("Canceled command for %s", stackName);
  756. }
  757. else
  758. logGlobal->trace("Giving command for %s", stackName);
  759. return ret;
  760. }
  761. void CPlayerInterface::battleEnd(const BattleResult *br)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. if(isAutoFightOn || autofightingAI)
  765. {
  766. isAutoFightOn = false;
  767. cb->unregisterBattleInterface(autofightingAI);
  768. autofightingAI.reset();
  769. if(!battleInt)
  770. {
  771. GH.pushIntT<BattleResultWindow>(*br, *this);
  772. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  773. // Otherwise NewTurn causes freeze.
  774. waitWhileDialog();
  775. adventureInt->quickCombatUnlock();
  776. return;
  777. }
  778. }
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. battleInt->battleFinished(*br);
  781. adventureInt->quickCombatUnlock();
  782. }
  783. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->displayBattleLog(lines);
  788. }
  789. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. battleInt->stackMoved(stack, dest, distance, teleport);
  794. }
  795. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. battleInt->spellCast(sc);
  800. }
  801. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. BATTLE_EVENT_POSSIBLE_RETURN;
  805. battleInt->battleStacksEffectsSet(sse);
  806. }
  807. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. //TODO why is this different (no return on LOPLINT != this) ?
  811. RETURN_IF_QUICK_COMBAT;
  812. battleInt->effectsController->battleTriggerEffect(bte);
  813. }
  814. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. BATTLE_EVENT_POSSIBLE_RETURN;
  818. std::vector<StackAttackedInfo> arg;
  819. for(auto & elem : bsa)
  820. {
  821. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  822. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  823. assert(defender);
  824. StackAttackedInfo info;
  825. info.defender = defender;
  826. info.attacker = attacker;
  827. info.damageDealt = elem.damageAmount;
  828. info.amountKilled = elem.killedAmount;
  829. info.spellEffect = SpellID::NONE;
  830. info.indirectAttack = ranged;
  831. info.killed = elem.killed();
  832. info.rebirth = elem.willRebirth();
  833. info.cloneKilled = elem.cloneKilled();
  834. info.fireShield = elem.fireShield();
  835. if (elem.isSpell())
  836. info.spellEffect = elem.spellID;
  837. arg.push_back(info);
  838. }
  839. battleInt->stacksAreAttacked(arg);
  840. }
  841. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. BATTLE_EVENT_POSSIBLE_RETURN;
  845. assert(curAction);
  846. StackAttackInfo info;
  847. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  848. info.defender = nullptr;
  849. info.indirectAttack = ba->shot();
  850. info.lucky = ba->lucky();
  851. info.unlucky = ba->unlucky();
  852. info.deathBlow = ba->deathBlow();
  853. info.lifeDrain = ba->lifeDrain();
  854. info.tile = ba->tile;
  855. info.spellEffect = SpellID::NONE;
  856. if (ba->spellLike())
  857. info.spellEffect = ba->spellID;
  858. for(auto & elem : ba->bsa)
  859. {
  860. if(!elem.isSecondary())
  861. {
  862. assert(info.defender == nullptr);
  863. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  864. }
  865. else
  866. {
  867. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  868. }
  869. }
  870. assert(info.defender != nullptr);
  871. assert(info.attacker != nullptr);
  872. battleInt->stackAttacking(info);
  873. }
  874. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  875. {
  876. EVENT_HANDLER_CALLED_BY_CLIENT;
  877. BATTLE_EVENT_POSSIBLE_RETURN;
  878. battleInt->gateStateChanged(state);
  879. }
  880. void CPlayerInterface::yourTacticPhase(int distance)
  881. {
  882. THREAD_CREATED_BY_CLIENT;
  883. while(battleInt && battleInt->tacticsMode)
  884. boost::this_thread::sleep(boost::posix_time::millisec(1));
  885. }
  886. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  887. {
  888. EVENT_HANDLER_CALLED_BY_CLIENT;
  889. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  890. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  891. if(autoTryHover || type == EInfoWindowMode::INFO)
  892. {
  893. waitWhileDialog(); //Fix for mantis #98
  894. adventureInt->infoBar->pushComponents(components, text, timer);
  895. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  896. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  897. return;
  898. }
  899. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  900. {
  901. return;
  902. }
  903. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  904. do
  905. {
  906. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  907. std::vector<std::shared_ptr<CComponent>> intComps;
  908. for (auto & component : sender)
  909. intComps.push_back(std::make_shared<CComponent>(component));
  910. showInfoDialog(text,intComps,soundID);
  911. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  912. }
  913. while(!vect.empty());
  914. }
  915. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  916. {
  917. std::vector<std::shared_ptr<CComponent>> intComps;
  918. intComps.push_back(component);
  919. showInfoDialog(text, intComps, soundBase::sound_todo);
  920. }
  921. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  922. {
  923. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  924. waitWhileDialog();
  925. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  926. {
  927. return;
  928. }
  929. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  930. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  931. {
  932. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  933. showingDialog->set(true);
  934. stopMovement(); // interrupt movement to show dialog
  935. GH.pushInt(temp);
  936. }
  937. else
  938. {
  939. dialogs.push_back(temp);
  940. }
  941. }
  942. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. std::string str;
  946. text.toString(str);
  947. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  948. waitWhileDialog();
  949. }
  950. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  951. {
  952. boost::unique_lock<boost::recursive_mutex> un(*pim);
  953. stopMovement();
  954. LOCPLINT->showingDialog->setn(true);
  955. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  956. }
  957. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. waitWhileDialog();
  961. stopMovement();
  962. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  963. if (!selection && cancel) //simple yes/no dialog
  964. {
  965. std::vector<std::shared_ptr<CComponent>> intComps;
  966. for (auto & component : components)
  967. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  968. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  969. }
  970. else if (selection)
  971. {
  972. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  973. for (auto & component : components)
  974. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  975. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  976. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  977. if (cancel)
  978. {
  979. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  980. }
  981. int charperline = 35;
  982. if (pom.size() > 1)
  983. charperline = 50;
  984. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  985. intComps[0]->clickLeft(true, false);
  986. }
  987. }
  988. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  989. {
  990. EVENT_HANDLER_CALLED_BY_CLIENT;
  991. int choosenExit = -1;
  992. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  993. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  994. choosenExit = vstd::find_pos(exits, neededExit);
  995. cb->selectionMade(choosenExit, askID);
  996. }
  997. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  998. {
  999. EVENT_HANDLER_CALLED_BY_CLIENT;
  1000. auto selectCallback = [=](int selection)
  1001. {
  1002. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1003. reply.Integer() = selection;
  1004. cb->sendQueryReply(reply, askID);
  1005. };
  1006. auto cancelCallback = [=]()
  1007. {
  1008. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1009. cb->sendQueryReply(reply, askID);
  1010. };
  1011. const std::string localTitle = title.toString();
  1012. const std::string localDescription = description.toString();
  1013. std::vector<int> tempList;
  1014. tempList.reserve(objects.size());
  1015. for(auto item : objects)
  1016. tempList.push_back(item.getNum());
  1017. CComponent localIconC(icon);
  1018. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1019. localIconC.removeChild(localIcon.get(), false);
  1020. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1021. wnd->onExit = cancelCallback;
  1022. GH.pushInt(wnd);
  1023. }
  1024. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1025. {
  1026. EVENT_HANDLER_CALLED_BY_CLIENT;
  1027. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1028. for (auto & po : pos)
  1029. adventureInt->minimap->updateTile(po);
  1030. }
  1031. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. for (auto & po : pos)
  1035. adventureInt->minimap->updateTile(po);
  1036. }
  1037. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1038. {
  1039. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1040. GH.pushIntT<CHeroWindow>(hero);
  1041. }
  1042. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1043. {
  1044. EVENT_HANDLER_CALLED_BY_CLIENT;
  1045. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1046. {
  1047. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1048. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1049. if (fortScreen)
  1050. fortScreen->creaturesChangedEventHandler();
  1051. else if(castleInterface)
  1052. castleInterface->creaturesChangedEventHandler();
  1053. for(auto isa : GH.listInt)
  1054. {
  1055. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1056. if (ki && townObj)
  1057. ki->townChanged(townObj);
  1058. }
  1059. }
  1060. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1061. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1062. {
  1063. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1064. if (crw && crw->dwelling == town)
  1065. crw->availableCreaturesChanged();
  1066. }
  1067. }
  1068. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1069. {
  1070. EVENT_HANDLER_CALLED_BY_CLIENT;
  1071. if (bonus.type == Bonus::NONE)
  1072. return;
  1073. updateInfo(hero);
  1074. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1075. {
  1076. //recalculate paths because hero has lost bonus influencing pathfinding
  1077. paths.erasePath(hero);
  1078. }
  1079. }
  1080. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1081. {
  1082. h & wanderingHeroes;
  1083. h & towns;
  1084. h & sleepingHeroes;
  1085. h & paths;
  1086. h & spellbookSettings;
  1087. }
  1088. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1089. {
  1090. EVENT_HANDLER_CALLED_BY_CLIENT;
  1091. serializeTempl(h,version);
  1092. }
  1093. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1094. {
  1095. EVENT_HANDLER_CALLED_BY_CLIENT;
  1096. serializeTempl(h,version);
  1097. firstCall = -1;
  1098. }
  1099. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1100. {
  1101. LOG_TRACE(logGlobal);
  1102. if (!LOCPLINT->makingTurn)
  1103. return;
  1104. if (!h)
  1105. return; //can't find hero
  1106. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1107. if (showingDialog->get() || !dialogs.empty())
  1108. return;
  1109. setMovementStatus(true);
  1110. if (adventureInt && adventureInt->isHeroSleeping(h))
  1111. {
  1112. adventureInt->sleepWake->clickLeft(true, false);
  1113. adventureInt->sleepWake->clickLeft(false, true);
  1114. //could've just called
  1115. //adventureInt->fsleepWake();
  1116. //but no authentic button click/sound ;-)
  1117. }
  1118. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1119. }
  1120. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1121. {
  1122. EVENT_HANDLER_CALLED_BY_CLIENT;
  1123. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1124. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1125. {
  1126. onEnd();
  1127. return;
  1128. }
  1129. waitForAllDialogs();
  1130. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1131. cgw->quit->addCallback(onEnd);
  1132. GH.pushInt(cgw);
  1133. }
  1134. /**
  1135. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1136. * into a combinational one on an artifact screen. Does not require the combination of
  1137. * artifacts to be legal.
  1138. */
  1139. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1140. {
  1141. std::string text = artifact->getDescriptionTranslated();
  1142. text += "\n\n";
  1143. std::vector<std::shared_ptr<CComponent>> scs;
  1144. if(assembledArtifact)
  1145. {
  1146. // You possess all of the components to...
  1147. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1148. // Picture of assembled artifact at bottom.
  1149. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1150. scs.push_back(sc);
  1151. }
  1152. else
  1153. {
  1154. // Do you wish to disassemble this artifact?
  1155. text += CGI->generaltexth->allTexts[733];
  1156. }
  1157. showYesNoDialog(text, onYes, nullptr, scs);
  1158. }
  1159. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1160. {
  1161. EVENT_HANDLER_CALLED_BY_CLIENT;
  1162. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1163. && destinationTeleport == ObjectInstanceID())
  1164. stillMoveHero.setn(CONTINUE_MOVE);
  1165. if (destinationTeleport != ObjectInstanceID()
  1166. && pa->packType == typeList.getTypeID<QueryReply>()
  1167. && stillMoveHero.get() == DURING_MOVE)
  1168. { // After teleportation via CGTeleport object is finished
  1169. destinationTeleport = ObjectInstanceID();
  1170. destinationTeleportPos = int3(-1);
  1171. stillMoveHero.setn(CONTINUE_MOVE);
  1172. }
  1173. }
  1174. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1175. {
  1176. EVENT_HANDLER_CALLED_BY_CLIENT;
  1177. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1178. }
  1179. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. //redraw minimap if owner changed
  1183. if (sop->what == ObjProperty::OWNER)
  1184. {
  1185. const CGObjectInstance * obj = cb->getObj(sop->id);
  1186. std::set<int3> pos = obj->getBlockedPos();
  1187. for(auto & po : pos)
  1188. {
  1189. if(cb->isVisible(po))
  1190. adventureInt->minimap->updateTile(po);
  1191. }
  1192. if(obj->ID == Obj::TOWN)
  1193. {
  1194. if(obj->tempOwner == playerID)
  1195. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1196. else
  1197. towns -= obj;
  1198. adventureInt->townList->update();
  1199. adventureInt->minimap->update();
  1200. }
  1201. assert(cb->getTownsInfo().size() == towns.size());
  1202. }
  1203. }
  1204. void CPlayerInterface::initializeHeroTownList()
  1205. {
  1206. if(!wanderingHeroes.size())
  1207. {
  1208. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1209. for(auto & hero : heroes)
  1210. {
  1211. if(!hero->inTownGarrison)
  1212. wanderingHeroes.push_back(hero);
  1213. }
  1214. }
  1215. if(!towns.size())
  1216. towns = cb->getTownsInfo();
  1217. if(adventureInt)
  1218. adventureInt->updateNextHero(nullptr);
  1219. }
  1220. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1221. {
  1222. EVENT_HANDLER_CALLED_BY_CLIENT;
  1223. waitWhileDialog();
  1224. auto recruitCb = [=](CreatureID id, int count)
  1225. {
  1226. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1227. };
  1228. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1229. }
  1230. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1231. {
  1232. if (GH.amIGuiThread())
  1233. {
  1234. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1235. return;
  1236. }
  1237. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1238. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1239. while(showingDialog->data)
  1240. showingDialog->cond.wait(un);
  1241. }
  1242. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. auto state = obj->shipyardStatus();
  1246. std::vector<si32> cost;
  1247. obj->getBoatCost(cost);
  1248. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1249. }
  1250. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1251. {
  1252. EVENT_HANDLER_CALLED_BY_CLIENT;
  1253. //we might have built a boat in shipyard in opened town screen
  1254. if (obj->ID == Obj::BOAT
  1255. && LOCPLINT->castleInt
  1256. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1257. {
  1258. CCS->soundh->playSound(soundBase::newBuilding);
  1259. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1260. }
  1261. }
  1262. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1263. {
  1264. EVENT_HANDLER_CALLED_BY_CLIENT;
  1265. waitWhileDialog();
  1266. CCS->curh->hide();
  1267. adventureInt->centerOnTile(pos);
  1268. if (focusTime)
  1269. {
  1270. GH.totalRedraw();
  1271. {
  1272. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1273. IgnoreEvents ignore(*this);
  1274. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1275. }
  1276. }
  1277. CCS->curh->show();
  1278. }
  1279. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1280. {
  1281. EVENT_HANDLER_CALLED_BY_CLIENT;
  1282. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1283. {
  1284. waitWhileDialog();
  1285. CCS->soundh->playSound(obj->getRemovalSound().get());
  1286. }
  1287. CGI->mh->waitForOngoingAnimations();
  1288. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1289. {
  1290. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1291. heroKilled(h);
  1292. }
  1293. }
  1294. void CPlayerInterface::objectRemovedAfter()
  1295. {
  1296. EVENT_HANDLER_CALLED_BY_CLIENT;
  1297. adventureInt->minimap->update();
  1298. }
  1299. void CPlayerInterface::playerBlocked(int reason, bool start)
  1300. {
  1301. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1302. {
  1303. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1304. {
  1305. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1306. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1307. LOCPLINT = this;
  1308. GH.curInt = this;
  1309. adventureInt->selection = nullptr;
  1310. adventureInt->setPlayer(playerID);
  1311. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1312. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1313. std::vector<std::shared_ptr<CComponent>> cmp;
  1314. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1315. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1316. showInfoDialog(msg, cmp);
  1317. makingTurn = false;
  1318. }
  1319. }
  1320. }
  1321. void CPlayerInterface::update()
  1322. {
  1323. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1324. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1325. // While mutexes were locked away we may be have stopped being the active interface
  1326. if (LOCPLINT != this)
  1327. return;
  1328. //if there are any waiting dialogs, show them
  1329. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1330. {
  1331. showingDialog->set(true);
  1332. GH.pushInt(dialogs.front());
  1333. dialogs.pop_front();
  1334. }
  1335. assert(adventureInt);
  1336. // Handles mouse and key input
  1337. GH.updateTime();
  1338. GH.handleEvents();
  1339. GH.simpleRedraw();
  1340. }
  1341. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1342. {
  1343. using namespace boost::filesystem;
  1344. using namespace boost::algorithm;
  1345. path gamesDir = VCMIDirs::get().userSavePath();
  1346. std::map<std::time_t, int> dates; //save number => datestamp
  1347. const directory_iterator enddir;
  1348. if (!exists(gamesDir))
  1349. create_directory(gamesDir);
  1350. else
  1351. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1352. {
  1353. if (is_regular_file(dir->status()))
  1354. {
  1355. std::string name = dir->path().filename().string();
  1356. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1357. {
  1358. char nr = name[namePrefix.size()];
  1359. if (std::isdigit(nr))
  1360. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1361. }
  1362. }
  1363. }
  1364. if (!dates.empty())
  1365. return (--dates.end())->second; //return latest file number
  1366. return 0;
  1367. }
  1368. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. if (player == playerID)
  1372. {
  1373. if (victoryLossCheckResult.loss())
  1374. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1375. //we assume GH.curInt == LOCPLINT
  1376. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1377. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1378. GH.curInt = this; //waiting for dialogs requires this to get events
  1379. if(!makingTurn)
  1380. {
  1381. makingTurn = true; //also needed for dialog to show with current implementation
  1382. waitForAllDialogs();
  1383. makingTurn = false;
  1384. }
  1385. else
  1386. waitForAllDialogs();
  1387. GH.curInt = previousInterface;
  1388. LOCPLINT = previousInterface;
  1389. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1390. {
  1391. if(adventureInt)
  1392. {
  1393. GH.terminate_cond->setn(true);
  1394. adventureInt->deactivate();
  1395. if (GH.topInt() == adventureInt)
  1396. GH.popInt(adventureInt);
  1397. adventureInt.reset();
  1398. }
  1399. }
  1400. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1401. {
  1402. // end game if current human player has won
  1403. CSH->sendClientDisconnecting();
  1404. requestReturningToMainMenu(true);
  1405. }
  1406. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1407. {
  1408. //all human players eliminated
  1409. CSH->sendClientDisconnecting();
  1410. requestReturningToMainMenu(false);
  1411. }
  1412. if (GH.curInt == this) GH.curInt = nullptr;
  1413. }
  1414. else
  1415. {
  1416. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1417. {
  1418. std::string str = victoryLossCheckResult.messageToSelf;
  1419. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1420. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1421. }
  1422. }
  1423. }
  1424. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1425. {
  1426. EVENT_HANDLER_CALLED_BY_CLIENT;
  1427. }
  1428. void CPlayerInterface::showPuzzleMap()
  1429. {
  1430. EVENT_HANDLER_CALLED_BY_CLIENT;
  1431. waitWhileDialog();
  1432. //TODO: interface should not know the real position of Grail...
  1433. double ratio = 0;
  1434. int3 grailPos = cb->getGrailPos(&ratio);
  1435. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1436. }
  1437. void CPlayerInterface::viewWorldMap()
  1438. {
  1439. adventureInt->openWorldView();
  1440. }
  1441. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1442. {
  1443. EVENT_HANDLER_CALLED_BY_CLIENT;
  1444. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1445. GH.popInts(1);
  1446. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1447. paths.erasePath(caster);
  1448. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1449. auto castSoundPath = spell->getCastSound();
  1450. if(!castSoundPath.empty())
  1451. CCS->soundh->playSound(castSoundPath);
  1452. }
  1453. void CPlayerInterface::acceptTurn()
  1454. {
  1455. if (settings["session"]["autoSkip"].Bool())
  1456. {
  1457. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1458. iw->close();
  1459. }
  1460. if(CSH->howManyPlayerInterfaces() > 1)
  1461. {
  1462. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1463. adventureInt->startTurn();
  1464. }
  1465. adventureInt->initializeNewTurn();
  1466. // warn player if he has no town
  1467. if (cb->howManyTowns() == 0)
  1468. {
  1469. auto playerColor = *cb->getPlayerID();
  1470. std::vector<Component> components;
  1471. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  1472. MetaString text;
  1473. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1474. if(optDaysWithoutCastle)
  1475. {
  1476. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1477. if (daysWithoutCastle < 6)
  1478. {
  1479. 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.
  1480. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1481. text.addReplacement(7 - daysWithoutCastle);
  1482. }
  1483. else if (daysWithoutCastle == 6)
  1484. {
  1485. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1486. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1487. }
  1488. showInfoDialogAndWait(components, text);
  1489. }
  1490. else
  1491. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1492. }
  1493. }
  1494. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1495. {
  1496. int msgToShow = -1;
  1497. const auto diggingStatus = h->diggingStatus();
  1498. switch(diggingStatus)
  1499. {
  1500. case EDiggingStatus::CAN_DIG:
  1501. break;
  1502. case EDiggingStatus::LACK_OF_MOVEMENT:
  1503. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1504. break;
  1505. case EDiggingStatus::TILE_OCCUPIED:
  1506. msgToShow = 97; //Try searching on clear ground.
  1507. break;
  1508. case EDiggingStatus::WRONG_TERRAIN:
  1509. msgToShow = 60; ////Try looking on land!
  1510. break;
  1511. default:
  1512. assert(0);
  1513. }
  1514. if(msgToShow < 0)
  1515. cb->dig(h);
  1516. else
  1517. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1518. }
  1519. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1520. {
  1521. bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
  1522. bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
  1523. bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
  1524. bool update = (isHero && changedHero) || (isTown);
  1525. // If infobar is showing components and we request an update to hero
  1526. // do not force infobar tick here, it will prevents us to show components just picked up
  1527. if(adventureInt->infoBar->showingComponents() && !update)
  1528. return;
  1529. adventureInt->infoBar->showSelection();
  1530. }
  1531. void CPlayerInterface::battleNewRoundFirst( int round )
  1532. {
  1533. EVENT_HANDLER_CALLED_BY_CLIENT;
  1534. BATTLE_EVENT_POSSIBLE_RETURN;
  1535. battleInt->newRoundFirst(round);
  1536. }
  1537. void CPlayerInterface::stopMovement()
  1538. {
  1539. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1540. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1541. }
  1542. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1543. {
  1544. EVENT_HANDLER_CALLED_BY_CLIENT;
  1545. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1546. {
  1547. //EEMarketMode mode = market->availableModes().front();
  1548. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1549. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1550. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1551. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1552. }
  1553. else
  1554. {
  1555. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1556. }
  1557. }
  1558. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1559. {
  1560. EVENT_HANDLER_CALLED_BY_CLIENT;
  1561. GH.pushIntT<CUniversityWindow>(visitor, market);
  1562. }
  1563. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1564. {
  1565. EVENT_HANDLER_CALLED_BY_CLIENT;
  1566. GH.pushIntT<CHillFortWindow>(visitor, object);
  1567. }
  1568. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1569. {
  1570. EVENT_HANDLER_CALLED_BY_CLIENT;
  1571. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1572. cmw->artifactsChanged(false);
  1573. }
  1574. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1575. {
  1576. EVENT_HANDLER_CALLED_BY_CLIENT;
  1577. GH.pushIntT<CTavernWindow>(townOrTavern);
  1578. }
  1579. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1580. {
  1581. EVENT_HANDLER_CALLED_BY_CLIENT;
  1582. GH.pushIntT<CThievesGuildWindow>(obj);
  1583. }
  1584. void CPlayerInterface::showQuestLog()
  1585. {
  1586. EVENT_HANDLER_CALLED_BY_CLIENT;
  1587. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1588. }
  1589. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1590. {
  1591. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1592. {
  1593. MetaString txt;
  1594. obj->getProblemText(txt);
  1595. showInfoDialog(txt.toString());
  1596. }
  1597. else
  1598. showShipyardDialog(obj);
  1599. }
  1600. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1601. {
  1602. if(won && cb->getStartInfo()->campState)
  1603. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1604. else
  1605. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1606. }
  1607. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1608. {
  1609. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1610. if(hero)
  1611. {
  1612. auto art = hero->getArt(al.slot);
  1613. if(art == nullptr)
  1614. {
  1615. logGlobal->error("artifact location %d points to nothing",
  1616. al.slot.num);
  1617. return;
  1618. }
  1619. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1620. }
  1621. }
  1622. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1623. {
  1624. EVENT_HANDLER_CALLED_BY_CLIENT;
  1625. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1626. updateInfo(hero);
  1627. askToAssembleArtifact(al);
  1628. }
  1629. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1630. {
  1631. EVENT_HANDLER_CALLED_BY_CLIENT;
  1632. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1633. updateInfo(hero);
  1634. for(auto isa : GH.listInt)
  1635. {
  1636. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1637. if (artWin)
  1638. artWin->artifactRemoved(al);
  1639. }
  1640. waitWhileDialog();
  1641. }
  1642. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1643. {
  1644. EVENT_HANDLER_CALLED_BY_CLIENT;
  1645. auto hero = boost::apply_visitor(HeroObjectRetriever(), dst.artHolder);
  1646. updateInfo(hero);
  1647. bool redraw = true;
  1648. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1649. if(numOfMovedArts != 0)
  1650. {
  1651. numOfMovedArts--;
  1652. if(numOfMovedArts != 0)
  1653. redraw = false;
  1654. }
  1655. for(auto isa : GH.listInt)
  1656. {
  1657. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1658. if (artWin)
  1659. artWin->artifactMoved(src, dst, redraw);
  1660. }
  1661. waitWhileDialog();
  1662. }
  1663. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1664. {
  1665. numOfMovedArts = numOfArts;
  1666. }
  1667. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1668. {
  1669. EVENT_HANDLER_CALLED_BY_CLIENT;
  1670. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1671. updateInfo(hero);
  1672. for(auto isa : GH.listInt)
  1673. {
  1674. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1675. if (artWin)
  1676. artWin->artifactAssembled(al);
  1677. }
  1678. }
  1679. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1680. {
  1681. EVENT_HANDLER_CALLED_BY_CLIENT;
  1682. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1683. updateInfo(hero);
  1684. for(auto isa : GH.listInt)
  1685. {
  1686. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1687. if (artWin)
  1688. artWin->artifactDisassembled(al);
  1689. }
  1690. }
  1691. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1692. {
  1693. EVENT_HANDLER_CALLED_BY_CLIENT;
  1694. if (!vstd::contains (GH.listInt, adventureInt))
  1695. {
  1696. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1697. GH.pushInt (adventureInt);
  1698. }
  1699. else
  1700. {
  1701. if (player == playerID)
  1702. adventureInt->infoBar->showSelection();
  1703. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1704. GH.popInts(1);
  1705. }
  1706. if(CSH->howManyPlayerInterfaces() == 1)
  1707. {
  1708. GH.curInt = this;
  1709. adventureInt->startTurn();
  1710. }
  1711. if (player != playerID && this == LOCPLINT)
  1712. {
  1713. waitWhileDialog();
  1714. adventureInt->aiTurnStarted();
  1715. }
  1716. }
  1717. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1718. {
  1719. while(!dialogs.empty())
  1720. {
  1721. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1722. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1723. }
  1724. waitWhileDialog(unlockPim);
  1725. }
  1726. void CPlayerInterface::proposeLoadingGame()
  1727. {
  1728. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1729. }
  1730. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1731. {
  1732. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1733. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1734. }
  1735. bool CPlayerInterface::capturedAllEvents()
  1736. {
  1737. if (duringMovement)
  1738. {
  1739. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1740. return true;
  1741. }
  1742. bool needToLockAdventureMap = adventureInt->active && CGI->mh->hasOngoingAnimations();
  1743. if (ignoreEvents || needToLockAdventureMap)
  1744. {
  1745. boost::unique_lock<boost::mutex> un(eventsM);
  1746. while(!SDLEventsQueue.empty())
  1747. {
  1748. SDLEventsQueue.pop();
  1749. }
  1750. return true;
  1751. }
  1752. return false;
  1753. }
  1754. void CPlayerInterface::setMovementStatus(bool value)
  1755. {
  1756. duringMovement = value;
  1757. if (value)
  1758. {
  1759. CCS->curh->hide();
  1760. }
  1761. else
  1762. {
  1763. CCS->curh->show();
  1764. }
  1765. }
  1766. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1767. {
  1768. int i = 1;
  1769. auto getObj = [&](int3 coord, bool ignoreHero)
  1770. {
  1771. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1772. };
  1773. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1774. {
  1775. if (action != CGPathNode::TELEPORT_NORMAL &&
  1776. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1777. action != CGPathNode::TELEPORT_BATTLE)
  1778. {
  1779. return false;
  1780. }
  1781. return true;
  1782. };
  1783. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1784. {
  1785. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1786. return nextObjectTop;
  1787. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1788. CGTeleport::isConnected(currentObject, nextObject))
  1789. {
  1790. return nextObject;
  1791. }
  1792. return nullptr;
  1793. };
  1794. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1795. stillMoveHero.data = CONTINUE_MOVE;
  1796. auto doMovement = [&](int3 dst, bool transit)
  1797. {
  1798. stillMoveHero.data = WAITING_MOVE;
  1799. cb->moveHero(h, dst, transit);
  1800. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1801. stillMoveHero.cond.wait(un);
  1802. };
  1803. {
  1804. for (auto & elem : path.nodes)
  1805. elem.coord = h->convertFromVisitablePos(elem.coord);
  1806. TerrainId currentTerrain = ETerrainId::NONE;
  1807. TerrainId newTerrain;
  1808. bool wasOnRoad = true;
  1809. int sh = -1;
  1810. auto canStop = [&](CGPathNode * node) -> bool
  1811. {
  1812. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1813. return true;
  1814. if (node->accessible == CGPathNode::ACCESSIBLE)
  1815. return true;
  1816. return false;
  1817. };
  1818. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  1819. {
  1820. int3 prevCoord = path.nodes[i].coord;
  1821. int3 nextCoord = path.nodes[i-1].coord;
  1822. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  1823. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  1824. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  1825. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  1826. auto nextObjectTop = getObj(nextCoord, false);
  1827. auto nextObject = getObj(nextCoord, true);
  1828. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  1829. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1830. {
  1831. CCS->soundh->stopSound(sh);
  1832. destinationTeleport = destTeleportObj->id;
  1833. destinationTeleportPos = nextCoord;
  1834. doMovement(h->pos, false);
  1835. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  1836. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  1837. {
  1838. destinationTeleport = ObjectInstanceID();
  1839. destinationTeleportPos = int3(-1);
  1840. }
  1841. if(i != path.nodes.size() - 1)
  1842. {
  1843. if (movingOnRoad)
  1844. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  1845. else
  1846. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  1847. }
  1848. continue;
  1849. }
  1850. if (path.nodes[i-1].turns)
  1851. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1852. stillMoveHero.data = STOP_MOVE;
  1853. break;
  1854. }
  1855. // Start a new sound for the hero movement or let the existing one carry on.
  1856. #if 0
  1857. // TODO
  1858. if (hero is flying && sh == -1)
  1859. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1860. #endif
  1861. {
  1862. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  1863. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  1864. {
  1865. CCS->soundh->stopSound(sh);
  1866. if (movingOnRoad)
  1867. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  1868. else
  1869. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  1870. currentTerrain = newTerrain;
  1871. wasOnRoad = movingOnRoad;
  1872. }
  1873. }
  1874. 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
  1875. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  1876. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  1877. bool useTransit = false;
  1878. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1879. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1880. || CGTeleport::isTeleport(nextObjectTop)))
  1881. { // Hero should be able to go through object if it's allow transit
  1882. useTransit = true;
  1883. }
  1884. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1885. useTransit = true;
  1886. doMovement(endpos, useTransit);
  1887. logGlobal->trace("Resuming %s", __FUNCTION__);
  1888. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  1889. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1890. break;
  1891. }
  1892. CCS->soundh->stopSound(sh);
  1893. }
  1894. //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
  1895. if (!showingDialog->get())
  1896. GH.fakeMouseMove();
  1897. //todo: this should be in main thread
  1898. if (adventureInt)
  1899. {
  1900. // (i == 0) means hero went through all the path
  1901. adventureInt->updateMoveHero(h, (i != 0));
  1902. adventureInt->updateNextHero(h);
  1903. }
  1904. CGI->mh->waitForOngoingAnimations();
  1905. setMovementStatus(false);
  1906. }
  1907. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1908. {
  1909. EVENT_HANDLER_CALLED_BY_CLIENT;
  1910. adventureInt->openWorldView(objectPositions, showTerrain );
  1911. }