/* * CPlayerInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CPlayerInterface.h" #include #include "adventureMap/AdventureMapInterface.h" #include "mapView/mapHandler.h" #include "adventureMap/CList.h" #include "battle/BattleInterface.h" #include "battle/BattleEffectsController.h" #include "battle/BattleFieldController.h" #include "battle/BattleInterfaceClasses.h" #include "battle/BattleWindow.h" #include "../CCallback.h" #include "windows/CCastleInterface.h" #include "eventsSDL/InputHandler.h" #include "mainmenu/CMainMenu.h" #include "gui/CursorHandler.h" #include "windows/CKingdomInterface.h" #include "CGameInfo.h" #include "PlayerLocalState.h" #include "CMT.h" #include "windows/CHeroWindow.h" #include "windows/CCreatureWindow.h" #include "windows/CQuestLog.h" #include "windows/CPuzzleWindow.h" #include "widgets/CComponent.h" #include "widgets/CGarrisonInt.h" #include "widgets/Buttons.h" #include "windows/CTradeWindow.h" #include "windows/CSpellWindow.h" #include "../lib/CConfigHandler.h" #include "windows/GUIClasses.h" #include "render/CAnimation.h" #include "render/IImage.h" #include "../lib/CArtHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/bonuses/CBonusSystemNode.h" #include "../lib/bonuses/Limiters.h" #include "../lib/bonuses/Updaters.h" #include "../lib/bonuses/Propagators.h" #include "../lib/serializer/CTypeList.h" #include "../lib/serializer/BinaryDeserializer.h" #include "../lib/serializer/BinarySerializer.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/CTownHandler.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/MiscObjects.h" #include "../lib/mapObjects/ObjectTemplate.h" #include "../lib/mapping/CMapHeader.h" #include "../lib/pathfinder/CGPathNode.h" #include "../lib/CStack.h" #include "../lib/JsonNode.h" #include "CMusicHandler.h" #include "../lib/CondSh.h" #include "../lib/NetPacksBase.h" #include "../lib/NetPacks.h"//todo: remove #include "../lib/VCMIDirs.h" #include "../lib/CStopWatch.h" #include "../lib/StartInfo.h" #include "../lib/TextOperations.h" #include "../lib/CPlayerState.h" #include "../lib/GameConstants.h" #include "gui/CGuiHandler.h" #include "gui/WindowHandler.h" #include "windows/InfoWindows.h" #include "../lib/UnlockGuard.h" #include "../lib/RoadHandler.h" #include "../lib/TerrainHandler.h" #include "../lib/CThreadHelper.h" #include "CServerHandler.h" // FIXME: only needed for CGameState::mutex #include "../lib/gameState/CGameState.h" #include "eventsSDL/NotificationHandler.h" #include "adventureMap/CInGameConsole.h" // The macro below is used to mark functions that are called by client when game state changes. // They all assume that CPlayerInterface::pim mutex is locked. #define EVENT_HANDLER_CALLED_BY_CLIENT // The macro marks functions that are run on a new thread by client. // They do not own any mutexes intiially. #define THREAD_CREATED_BY_CLIENT #define RETURN_IF_QUICK_COMBAT \ if (isAutoFightOn && !battleInt) \ return; #define BATTLE_EVENT_POSSIBLE_RETURN\ if (LOCPLINT != this) \ return; \ RETURN_IF_QUICK_COMBAT boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex; CPlayerInterface * LOCPLINT; std::shared_ptr CPlayerInterface::battleInt; enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE}; CondSh stillMoveHero(STOP_MOVE); //used during hero movement struct HeroObjectRetriever { const CGHeroInstance * operator()(const ConstTransitivePtr &h) const { return h; } const CGHeroInstance * operator()(const ConstTransitivePtr &s) const { return nullptr; } }; CPlayerInterface::CPlayerInterface(PlayerColor Player): localState(std::make_unique(*this)) { logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString()); destinationTeleport = ObjectInstanceID(); destinationTeleportPos = int3(-1); GH.defActionsDef = 0; LOCPLINT = this; playerID=Player; human=true; battleInt = nullptr; castleInt = nullptr; makingTurn = false; showingDialog = new CondSh(false); cingconsole = new CInGameConsole(); firstCall = 1; //if loading will be overwritten in serialize autosaveCount = 0; isAutoFightOn = false; duringMovement = false; ignoreEvents = false; numOfMovedArts = 0; } CPlayerInterface::~CPlayerInterface() { logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString()); delete showingDialog; delete cingconsole; if (LOCPLINT == this) LOCPLINT = nullptr; } void CPlayerInterface::initGameInterface(std::shared_ptr ENV, std::shared_ptr CB) { cb = CB; env = ENV; CCS->musich->loadTerrainMusicThemes(); initializeHeroTownList(); // always recreate advmap interface to avoid possible memory-corruption bugs adventureInt.reset(new AdventureMapInterface()); } void CPlayerInterface::playerStartsTurn(PlayerColor player) { EVENT_HANDLER_CALLED_BY_CLIENT; makingTurn = false; stillMoveHero.setn(STOP_MOVE); if(GH.windows().findWindows().empty()) { // after map load - remove all active windows and replace them with adventure map GH.windows().clear(); GH.windows().pushWindow(adventureInt); } // close window from another player if(auto w = GH.windows().topWindow()) if(w->ID == QueryID::NONE && player != playerID) w->close(); // remove all dialogs that do not expect query answer while (!GH.windows().topWindow() && !GH.windows().topWindow()) GH.windows().popWindows(1); if (player != playerID && LOCPLINT == this) { waitWhileDialog(); bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman(); adventureInt->onEnemyTurnStarted(player, isHuman); } } void CPlayerInterface::performAutosave() { int frequency = static_cast(settings["general"]["saveFrequency"].Integer()); if(frequency > 0 && cb->getDate() % frequency == 0) { bool usePrefix = settings["general"]["useSavePrefix"].Bool(); std::string prefix = std::string(); if(usePrefix) { prefix = settings["general"]["savePrefix"].String(); if(prefix.empty()) { std::string name = cb->getMapHeader()->name; int txtlen = TextOperations::getUnicodeCharactersCount(name); TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15)); std::string forbiddenChars("\\/:?\"<>| "); std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' ); prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/"; } } autosaveCount++; int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer(); if(autosaveCountLimit > 0) { cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount)); autosaveCount %= autosaveCountLimit; } else { std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH)) + std::to_string(cb->getDate(Date::WEEK)) + std::to_string(cb->getDate(Date::DAY_OF_WEEK)); cb->save("Saves/Autosave/" + prefix + stringifiedDate); } } } void CPlayerInterface::yourTurn(QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; { LOCPLINT = this; GH.curInt = this; NotificationHandler::notify("Your turn"); if(settings["general"]["startTurnAutosave"].Bool()) { performAutosave(); } if (CSH->howManyPlayerInterfaces() > 1) //hot seat message { adventureInt->onHotseatWaitStarted(playerID); makingTurn = true; std::string msg = CGI->generaltexth->allTexts[13]; boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name); std::vector> cmp; cmp.push_back(std::make_shared(CComponent::flag, playerID.getNum(), 0)); showInfoDialog(msg, cmp); } else { makingTurn = true; adventureInt->onPlayerTurnStarted(playerID); } } acceptTurn(queryID); } void CPlayerInterface::acceptTurn(QueryID queryID) { if (settings["session"]["autoSkip"].Bool()) { while(auto iw = GH.windows().topWindow()) iw->close(); } if(CSH->howManyPlayerInterfaces() > 1) { waitWhileDialog(); // wait for player to accept turn in hot-seat mode adventureInt->onPlayerTurnStarted(playerID); } // warn player if he has no town if (cb->howManyTowns() == 0) { auto playerColor = *cb->getPlayerID(); std::vector components; components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0); MetaString text; const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle; if(optDaysWithoutCastle) { auto daysWithoutCastle = optDaysWithoutCastle.value(); if (daysWithoutCastle < 6) { 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. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum()); text.replaceNumber(7 - daysWithoutCastle); } else if (daysWithoutCastle == 6) { text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum()); } showInfoDialogAndWait(components, text); } else logGlobal->warn("Player has no towns, but daysWithoutCastle is not set"); } cb->selectionMade(0, queryID); } void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); if(LOCPLINT != this) return; //FIXME: read once and store if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool()) return; const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero if (!hero) return; if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK) { if(hero->getRemovalSound() && hero->tempOwner == playerID) CCS->soundh->playSound(hero->getRemovalSound().value()); } std::unordered_set changedTiles { hero->convertToVisitablePos(details.start), hero->convertToVisitablePos(details.end) }; adventureInt->onMapTilesChanged(changedTiles); adventureInt->onHeroMovementStarted(hero); bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom; if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path { if(details.result == TryMoveHero::TELEPORTATION) { if(localState->hasPath(hero)) { assert(localState->getPath(hero).nodes.size() >= 2); auto nodesIt = localState->getPath(hero).nodes.end() - 1; if((nodesIt)->coord == hero->convertToVisitablePos(details.start) && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end)) { //path was between entrance and exit of teleport -> OK, erase node as usual localState->removeLastNode(hero); } else { //teleport was not along current path, it'll now be invalid (hero is somewhere else) localState->erasePath(hero); } } } if(hero->pos != details.end //hero didn't change tile but visit succeeded || directlyAttackingCreature) // or creature was attacked from endangering tile. { localState->erasePath(hero); } else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving { if(details.start != details.end) //so we don't touch path when revisiting with spacebar localState->removeLastNode(hero); } } if(details.stopMovement()) //hero failed to move { stillMoveHero.setn(STOP_MOVE); adventureInt->onHeroChanged(hero); return; } CGI->mh->waitForOngoingAnimations(); //move finished adventureInt->onHeroChanged(hero); //check if user cancelled movement { if (GH.input().ignoreEventsUntilInput()) stillMoveHero.setn(STOP_MOVE); } if (stillMoveHero.get() == WAITING_MOVE) stillMoveHero.setn(DURING_MOVE); // Hero attacked creature directly, set direction to face it. if (directlyAttackingCreature) { // Get direction to attacker. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0); static const ui8 dirLookup[3][3] = { { 1, 2, 3 }, { 8, 0, 4 }, { 7, 6, 5 } }; // FIXME: Avoid const_cast, make moveDir mutable in some other way? const_cast(hero)->moveDir = dirLookup[posOffset.y][posOffset.x]; } } void CPlayerInterface::heroKilled(const CGHeroInstance* hero) { EVENT_HANDLER_CALLED_BY_CLIENT; LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID); // if hero is not in town garrison if (vstd::contains(localState->getWanderingHeroes(), hero)) localState->removeWanderingHero(hero); adventureInt->onHeroChanged(hero); localState->erasePath(hero); } void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) { EVENT_HANDLER_CALLED_BY_CLIENT; if(start && visitedObj) { if(visitedObj->getVisitSound()) CCS->soundh->playSound(visitedObj->getVisitSound().value()); } } void CPlayerInterface::heroCreated(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; localState->addWanderingHero(hero); adventureInt->onHeroChanged(hero); } void CPlayerInterface::openTownWindow(const CGTownInstance * town) { if(castleInt) castleInt->close(); castleInt = nullptr; auto newCastleInt = std::make_shared(town); GH.windows().pushWindow(newCastleInt); } void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) { EVENT_HANDLER_CALLED_BY_CLIENT; if (which == PrimarySkill::EXPERIENCE) { for (auto ctw : GH.windows().findWindows()) ctw->setExpToLevel(); } else adventureInt->onHeroChanged(hero); } void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) { EVENT_HANDLER_CALLED_BY_CLIENT; for (auto cuw : GH.windows().findWindows()) cuw->redraw(); } void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->onHeroChanged(hero); if (makingTurn && hero->tempOwner == playerID) adventureInt->onHeroChanged(hero); } void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero) { EVENT_HANDLER_CALLED_BY_CLIENT; if (makingTurn && hero->tempOwner == playerID) adventureInt->onHeroChanged(hero); } void CPlayerInterface::receivedResource() { EVENT_HANDLER_CALLED_BY_CLIENT; for (auto mw : GH.windows().findWindows()) mw->resourceChanged(); GH.windows().totalRedraw(); } void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector& skills, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); CCS->soundh->playSound(soundBase::heroNewLevel); GH.windows().createAndPushWindow(hero, pskill, skills, [=](ui32 selection) { cb->selectionMade(selection, queryID); }); } void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector skills, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); CCS->soundh->playSound(soundBase::heroNewLevel); GH.windows().createAndPushWindow(commander, skills, [=](ui32 selection) { cb->selectionMade(selection, queryID); }); } void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town) { EVENT_HANDLER_CALLED_BY_CLIENT; if(town->garrisonHero) //wandering hero moved to the garrison { // This method also gets called on hero recruitment -> garrisoned hero is already in garrison if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero)) localState->removeWanderingHero(town->garrisonHero); } if(town->visitingHero) //hero leaves garrison { // This method also gets called on hero recruitment -> wandering heroes already contains new hero if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero)) localState->addWanderingHero(town->visitingHero); } adventureInt->onHeroChanged(nullptr); adventureInt->onTownChanged(town); if(castleInt) { castleInt->garr->selectSlot(nullptr); castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER); castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER); castleInt->garr->recreateSlots(); castleInt->heroes->update(); // Perform totalRedraw to update hero list on adventure map GH.windows().totalRedraw(); } for (auto ki : GH.windows().findWindows()) { ki->townChanged(town); ki->updateGarrisons(); ki->redraw(); } } void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) { EVENT_HANDLER_CALLED_BY_CLIENT; if (hero->tempOwner != playerID ) return; waitWhileDialog(); openTownWindow(town); } void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) { std::vector instances; if(auto obj = cb->getObj(id1)) instances.push_back(obj); if(id2 != ObjectInstanceID() && id2 != id1) { if(auto obj = cb->getObj(id2)) instances.push_back(obj); } garrisonsChanged(instances); } void CPlayerInterface::garrisonsChanged(std::vector objs) { boost::unique_lock un(*pim); for (auto object : objs) { auto * hero = dynamic_cast(object); auto * town = dynamic_cast(object); if (hero) { adventureInt->onHeroChanged(hero); if(hero->inTownGarrison) { adventureInt->onTownChanged(hero->visitedTown); } } if (town) adventureInt->onTownChanged(town); } for (auto cgh : GH.windows().findWindows()) cgh->updateGarrisons(); for (auto cmw : GH.windows().findWindows()) { if (vstd::contains(objs, cmw->hero)) cmw->garrisonChanged(); } GH.windows().totalRedraw(); } void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->onTownChanged(town); if (castleInt) { castleInt->townlist->updateElement(town); if (castleInt->town == town) { switch(what) { case 1: CCS->soundh->playSound(soundBase::newBuilding); castleInt->addBuilding(buildingID); break; case 2: castleInt->removeBuilding(buildingID); break; } } // Perform totalRedraw in order to force redraw of updated town list icon from adventure map GH.windows().totalRedraw(); } } void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) { // when battle starts, game will send battleStart pack *before* movement confirmation // and since network thread wait for battle intro to play, movement confirmation will only happen after intro // leading to several bugs, such as blocked input during intro stillMoveHero.setn(STOP_MOVE); //Don't wait for dialogs when we are non-active hot-seat player if (LOCPLINT == this) waitForAllDialogs(); } void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) { EVENT_HANDLER_CALLED_BY_CLIENT; bool useQuickCombat = settings["adventure"]["quickCombat"].Bool(); bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool(); if ((replayAllowed && useQuickCombat) || forceQuickCombat) { autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String()); AutocombatPreferences autocombatPreferences = AutocombatPreferences(); autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool(); autofightingAI->initBattleInterface(env, cb, autocombatPreferences); autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false); isAutoFightOn = true; cb->registerBattleInterface(autofightingAI); } //Don't wait for dialogs when we are non-active hot-seat player if (LOCPLINT == this) waitForAllDialogs(); BATTLE_EVENT_POSSIBLE_RETURN; } void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector & units) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; for(auto & info : units) { switch(info.operation) { case UnitChanges::EOperation::RESET_STATE: { const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id ); if(!stack) { logGlobal->error("Invalid unit ID %d", info.id); continue; } battleInt->stackReset(stack); } break; case UnitChanges::EOperation::REMOVE: battleInt->stackRemoved(info.id); break; case UnitChanges::EOperation::ADD: { const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id); if(!unit) { logGlobal->error("Invalid unit ID %d", info.id); continue; } battleInt->stackAdded(unit); } break; default: logGlobal->error("Unknown unit operation %d", (int)info.operation); break; } } } void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector & obstacles) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; std::vector> newObstacles; std::vector removedObstacles; for(auto & change : obstacles) { if(change.operation == BattleChanges::EOperation::ADD) { auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id); if(instance) newObstacles.push_back(instance); else logNetwork->error("Invalid obstacle instance %d", change.id); } if(change.operation == BattleChanges::EOperation::REMOVE) removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct } if (!newObstacles.empty()) battleInt->obstaclePlaced(newObstacles); if (!removedObstacles.empty()) battleInt->obstacleRemoved(removedObstacles); battleInt->fieldController->redrawBackgroundWithHexes(); } void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->stackIsCatapulting(ca); } void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->newRound(); } void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->startAction(action); } void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->endAction(action); } void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack { EVENT_HANDLER_CALLED_BY_CLIENT; logGlobal->trace("Awaiting command for %s", stack->nodeName()); assert(!cb->getBattle(battleID)->battleIsFinished()); if (cb->getBattle(battleID)->battleIsFinished()) { logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!"); cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack)); return ; } if (autofightingAI) { if (isAutoFightOn) { //FIXME: we want client rendering to proceed while AI is making actions // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells auto unlockPim = vstd::makeUnlockGuard(*pim); autofightingAI->activeStack(battleID, stack); return; } cb->unregisterBattleInterface(autofightingAI); autofightingAI.reset(); } assert(battleInt); if(!battleInt) { // probably battle is finished already cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack)); } { boost::unique_lock un(*pim); battleInt->stackActivated(stack); //Regeneration & mana drain go there } } void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; if(isAutoFightOn || autofightingAI) { isAutoFightOn = false; cb->unregisterBattleInterface(autofightingAI); autofightingAI.reset(); if(!battleInt) { bool allowManualReplay = queryID != QueryID::NONE; auto wnd = std::make_shared(*br, *this, allowManualReplay); if (allowManualReplay) { wnd->resultCallback = [=](ui32 selection) { cb->selectionMade(selection, queryID); }; } GH.windows().pushWindow(wnd); // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it. // Otherwise NewTurn causes freeze. waitWhileDialog(); return; } } BATTLE_EVENT_POSSIBLE_RETURN; battleInt->battleFinished(*br, queryID); } void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector & lines) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->displayBattleLog(lines); } void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector dest, int distance, bool teleport) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->stackMoved(stack, dest, distance, teleport); } void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->spellCast(sc); } void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->battleStacksEffectsSet(sse); } void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; RETURN_IF_QUICK_COMBAT; battleInt->effectsController->battleTriggerEffect(bte); if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN)) { const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo)); battleInt->windowObject->heroManaPointsChanged(manaDrainedHero); } } void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector & bsa, bool ranged) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; std::vector arg; for(auto & elem : bsa) { const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false); const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false); assert(defender); StackAttackedInfo info; info.defender = defender; info.attacker = attacker; info.damageDealt = elem.damageAmount; info.amountKilled = elem.killedAmount; info.spellEffect = SpellID::NONE; info.indirectAttack = ranged; info.killed = elem.killed(); info.rebirth = elem.willRebirth(); info.cloneKilled = elem.cloneKilled(); info.fireShield = elem.fireShield(); if (elem.isSpell()) info.spellEffect = elem.spellID; arg.push_back(info); } battleInt->stacksAreAttacked(arg); } void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; StackAttackInfo info; info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking); info.defender = nullptr; info.indirectAttack = ba->shot(); info.lucky = ba->lucky(); info.unlucky = ba->unlucky(); info.deathBlow = ba->deathBlow(); info.lifeDrain = ba->lifeDrain(); info.tile = ba->tile; info.spellEffect = SpellID::NONE; if (ba->spellLike()) info.spellEffect = ba->spellID; for(auto & elem : ba->bsa) { if(!elem.isSecondary()) { assert(info.defender == nullptr); info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked); } else { info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked)); } } assert(info.defender != nullptr); assert(info.attacker != nullptr); battleInt->stackAttacking(info); } void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->gateStateChanged(state); } void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance) { EVENT_HANDLER_CALLED_BY_CLIENT; } void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector & components, int soundID) { EVENT_HANDLER_CALLED_BY_CLIENT; bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO; auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod if(autoTryHover || type == EInfoWindowMode::INFO) { waitWhileDialog(); //Fix for mantis #98 adventureInt->showInfoBoxMessage(components, text, timer); if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this) CCS->soundh->playSound(static_cast(soundID)); return; } if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown()) { return; } std::vector vect = components; //I do not know currently how to avoid copy here do { std::vector sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast(8))}; std::vector> intComps; for (auto & component : sender) intComps.push_back(std::make_shared(component)); showInfoDialog(text,intComps,soundID); vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast(8))); } while(!vect.empty()); } void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr component) { std::vector> intComps; intComps.push_back(component); showInfoDialog(text, intComps, soundBase::sound_todo); } void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector> & components, int soundID) { LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT)); waitWhileDialog(); if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown()) { return; } std::shared_ptr temp = CInfoWindow::create(text, playerID, components); if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this) { CCS->soundh->playSound(static_cast(soundID)); showingDialog->set(true); stopMovement(); // interrupt movement to show dialog GH.windows().pushWindow(temp); } else { dialogs.push_back(temp); } } void CPlayerInterface::showInfoDialogAndWait(std::vector & components, const MetaString & text) { EVENT_HANDLER_CALLED_BY_CLIENT; std::string str = text.toString(); showInfoDialog(EInfoWindowMode::MODAL, str, components, 0); waitWhileDialog(); } void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList onYes, CFunctionList onNo, const std::vector> & components) { boost::unique_lock un(*pim); stopMovement(); LOCPLINT->showingDialog->setn(true); CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID); } void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector &components, QueryID askID, const int soundID, bool selection, bool cancel ) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); stopMovement(); CCS->soundh->playSound(static_cast(soundID)); if (!selection && cancel) //simple yes/no dialog { std::vector> intComps; for (auto & component : components) intComps.push_back(std::make_shared(component)); //will be deleted by close in window showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps); } else if (selection) { std::vector> intComps; for (auto & component : components) intComps.push_back(std::make_shared(component)); //will be deleted by CSelWindow::close std::vector > > pom; pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0}); if (cancel) { pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0}); } int charperline = 35; if (pom.size() > 1) charperline = 50; GH.windows().createAndPushWindow(text, playerID, charperline, intComps, pom, askID); intComps[0]->clickPressed(GH.getCursorPosition()); intComps[0]->clickReleased(GH.getCursorPosition()); } } void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) { EVENT_HANDLER_CALLED_BY_CLIENT; int choosenExit = -1; auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos); if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit)) choosenExit = vstd::find_pos(exits, neededExit); cb->selectionMade(choosenExit, askID); } void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector & objects) { EVENT_HANDLER_CALLED_BY_CLIENT; auto selectCallback = [=](int selection) { JsonNode reply(JsonNode::JsonType::DATA_INTEGER); reply.Integer() = selection; cb->sendQueryReply(reply, askID); }; auto cancelCallback = [=]() { JsonNode reply(JsonNode::JsonType::DATA_NULL); cb->sendQueryReply(reply, askID); }; const std::string localTitle = title.toString(); const std::string localDescription = description.toString(); std::vector tempList; tempList.reserve(objects.size()); for(auto item : objects) tempList.push_back(item.getNum()); CComponent localIconC(icon); std::shared_ptr localIcon = localIconC.image; localIconC.removeChild(localIcon.get(), false); std::shared_ptr wnd = std::make_shared(tempList, localIcon, localTitle, localDescription, selectCallback); wnd->onExit = cancelCallback; GH.windows().pushWindow(wnd); } void CPlayerInterface::tileRevealed(const std::unordered_set &pos) { EVENT_HANDLER_CALLED_BY_CLIENT; //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas adventureInt->onMapTilesChanged(pos); } void CPlayerInterface::tileHidden(const std::unordered_set &pos) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->onMapTilesChanged(pos); } void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero) { boost::unique_lock un(*pim); GH.windows().createAndPushWindow(hero); } void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town ) { EVENT_HANDLER_CALLED_BY_CLIENT; if (const CGTownInstance * townObj = dynamic_cast(town)) { for (auto fortScreen : GH.windows().findWindows()) fortScreen->creaturesChangedEventHandler(); for (auto castleInterface : GH.windows().findWindows()) castleInterface->creaturesChangedEventHandler(); if (townObj) for (auto ki : GH.windows().findWindows()) ki->townChanged(townObj); } else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1 || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY)) { for (auto crw : GH.windows().findWindows()) if (crw->dwelling == town) crw->availableCreaturesChanged(); } } void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain ) { EVENT_HANDLER_CALLED_BY_CLIENT; if (bonus.type == BonusType::NONE) return; adventureInt->onHeroChanged(hero); if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain) { //recalculate paths because hero has lost bonus influencing pathfinding localState->erasePath(hero); } } void CPlayerInterface::saveGame( BinarySerializer & h, const int version ) { EVENT_HANDLER_CALLED_BY_CLIENT; localState->serialize(h, version); } void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version ) { EVENT_HANDLER_CALLED_BY_CLIENT; localState->serialize(h, version); firstCall = -1; } void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path ) { LOG_TRACE(logGlobal); if (!LOCPLINT->makingTurn) return; if (!h) return; //can't find hero //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg) if (showingDialog->get() || !dialogs.empty()) return; setMovementStatus(true); if (localState->isHeroSleeping(h)) localState->setHeroAwaken(h); boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path)); } void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) { EVENT_HANDLER_CALLED_BY_CLIENT; auto onEnd = [=](){ cb->selectionMade(0, queryID); }; if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons { onEnd(); return; } waitForAllDialogs(); auto cgw = std::make_shared(up, down, removableUnits); cgw->quit->addCallback(onEnd); GH.windows().pushWindow(cgw); } /** * Shows the dialog that appears when right-clicking an artifact that can be assembled * into a combinational one on an artifact screen. Does not require the combination of * artifacts to be legal. */ void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList onYes) { std::string text = artifact->getDescriptionTranslated(); text += "\n\n"; std::vector> scs; if(assembledArtifact) { // You possess all of the components to... text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated()); // Picture of assembled artifact at bottom. auto sc = std::make_shared(CComponent::artifact, assembledArtifact->getIndex(), 0); scs.push_back(sc); } else { // Do you wish to disassemble this artifact? text += CGI->generaltexth->allTexts[733]; } showYesNoDialog(text, onYes, nullptr, scs); } void CPlayerInterface::requestRealized( PackageApplied *pa ) { EVENT_HANDLER_CALLED_BY_CLIENT; if (pa->packType == typeList.getTypeID() && stillMoveHero.get() == DURING_MOVE && destinationTeleport == ObjectInstanceID()) stillMoveHero.setn(CONTINUE_MOVE); if (destinationTeleport != ObjectInstanceID() && pa->packType == typeList.getTypeID() && stillMoveHero.get() == DURING_MOVE) { // After teleportation via CGTeleport object is finished destinationTeleport = ObjectInstanceID(); destinationTeleportPos = int3(-1); stillMoveHero.setn(CONTINUE_MOVE); } } void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) { heroExchangeStarted(hero1, hero2, QueryID(-1)); } void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(hero1, hero2, query); } void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop) { if (sop->what == ObjProperty::OWNER) { const CGObjectInstance * obj = cb->getObj(sop->id); if(obj->ID == Obj::TOWN) { auto town = static_cast(obj); if(obj->tempOwner == playerID) { localState->removeOwnedTown(town); adventureInt->onTownChanged(town); } } } } void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop) { EVENT_HANDLER_CALLED_BY_CLIENT; if (sop->what == ObjProperty::OWNER) { const CGObjectInstance * obj = cb->getObj(sop->id); if(obj->ID == Obj::TOWN) { auto town = static_cast(obj); if(obj->tempOwner == playerID) { localState->addOwnedTown(town); adventureInt->onTownChanged(town); } } //redraw minimap if owner changed std::set pos = obj->getBlockedPos(); std::unordered_set upos(pos.begin(), pos.end()); adventureInt->onMapTilesChanged(upos); assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size()); } } void CPlayerInterface::initializeHeroTownList() { if(localState->getWanderingHeroes().empty()) { for(auto & hero : cb->getHeroesInfo()) { if(!hero->inTownGarrison) localState->addWanderingHero(hero); } } if(localState->getOwnedTowns().empty()) { for(auto & town : cb->getTownsInfo()) localState->addOwnedTown(town); } if(adventureInt) adventureInt->onHeroChanged(nullptr); } void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); }; GH.windows().createAndPushWindow(dwelling, level, dst, recruitCb); } void CPlayerInterface::waitWhileDialog(bool unlockPim) { if (GH.amIGuiThread()) { logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!"); return; } auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim); boost::unique_lock un(showingDialog->mx); while(showingDialog->data) showingDialog->cond.wait(un); } void CPlayerInterface::showShipyardDialog(const IShipyard *obj) { EVENT_HANDLER_CALLED_BY_CLIENT; auto state = obj->shipyardStatus(); TResources cost; obj->getBoatCost(cost); GH.windows().createAndPushWindow(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); }); } void CPlayerInterface::newObject( const CGObjectInstance * obj ) { EVENT_HANDLER_CALLED_BY_CLIENT; //we might have built a boat in shipyard in opened town screen if (obj->ID == Obj::BOAT && LOCPLINT->castleInt && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation()) { CCS->soundh->playSound(soundBase::newBuilding); LOCPLINT->castleInt->addBuilding(BuildingID::SHIP); } } void CPlayerInterface::centerView (int3 pos, int focusTime) { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); CCS->curh->hide(); adventureInt->centerOnTile(pos); if (focusTime) { GH.windows().totalRedraw(); { auto unlockPim = vstd::makeUnlockGuard(*pim); IgnoreEvents ignore(*this); boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime)); } } CCS->curh->show(); } void CPlayerInterface::objectRemoved(const CGObjectInstance * obj) { EVENT_HANDLER_CALLED_BY_CLIENT; if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound()) { waitWhileDialog(); CCS->soundh->playSound(obj->getRemovalSound().value()); } CGI->mh->waitForOngoingAnimations(); if(obj->ID == Obj::HERO && obj->tempOwner == playerID) { const CGHeroInstance * h = static_cast(obj); heroKilled(h); } GH.fakeMouseMove(); } void CPlayerInterface::objectRemovedAfter() { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->onMapTilesChanged(boost::none); // visiting or garrisoned hero removed - recreate castle window if (castleInt) openTownWindow(castleInt->town); for (auto ki : GH.windows().findWindows()) ki->heroRemoved(); } void CPlayerInterface::playerBlocked(int reason, bool start) { if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE) { if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false) { //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode) LOCPLINT = this; GH.curInt = this; adventureInt->onCurrentPlayerChanged(playerID); std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked"); boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name); std::vector> cmp; cmp.push_back(std::make_shared(CComponent::flag, playerID.getNum(), 0)); makingTurn = true; //workaround for stiff showInfoDialog implementation showInfoDialog(msg, cmp); makingTurn = false; } } } void CPlayerInterface::update() { // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request boost::shared_lock gsLock(CGameState::mutex); // While mutexes were locked away we may be have stopped being the active interface if (LOCPLINT != this) return; //if there are any waiting dialogs, show them if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get()) { showingDialog->set(true); GH.windows().pushWindow(dialogs.front()); dialogs.pop_front(); } assert(adventureInt); // Handles mouse and key input GH.handleEvents(); GH.windows().simpleRedraw(); } int CPlayerInterface::getLastIndex( std::string namePrefix) { using namespace boost::filesystem; using namespace boost::algorithm; path gamesDir = VCMIDirs::get().userSavePath(); std::map dates; //save number => datestamp const directory_iterator enddir; if (!exists(gamesDir)) create_directory(gamesDir); else for (directory_iterator dir(gamesDir); dir != enddir; ++dir) { if (is_regular_file(dir->status())) { std::string name = dir->path().filename().string(); if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1")) { char nr = name[namePrefix.size()]; if (std::isdigit(nr)) dates[last_write_time(dir->path())] = boost::lexical_cast(nr); } } } if (!dates.empty()) return (--dates.end())->second; //return latest file number return 0; } void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult ) { EVENT_HANDLER_CALLED_BY_CLIENT; if (player == playerID) { if (victoryLossCheckResult.loss()) showInfoDialog(CGI->generaltexth->allTexts[95]); assert(GH.curInt == LOCPLINT); auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday GH.curInt = this; //waiting for dialogs requires this to get events if(!makingTurn) { makingTurn = true; //also needed for dialog to show with current implementation waitForAllDialogs(); makingTurn = false; } else waitForAllDialogs(); GH.curInt = previousInterface; LOCPLINT = previousInterface; if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated { if(adventureInt) { GH.windows().popWindows(GH.windows().count()); adventureInt.reset(); } } if (victoryLossCheckResult.victory() && LOCPLINT == this) { // end game if current human player has won CSH->sendClientDisconnecting(); requestReturningToMainMenu(true); } else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) { //all human players eliminated CSH->sendClientDisconnecting(); requestReturningToMainMenu(false); } if (GH.curInt == this) GH.curInt = nullptr; } } void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain ) { EVENT_HANDLER_CALLED_BY_CLIENT; } void CPlayerInterface::showPuzzleMap() { EVENT_HANDLER_CALLED_BY_CLIENT; waitWhileDialog(); //TODO: interface should not know the real position of Grail... double ratio = 0; int3 grailPos = cb->getGrailPos(&ratio); GH.windows().createAndPushWindow(grailPos, ratio); } void CPlayerInterface::viewWorldMap() { adventureInt->openWorldView(); } void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) { EVENT_HANDLER_CALLED_BY_CLIENT; if(GH.windows().topWindow()) GH.windows().popWindows(1); if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK) localState->erasePath(caster); auto castSoundPath = spellID.toSpell()->getCastSound(); if(!castSoundPath.empty()) CCS->soundh->playSound(castSoundPath); } void CPlayerInterface::tryDigging(const CGHeroInstance * h) { int msgToShow = -1; const auto diggingStatus = h->diggingStatus(); switch(diggingStatus) { case EDiggingStatus::CAN_DIG: break; case EDiggingStatus::LACK_OF_MOVEMENT: msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow." break; case EDiggingStatus::TILE_OCCUPIED: msgToShow = 97; //Try searching on clear ground. break; case EDiggingStatus::WRONG_TERRAIN: msgToShow = 60; ////Try looking on land! break; case EDiggingStatus::BACKPACK_IS_FULL: msgToShow = 247; //Searching for the Grail is fruitless... break; default: assert(0); } if(msgToShow < 0) cb->dig(h); else showInfoDialog(CGI->generaltexth->allTexts[msgToShow]); } void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID) { EVENT_HANDLER_CALLED_BY_CLIENT; BATTLE_EVENT_POSSIBLE_RETURN; battleInt->newRoundFirst(); } void CPlayerInterface::stopMovement() { if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped } void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL) GH.windows().createAndPushWindow(market, visitor, EMarketMode::ARTIFACT_EXP); else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD) GH.windows().createAndPushWindow(market, visitor, EMarketMode::CREATURE_EXP); else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD)) GH.windows().createAndPushWindow(market, visitor); else if(!market->availableModes().empty()) GH.windows().createAndPushWindow(market, visitor, market->availableModes().front()); } void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(visitor, market); } void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(visitor, object); } void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm) { EVENT_HANDLER_CALLED_BY_CLIENT; for (auto cmw : GH.windows().findWindows()) cmw->artifactsChanged(false); } void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(townOrTavern); } void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj) { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(obj); } void CPlayerInterface::showQuestLog() { EVENT_HANDLER_CALLED_BY_CLIENT; GH.windows().createAndPushWindow(LOCPLINT->cb->getMyQuests()); } void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj) { if (obj->shipyardStatus() != IBoatGenerator::GOOD) { MetaString txt; obj->getProblemText(txt); showInfoDialog(txt.toString()); } else showShipyardDialog(obj); } void CPlayerInterface::requestReturningToMainMenu(bool won) { if(won && cb->getStartInfo()->campState) CSH->startCampaignScenario(cb->getStartInfo()->campState); else { GH.dispatchMainThread( []() { CSH->endGameplay(); GH.defActionsDef = 63; CMM->menu->switchToTab("main"); } ); } } void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al) { auto hero = std::visit(HeroObjectRetriever(), al.artHolder); if(hero) { auto art = hero->getArt(al.slot); if(art == nullptr) { logGlobal->error("artifact location %d points to nothing", al.slot.num); return; } ArtifactUtilsClient::askToAssemble(hero, al.slot); } } void CPlayerInterface::artifactPut(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; auto hero = std::visit(HeroObjectRetriever(), al.artHolder); adventureInt->onHeroChanged(hero); } void CPlayerInterface::artifactRemoved(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; auto hero = std::visit(HeroObjectRetriever(), al.artHolder); adventureInt->onHeroChanged(hero); for(auto artWin : GH.windows().findWindows()) artWin->artifactRemoved(al); waitWhileDialog(); } void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) { EVENT_HANDLER_CALLED_BY_CLIENT; auto hero = std::visit(HeroObjectRetriever(), dst.artHolder); adventureInt->onHeroChanged(hero); bool redraw = true; // If a bulk transfer has arrived, then redrawing only the last art movement. if(numOfMovedArts != 0) { numOfMovedArts--; if(numOfMovedArts != 0) redraw = false; } for(auto artWin : GH.windows().findWindows()) artWin->artifactMoved(src, dst, redraw); waitWhileDialog(); } void CPlayerInterface::bulkArtMovementStart(size_t numOfArts) { numOfMovedArts = numOfArts; } void CPlayerInterface::artifactAssembled(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; auto hero = std::visit(HeroObjectRetriever(), al.artHolder); adventureInt->onHeroChanged(hero); for(auto artWin : GH.windows().findWindows()) artWin->artifactAssembled(al); } void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al) { EVENT_HANDLER_CALLED_BY_CLIENT; auto hero = std::visit(HeroObjectRetriever(), al.artHolder); adventureInt->onHeroChanged(hero); for(auto artWin : GH.windows().findWindows()) artWin->artifactDisassembled(al); } void CPlayerInterface::waitForAllDialogs(bool unlockPim) { while(!dialogs.empty()) { auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim); boost::this_thread::sleep_for(boost::chrono::milliseconds(5)); } waitWhileDialog(unlockPim); } void CPlayerInterface::proposeLoadingGame() { showYesNoDialog( CGI->generaltexth->allTexts[68], []() { GH.dispatchMainThread( []() { CSH->endGameplay(); GH.defActionsDef = 63; CMM->menu->switchToTab("load"); } ); }, nullptr ); } bool CPlayerInterface::capturedAllEvents() { if(duringMovement) { //just inform that we are capturing events. they will be processed by heroMoved() in client thread. return true; } bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations(); bool quickCombatOngoing = isAutoFightOn && !battleInt; if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing ) { GH.input().ignoreEventsUntilInput(); return true; } return false; } void CPlayerInterface::setMovementStatus(bool value) { duringMovement = value; if (value) { CCS->curh->hide(); } else { CCS->curh->show(); } } void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path) { setThreadName("doMoveHero"); int i = 1; auto getObj = [&](int3 coord, bool ignoreHero) { return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero); }; auto isTeleportAction = [&](EPathNodeAction action) -> bool { if (action != EPathNodeAction::TELEPORT_NORMAL && action != EPathNodeAction::TELEPORT_BLOCKING_VISIT && action != EPathNodeAction::TELEPORT_BATTLE) { return false; } return true; }; auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance * { if (CGTeleport::isConnected(currentObject, nextObjectTop)) return nextObjectTop; if (nextObjectTop && nextObjectTop->ID == Obj::HERO && CGTeleport::isConnected(currentObject, nextObject)) { return nextObject; } return nullptr; }; boost::unique_lock un(stillMoveHero.mx); stillMoveHero.data = CONTINUE_MOVE; auto doMovement = [&](int3 dst, bool transit) { stillMoveHero.data = WAITING_MOVE; cb->moveHero(h, dst, transit); while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE) stillMoveHero.cond.wait(un); }; { for (auto & elem : path.nodes) elem.coord = h->convertFromVisitablePos(elem.coord); int soundChannel = -1; AudioPath soundName; auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath { if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL) return {}; if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK) return {}; if (moveType == EPathNodeAction::BLOCKING_VISIT) return {}; // flying movement sound if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT)) return AudioPath::builtin("HORSE10.wav"); auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev)); auto nextTile = cb->getTile(h->convertToVisitablePos(posNext)); auto prevRoad = prevTile->roadType; auto nextRoad = nextTile->roadType; bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD; if (movingOnRoad) return nextTile->terType->horseSound; else return nextTile->terType->horseSoundPenalty; }; auto canStop = [&](CGPathNode * node) -> bool { if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL) return false; if (node->accessible != EPathAccessibility::ACCESSIBLE) return false; return true; }; for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--) { int3 prevCoord = path.nodes[i].coord; int3 nextCoord = path.nodes[i-1].coord; auto prevObject = getObj(prevCoord, prevCoord == h->pos); auto nextObjectTop = getObj(nextCoord, false); auto nextObject = getObj(nextCoord, true); auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject); if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr) { CCS->soundh->stopSound(soundChannel); destinationTeleport = destTeleportObj->id; destinationTeleportPos = nextCoord; doMovement(h->pos, false); if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT || path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE) { destinationTeleport = ObjectInstanceID(); destinationTeleportPos = int3(-1); } if(i != path.nodes.size() - 1) { soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action); if (!soundName.empty()) soundChannel = CCS->soundh->playSound(soundName, -1); else soundChannel = -1; } continue; } if (path.nodes[i-1].turns) { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points) stillMoveHero.data = STOP_MOVE; break; } { // Start a new sound for the hero movement or let the existing one carry on. AudioPath newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action); if(newSoundName != soundName) { soundName = newSoundName; CCS->soundh->stopSound(soundChannel); if (!soundName.empty()) soundChannel = CCS->soundh->playSound(soundName, -1); else soundChannel = -1; } } 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 int3 endpos(nextCoord.x, nextCoord.y, h->pos.z); logGlobal->trace("Requesting hero movement to %s", endpos.toString()); bool useTransit = false; if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false)) || CGTeleport::isTeleport(nextObjectTop))) { // Hero should be able to go through object if it's allow transit useTransit = true; } else if (path.nodes[i-1].layer == EPathfindingLayer::AIR) useTransit = true; doMovement(endpos, useTransit); logGlobal->trace("Resuming %s", __FUNCTION__); bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0))); if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136) break; } CCS->soundh->stopSound(soundChannel); } //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 if (!showingDialog->get()) GH.fakeMouseMove(); CGI->mh->waitForOngoingAnimations(); setMovementStatus(false); } void CPlayerInterface::showWorldViewEx(const std::vector& objectPositions, bool showTerrain) { EVENT_HANDLER_CALLED_BY_CLIENT; adventureInt->openWorldView(objectPositions, showTerrain ); } std::optional CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) { return std::nullopt; }