CPlayerInterface.cpp 53 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CCastleInterface.h"
  41. #include "windows/CCreatureWindow.h"
  42. #include "windows/CHeroWindow.h"
  43. #include "windows/CKingdomInterface.h"
  44. #include "windows/CPuzzleWindow.h"
  45. #include "windows/CQuestLog.h"
  46. #include "windows/CSpellWindow.h"
  47. #include "windows/CTradeWindow.h"
  48. #include "windows/GUIClasses.h"
  49. #include "windows/InfoWindows.h"
  50. #include "../CCallback.h"
  51. #include "../lib/CArtHandler.h"
  52. #include "../lib/CConfigHandler.h"
  53. #include "../lib/CGeneralTextHandler.h"
  54. #include "../lib/CHeroHandler.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/CStack.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/CThreadHelper.h"
  59. #include "../lib/CTownHandler.h"
  60. #include "../lib/CondSh.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/JsonNode.h"
  63. #include "../lib/RoadHandler.h"
  64. #include "../lib/StartInfo.h"
  65. #include "../lib/TerrainHandler.h"
  66. #include "../lib/TextOperations.h"
  67. #include "../lib/UnlockGuard.h"
  68. #include "../lib/VCMIDirs.h"
  69. #include "../lib/bonuses/CBonusSystemNode.h"
  70. #include "../lib/bonuses/Limiters.h"
  71. #include "../lib/bonuses/Propagators.h"
  72. #include "../lib/bonuses/Updaters.h"
  73. #include "../lib/gameState/CGameState.h"
  74. #include "../lib/mapObjects/CGTownInstance.h"
  75. #include "../lib/mapObjects/MiscObjects.h"
  76. #include "../lib/mapObjects/ObjectTemplate.h"
  77. #include "../lib/mapping/CMapHeader.h"
  78. #include "../lib/networkPacks/PacksForClient.h"
  79. #include "../lib/networkPacks/PacksForClientBattle.h"
  80. #include "../lib/networkPacks/PacksForServer.h"
  81. #include "../lib/pathfinder/CGPathNode.h"
  82. #include "../lib/serializer/BinaryDeserializer.h"
  83. #include "../lib/serializer/BinarySerializer.h"
  84. #include "../lib/serializer/CTypeList.h"
  85. #include "../lib/spells/CSpellHandler.h"
  86. // The macro below is used to mark functions that are called by client when game state changes.
  87. // They all assume that interface mutex is locked.
  88. #define EVENT_HANDLER_CALLED_BY_CLIENT
  89. #define BATTLE_EVENT_POSSIBLE_RETURN \
  90. if (LOCPLINT != this) \
  91. return; \
  92. if (isAutoFightOn && !battleInt) \
  93. return;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. struct HeroObjectRetriever
  97. {
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  99. {
  100. return h;
  101. }
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  103. {
  104. return nullptr;
  105. }
  106. };
  107. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  108. localState(std::make_unique<PlayerLocalState>(*this)),
  109. movementController(std::make_unique<HeroMovementController>())
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  112. GH.defActionsDef = 0;
  113. LOCPLINT = this;
  114. playerID=Player;
  115. human=true;
  116. battleInt = nullptr;
  117. castleInt = nullptr;
  118. makingTurn = false;
  119. showingDialog = new CondSh<bool>(false);
  120. cingconsole = new CInGameConsole();
  121. firstCall = 1; //if loading will be overwritten in serialize
  122. autosaveCount = 0;
  123. isAutoFightOn = false;
  124. ignoreEvents = false;
  125. numOfMovedArts = 0;
  126. }
  127. CPlayerInterface::~CPlayerInterface()
  128. {
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->musich->loadTerrainMusicThemes();
  140. initializeHeroTownList();
  141. adventureInt.reset(new AdventureMapInterface());
  142. }
  143. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  144. {
  145. EVENT_HANDLER_CALLED_BY_CLIENT;
  146. if (player == playerID)
  147. {
  148. makingTurn = false;
  149. // remove all active dialogs that do not expect query answer
  150. for (;;)
  151. {
  152. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  153. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  154. if(adventureWindow != nullptr)
  155. break;
  156. if(infoWindow && infoWindow->ID != QueryID::NONE)
  157. break;
  158. if (infoWindow)
  159. infoWindow->close();
  160. else
  161. GH.windows().popWindows(1);
  162. }
  163. // remove all pending dialogs that do not expect query answer
  164. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  165. return window->ID == QueryID::NONE;
  166. });
  167. }
  168. }
  169. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  170. {
  171. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  172. {
  173. // after map load - remove all active windows and replace them with adventure map
  174. GH.windows().clear();
  175. GH.windows().pushWindow(adventureInt);
  176. }
  177. EVENT_HANDLER_CALLED_BY_CLIENT;
  178. if (player != playerID && LOCPLINT == this)
  179. {
  180. waitWhileDialog();
  181. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  182. if (makingTurn == false)
  183. adventureInt->onEnemyTurnStarted(player, isHuman);
  184. }
  185. }
  186. void CPlayerInterface::performAutosave()
  187. {
  188. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  189. if(frequency > 0 && cb->getDate() % frequency == 0)
  190. {
  191. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  192. std::string prefix = std::string();
  193. if(usePrefix)
  194. {
  195. prefix = settings["general"]["savePrefix"].String();
  196. if(prefix.empty())
  197. {
  198. std::string name = cb->getMapHeader()->name.toString();
  199. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  200. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  201. std::string forbiddenChars("\\/:?\"<>| ");
  202. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  203. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  204. }
  205. }
  206. autosaveCount++;
  207. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  208. if(autosaveCountLimit > 0)
  209. {
  210. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  211. autosaveCount %= autosaveCountLimit;
  212. }
  213. else
  214. {
  215. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  216. + std::to_string(cb->getDate(Date::WEEK))
  217. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  218. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  219. }
  220. }
  221. }
  222. void CPlayerInterface::gamePause(bool pause)
  223. {
  224. cb->gamePause(pause);
  225. }
  226. void CPlayerInterface::yourTurn(QueryID queryID)
  227. {
  228. EVENT_HANDLER_CALLED_BY_CLIENT;
  229. {
  230. LOCPLINT = this;
  231. GH.curInt = this;
  232. NotificationHandler::notify("Your turn");
  233. if(settings["general"]["startTurnAutosave"].Bool())
  234. {
  235. performAutosave();
  236. }
  237. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  238. {
  239. adventureInt->onHotseatWaitStarted(playerID);
  240. makingTurn = true;
  241. std::string msg = CGI->generaltexth->allTexts[13];
  242. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  243. std::vector<std::shared_ptr<CComponent>> cmp;
  244. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  245. showInfoDialog(msg, cmp);
  246. }
  247. else
  248. {
  249. makingTurn = true;
  250. adventureInt->onPlayerTurnStarted(playerID);
  251. }
  252. }
  253. acceptTurn(queryID);
  254. }
  255. void CPlayerInterface::acceptTurn(QueryID queryID)
  256. {
  257. if (settings["session"]["autoSkip"].Bool())
  258. {
  259. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  260. iw->close();
  261. }
  262. if(CSH->howManyPlayerInterfaces() > 1)
  263. {
  264. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  265. adventureInt->onPlayerTurnStarted(playerID);
  266. }
  267. // warn player if he has no town
  268. if (cb->howManyTowns() == 0)
  269. {
  270. auto playerColor = *cb->getPlayerID();
  271. std::vector<Component> components;
  272. components.emplace_back(ComponentType::FLAG, playerColor);
  273. MetaString text;
  274. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  275. if(optDaysWithoutCastle)
  276. {
  277. auto daysWithoutCastle = optDaysWithoutCastle.value();
  278. if (daysWithoutCastle < 6)
  279. {
  280. 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.
  281. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  282. text.replaceNumber(7 - daysWithoutCastle);
  283. }
  284. else if (daysWithoutCastle == 6)
  285. {
  286. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  287. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  288. }
  289. showInfoDialogAndWait(components, text);
  290. }
  291. else
  292. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  293. }
  294. cb->selectionMade(0, queryID);
  295. movementController->onPlayerTurnStarted();
  296. }
  297. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  298. {
  299. EVENT_HANDLER_CALLED_BY_CLIENT;
  300. waitWhileDialog();
  301. if(LOCPLINT != this)
  302. return;
  303. //FIXME: read once and store
  304. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  305. return;
  306. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  307. if (!hero)
  308. return;
  309. movementController->onTryMoveHero(hero, details);
  310. }
  311. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  312. {
  313. EVENT_HANDLER_CALLED_BY_CLIENT;
  314. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  315. // if hero is not in town garrison
  316. if (vstd::contains(localState->getWanderingHeroes(), hero))
  317. localState->removeWanderingHero(hero);
  318. adventureInt->onHeroChanged(hero);
  319. localState->erasePath(hero);
  320. }
  321. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  322. {
  323. EVENT_HANDLER_CALLED_BY_CLIENT;
  324. if(start && visitedObj)
  325. {
  326. if(visitedObj->getVisitSound())
  327. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  328. }
  329. }
  330. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  331. {
  332. EVENT_HANDLER_CALLED_BY_CLIENT;
  333. localState->addWanderingHero(hero);
  334. adventureInt->onHeroChanged(hero);
  335. }
  336. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  337. {
  338. if(castleInt)
  339. castleInt->close();
  340. castleInt = nullptr;
  341. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  342. GH.windows().pushWindow(newCastleInt);
  343. }
  344. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. if (which == PrimarySkill::EXPERIENCE)
  348. {
  349. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  350. ctw->setExpToLevel();
  351. }
  352. else
  353. adventureInt->onHeroChanged(hero);
  354. }
  355. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  359. cuw->redraw();
  360. }
  361. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  362. {
  363. EVENT_HANDLER_CALLED_BY_CLIENT;
  364. adventureInt->onHeroChanged(hero);
  365. if (makingTurn && hero->tempOwner == playerID)
  366. adventureInt->onHeroChanged(hero);
  367. }
  368. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. if (makingTurn && hero->tempOwner == playerID)
  372. adventureInt->onHeroChanged(hero);
  373. }
  374. void CPlayerInterface::receivedResource()
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  378. mw->resourceChanged();
  379. GH.windows().totalRedraw();
  380. }
  381. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. waitWhileDialog();
  385. CCS->soundh->playSound(soundBase::heroNewLevel);
  386. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  387. {
  388. cb->selectionMade(selection, queryID);
  389. });
  390. }
  391. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. waitWhileDialog();
  395. CCS->soundh->playSound(soundBase::heroNewLevel);
  396. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  397. {
  398. cb->selectionMade(selection, queryID);
  399. });
  400. }
  401. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. if(town->garrisonHero) //wandering hero moved to the garrison
  405. {
  406. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  407. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  408. localState->removeWanderingHero(town->garrisonHero);
  409. }
  410. if(town->visitingHero) //hero leaves garrison
  411. {
  412. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  413. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  414. localState->addWanderingHero(town->visitingHero);
  415. }
  416. adventureInt->onHeroChanged(nullptr);
  417. adventureInt->onTownChanged(town);
  418. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  419. gh->updateGarrisons();
  420. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  421. ki->townChanged(town);
  422. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  423. GH.windows().totalRedraw();
  424. }
  425. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  426. {
  427. EVENT_HANDLER_CALLED_BY_CLIENT;
  428. if (hero->tempOwner != playerID )
  429. return;
  430. waitWhileDialog();
  431. openTownWindow(town);
  432. }
  433. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  434. {
  435. std::vector<const CGObjectInstance *> instances;
  436. if(auto obj = cb->getObj(id1))
  437. instances.push_back(obj);
  438. if(id2 != ObjectInstanceID() && id2 != id1)
  439. {
  440. if(auto obj = cb->getObj(id2))
  441. instances.push_back(obj);
  442. }
  443. garrisonsChanged(instances);
  444. }
  445. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  446. {
  447. for (auto object : objs)
  448. {
  449. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  450. auto * town = dynamic_cast<const CGTownInstance*>(object);
  451. if (hero)
  452. {
  453. adventureInt->onHeroChanged(hero);
  454. if(hero->inTownGarrison)
  455. {
  456. adventureInt->onTownChanged(hero->visitedTown);
  457. }
  458. }
  459. if (town)
  460. adventureInt->onTownChanged(town);
  461. }
  462. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  463. cgh->updateGarrisons();
  464. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  465. {
  466. if (vstd::contains(objs, cmw->hero))
  467. cmw->garrisonChanged();
  468. }
  469. GH.windows().totalRedraw();
  470. }
  471. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  472. {
  473. EVENT_HANDLER_CALLED_BY_CLIENT;
  474. adventureInt->onTownChanged(town);
  475. if (castleInt)
  476. {
  477. castleInt->townlist->updateElement(town);
  478. if (castleInt->town == town)
  479. {
  480. switch(what)
  481. {
  482. case 1:
  483. CCS->soundh->playSound(soundBase::newBuilding);
  484. castleInt->addBuilding(buildingID);
  485. break;
  486. case 2:
  487. castleInt->removeBuilding(buildingID);
  488. break;
  489. }
  490. }
  491. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  492. GH.windows().totalRedraw();
  493. }
  494. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  495. cgh->buildChanged();
  496. }
  497. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  498. {
  499. movementController->onBattleStarted();
  500. //Don't wait for dialogs when we are non-active hot-seat player
  501. if (LOCPLINT == this)
  502. waitForAllDialogs();
  503. }
  504. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  505. {
  506. EVENT_HANDLER_CALLED_BY_CLIENT;
  507. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  508. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  509. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  510. {
  511. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  512. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  513. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  514. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  515. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  516. isAutoFightOn = true;
  517. cb->registerBattleInterface(autofightingAI);
  518. }
  519. //Don't wait for dialogs when we are non-active hot-seat player
  520. if (LOCPLINT == this)
  521. waitForAllDialogs();
  522. BATTLE_EVENT_POSSIBLE_RETURN;
  523. }
  524. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  525. {
  526. EVENT_HANDLER_CALLED_BY_CLIENT;
  527. BATTLE_EVENT_POSSIBLE_RETURN;
  528. for(auto & info : units)
  529. {
  530. switch(info.operation)
  531. {
  532. case UnitChanges::EOperation::RESET_STATE:
  533. {
  534. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  535. if(!stack)
  536. {
  537. logGlobal->error("Invalid unit ID %d", info.id);
  538. continue;
  539. }
  540. battleInt->stackReset(stack);
  541. }
  542. break;
  543. case UnitChanges::EOperation::REMOVE:
  544. battleInt->stackRemoved(info.id);
  545. break;
  546. case UnitChanges::EOperation::ADD:
  547. {
  548. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  549. if(!unit)
  550. {
  551. logGlobal->error("Invalid unit ID %d", info.id);
  552. continue;
  553. }
  554. battleInt->stackAdded(unit);
  555. }
  556. break;
  557. default:
  558. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  559. break;
  560. }
  561. }
  562. }
  563. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  564. {
  565. EVENT_HANDLER_CALLED_BY_CLIENT;
  566. BATTLE_EVENT_POSSIBLE_RETURN;
  567. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  568. std::vector<ObstacleChanges> removedObstacles;
  569. for(auto & change : obstacles)
  570. {
  571. if(change.operation == BattleChanges::EOperation::ADD)
  572. {
  573. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  574. if(instance)
  575. newObstacles.push_back(instance);
  576. else
  577. logNetwork->error("Invalid obstacle instance %d", change.id);
  578. }
  579. if(change.operation == BattleChanges::EOperation::REMOVE)
  580. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  581. }
  582. if (!newObstacles.empty())
  583. battleInt->obstaclePlaced(newObstacles);
  584. if (!removedObstacles.empty())
  585. battleInt->obstacleRemoved(removedObstacles);
  586. battleInt->fieldController->redrawBackgroundWithHexes();
  587. }
  588. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  589. {
  590. EVENT_HANDLER_CALLED_BY_CLIENT;
  591. BATTLE_EVENT_POSSIBLE_RETURN;
  592. battleInt->stackIsCatapulting(ca);
  593. }
  594. 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
  595. {
  596. EVENT_HANDLER_CALLED_BY_CLIENT;
  597. BATTLE_EVENT_POSSIBLE_RETURN;
  598. battleInt->newRound();
  599. }
  600. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. BATTLE_EVENT_POSSIBLE_RETURN;
  604. battleInt->startAction(action);
  605. }
  606. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  607. {
  608. EVENT_HANDLER_CALLED_BY_CLIENT;
  609. BATTLE_EVENT_POSSIBLE_RETURN;
  610. battleInt->endAction(action);
  611. }
  612. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  616. assert(!cb->getBattle(battleID)->battleIsFinished());
  617. if (cb->getBattle(battleID)->battleIsFinished())
  618. {
  619. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  620. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  621. return ;
  622. }
  623. if (autofightingAI)
  624. {
  625. if (isAutoFightOn)
  626. {
  627. //FIXME: we want client rendering to proceed while AI is making actions
  628. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  629. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  630. autofightingAI->activeStack(battleID, stack);
  631. return;
  632. }
  633. cb->unregisterBattleInterface(autofightingAI);
  634. autofightingAI.reset();
  635. }
  636. assert(battleInt);
  637. if(!battleInt)
  638. {
  639. // probably battle is finished already
  640. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  641. }
  642. battleInt->stackActivated(stack);
  643. }
  644. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  645. {
  646. EVENT_HANDLER_CALLED_BY_CLIENT;
  647. if(isAutoFightOn || autofightingAI)
  648. {
  649. isAutoFightOn = false;
  650. cb->unregisterBattleInterface(autofightingAI);
  651. autofightingAI.reset();
  652. if(!battleInt)
  653. {
  654. bool allowManualReplay = queryID != QueryID::NONE;
  655. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  656. if (allowManualReplay)
  657. {
  658. wnd->resultCallback = [=](ui32 selection)
  659. {
  660. cb->selectionMade(selection, queryID);
  661. };
  662. }
  663. GH.windows().pushWindow(wnd);
  664. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  665. // Otherwise NewTurn causes freeze.
  666. waitWhileDialog();
  667. return;
  668. }
  669. }
  670. BATTLE_EVENT_POSSIBLE_RETURN;
  671. battleInt->battleFinished(*br, queryID);
  672. }
  673. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  674. {
  675. EVENT_HANDLER_CALLED_BY_CLIENT;
  676. BATTLE_EVENT_POSSIBLE_RETURN;
  677. battleInt->displayBattleLog(lines);
  678. }
  679. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  680. {
  681. EVENT_HANDLER_CALLED_BY_CLIENT;
  682. BATTLE_EVENT_POSSIBLE_RETURN;
  683. battleInt->stackMoved(stack, dest, distance, teleport);
  684. }
  685. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  686. {
  687. EVENT_HANDLER_CALLED_BY_CLIENT;
  688. BATTLE_EVENT_POSSIBLE_RETURN;
  689. battleInt->spellCast(sc);
  690. }
  691. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  692. {
  693. EVENT_HANDLER_CALLED_BY_CLIENT;
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. battleInt->battleStacksEffectsSet(sse);
  696. }
  697. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  698. {
  699. EVENT_HANDLER_CALLED_BY_CLIENT;
  700. BATTLE_EVENT_POSSIBLE_RETURN;
  701. battleInt->effectsController->battleTriggerEffect(bte);
  702. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  703. {
  704. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  705. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  706. }
  707. }
  708. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. std::vector<StackAttackedInfo> arg;
  713. for(auto & elem : bsa)
  714. {
  715. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  716. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  717. assert(defender);
  718. StackAttackedInfo info;
  719. info.defender = defender;
  720. info.attacker = attacker;
  721. info.damageDealt = elem.damageAmount;
  722. info.amountKilled = elem.killedAmount;
  723. info.spellEffect = SpellID::NONE;
  724. info.indirectAttack = ranged;
  725. info.killed = elem.killed();
  726. info.rebirth = elem.willRebirth();
  727. info.cloneKilled = elem.cloneKilled();
  728. info.fireShield = elem.fireShield();
  729. if (elem.isSpell())
  730. info.spellEffect = elem.spellID;
  731. arg.push_back(info);
  732. }
  733. battleInt->stacksAreAttacked(arg);
  734. }
  735. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  736. {
  737. EVENT_HANDLER_CALLED_BY_CLIENT;
  738. BATTLE_EVENT_POSSIBLE_RETURN;
  739. StackAttackInfo info;
  740. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  741. info.defender = nullptr;
  742. info.indirectAttack = ba->shot();
  743. info.lucky = ba->lucky();
  744. info.unlucky = ba->unlucky();
  745. info.deathBlow = ba->deathBlow();
  746. info.lifeDrain = ba->lifeDrain();
  747. info.tile = ba->tile;
  748. info.spellEffect = SpellID::NONE;
  749. if (ba->spellLike())
  750. info.spellEffect = ba->spellID;
  751. for(auto & elem : ba->bsa)
  752. {
  753. if(!elem.isSecondary())
  754. {
  755. assert(info.defender == nullptr);
  756. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  757. }
  758. else
  759. {
  760. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  761. }
  762. }
  763. assert(info.defender != nullptr);
  764. assert(info.attacker != nullptr);
  765. battleInt->stackAttacking(info);
  766. }
  767. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. battleInt->gateStateChanged(state);
  772. }
  773. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. }
  777. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  781. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  782. if(autoTryHover || type == EInfoWindowMode::INFO)
  783. {
  784. waitWhileDialog(); //Fix for mantis #98
  785. adventureInt->showInfoBoxMessage(components, text, timer);
  786. // abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
  787. movementController->requestMovementAbort();
  788. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  789. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  790. return;
  791. }
  792. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  793. {
  794. return;
  795. }
  796. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  797. do
  798. {
  799. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  800. std::vector<std::shared_ptr<CComponent>> intComps;
  801. for (auto & component : sender)
  802. intComps.push_back(std::make_shared<CComponent>(component));
  803. showInfoDialog(text,intComps,soundID);
  804. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  805. }
  806. while(!vect.empty());
  807. }
  808. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  809. {
  810. std::vector<std::shared_ptr<CComponent>> intComps;
  811. intComps.push_back(component);
  812. showInfoDialog(text, intComps, soundBase::sound_todo);
  813. }
  814. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  815. {
  816. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  817. waitWhileDialog();
  818. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  819. {
  820. return;
  821. }
  822. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  823. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  824. {
  825. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  826. showingDialog->set(true);
  827. movementController->requestMovementAbort(); // interrupt movement to show dialog
  828. GH.windows().pushWindow(temp);
  829. }
  830. else
  831. {
  832. dialogs.push_back(temp);
  833. }
  834. }
  835. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. std::string str = text.toString();
  839. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  840. waitWhileDialog();
  841. }
  842. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  843. {
  844. movementController->requestMovementAbort();
  845. LOCPLINT->showingDialog->setn(true);
  846. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  847. }
  848. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. waitWhileDialog();
  852. movementController->requestMovementAbort();
  853. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  854. if (!selection && cancel) //simple yes/no dialog
  855. {
  856. std::vector<std::shared_ptr<CComponent>> intComps;
  857. for (auto & component : components)
  858. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  859. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  860. }
  861. else if (selection)
  862. {
  863. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  864. for (auto & component : components)
  865. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  866. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  867. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  868. if (cancel)
  869. {
  870. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  871. }
  872. int charperline = 35;
  873. if (pom.size() > 1)
  874. charperline = 50;
  875. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  876. intComps[0]->clickPressed(GH.getCursorPosition());
  877. intComps[0]->clickReleased(GH.getCursorPosition());
  878. }
  879. }
  880. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  881. {
  882. EVENT_HANDLER_CALLED_BY_CLIENT;
  883. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  884. }
  885. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. auto selectCallback = [=](int selection)
  889. {
  890. cb->sendQueryReply(selection, askID);
  891. };
  892. auto cancelCallback = [=]()
  893. {
  894. cb->sendQueryReply(std::nullopt, askID);
  895. };
  896. const std::string localTitle = title.toString();
  897. const std::string localDescription = description.toString();
  898. std::vector<int> tempList;
  899. tempList.reserve(objects.size());
  900. for(auto item : objects)
  901. tempList.push_back(item.getNum());
  902. CComponent localIconC(icon);
  903. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  904. localIconC.removeChild(localIcon.get(), false);
  905. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  906. wnd->onExit = cancelCallback;
  907. GH.windows().pushWindow(wnd);
  908. }
  909. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  910. {
  911. EVENT_HANDLER_CALLED_BY_CLIENT;
  912. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  913. adventureInt->onMapTilesChanged(pos);
  914. }
  915. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. adventureInt->onMapTilesChanged(pos);
  919. }
  920. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  921. {
  922. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  923. }
  924. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  925. {
  926. EVENT_HANDLER_CALLED_BY_CLIENT;
  927. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  928. {
  929. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  930. fortScreen->creaturesChangedEventHandler();
  931. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  932. if(castleInterface->town == town)
  933. castleInterface->creaturesChangedEventHandler();
  934. if (townObj)
  935. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  936. ki->townChanged(townObj);
  937. }
  938. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  939. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  940. {
  941. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  942. if (crw->dwelling == town)
  943. crw->availableCreaturesChanged();
  944. }
  945. }
  946. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  947. {
  948. EVENT_HANDLER_CALLED_BY_CLIENT;
  949. if (bonus.type == BonusType::NONE)
  950. return;
  951. adventureInt->onHeroChanged(hero);
  952. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  953. {
  954. //recalculate paths because hero has lost bonus influencing pathfinding
  955. localState->erasePath(hero);
  956. }
  957. }
  958. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  959. {
  960. EVENT_HANDLER_CALLED_BY_CLIENT;
  961. localState->serialize(h, version);
  962. }
  963. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  964. {
  965. EVENT_HANDLER_CALLED_BY_CLIENT;
  966. localState->serialize(h, version);
  967. firstCall = -1;
  968. }
  969. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  970. {
  971. assert(LOCPLINT->makingTurn);
  972. assert(h);
  973. assert(!showingDialog->get());
  974. assert(dialogs.empty());
  975. LOG_TRACE(logGlobal);
  976. if (!LOCPLINT->makingTurn)
  977. return;
  978. if (!h)
  979. return; //can't find hero
  980. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  981. if (showingDialog->get() || !dialogs.empty())
  982. return;
  983. if (localState->isHeroSleeping(h))
  984. localState->setHeroAwaken(h);
  985. movementController->requestMovementStart(h, path);
  986. }
  987. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  988. {
  989. EVENT_HANDLER_CALLED_BY_CLIENT;
  990. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  991. if (movementController->isHeroMovingThroughGarrison(down, up))
  992. {
  993. onEnd();
  994. return;
  995. }
  996. waitForAllDialogs();
  997. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  998. cgw->quit->addCallback(onEnd);
  999. GH.windows().pushWindow(cgw);
  1000. }
  1001. /**
  1002. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1003. * into a combinational one on an artifact screen. Does not require the combination of
  1004. * artifacts to be legal.
  1005. */
  1006. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1007. {
  1008. std::string text = artifact->getDescriptionTranslated();
  1009. text += "\n\n";
  1010. std::vector<std::shared_ptr<CComponent>> scs;
  1011. if(assembledArtifact)
  1012. {
  1013. // You possess all of the components to...
  1014. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1015. // Picture of assembled artifact at bottom.
  1016. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1017. scs.push_back(sc);
  1018. }
  1019. else
  1020. {
  1021. // Do you wish to disassemble this artifact?
  1022. text += CGI->generaltexth->allTexts[733];
  1023. }
  1024. showYesNoDialog(text, onYes, nullptr, scs);
  1025. }
  1026. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1027. {
  1028. if(pa->packType == typeList.getTypeID<MoveHero>())
  1029. movementController->onMoveHeroApplied();
  1030. if(pa->packType == typeList.getTypeID<QueryReply>())
  1031. movementController->onQueryReplyApplied();
  1032. }
  1033. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1034. {
  1035. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1036. }
  1037. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1038. {
  1039. EVENT_HANDLER_CALLED_BY_CLIENT;
  1040. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1041. }
  1042. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1043. {
  1044. if (sop->what == ObjProperty::OWNER)
  1045. {
  1046. const CGObjectInstance * obj = cb->getObj(sop->id);
  1047. if(obj->ID == Obj::TOWN)
  1048. {
  1049. auto town = static_cast<const CGTownInstance *>(obj);
  1050. if(obj->tempOwner == playerID)
  1051. {
  1052. localState->removeOwnedTown(town);
  1053. adventureInt->onTownChanged(town);
  1054. }
  1055. }
  1056. }
  1057. }
  1058. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. if (sop->what == ObjProperty::OWNER)
  1062. {
  1063. const CGObjectInstance * obj = cb->getObj(sop->id);
  1064. if(obj->ID == Obj::TOWN)
  1065. {
  1066. auto town = static_cast<const CGTownInstance *>(obj);
  1067. if(obj->tempOwner == playerID)
  1068. {
  1069. localState->addOwnedTown(town);
  1070. adventureInt->onTownChanged(town);
  1071. }
  1072. }
  1073. //redraw minimap if owner changed
  1074. std::set<int3> pos = obj->getBlockedPos();
  1075. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1076. adventureInt->onMapTilesChanged(upos);
  1077. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1078. }
  1079. }
  1080. void CPlayerInterface::initializeHeroTownList()
  1081. {
  1082. if(localState->getWanderingHeroes().empty())
  1083. {
  1084. for(auto & hero : cb->getHeroesInfo())
  1085. {
  1086. if(!hero->inTownGarrison)
  1087. localState->addWanderingHero(hero);
  1088. }
  1089. }
  1090. if(localState->getOwnedTowns().empty())
  1091. {
  1092. for(auto & town : cb->getTownsInfo())
  1093. localState->addOwnedTown(town);
  1094. }
  1095. if(adventureInt)
  1096. adventureInt->onHeroChanged(nullptr);
  1097. }
  1098. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. waitWhileDialog();
  1102. auto recruitCb = [=](CreatureID id, int count)
  1103. {
  1104. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1105. };
  1106. auto closeCb = [=]()
  1107. {
  1108. cb->selectionMade(0, queryID);
  1109. };
  1110. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1111. }
  1112. void CPlayerInterface::waitWhileDialog()
  1113. {
  1114. if (GH.amIGuiThread())
  1115. {
  1116. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1117. return;
  1118. }
  1119. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1120. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1121. while(showingDialog->data)
  1122. showingDialog->cond.wait(un);
  1123. }
  1124. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1125. {
  1126. EVENT_HANDLER_CALLED_BY_CLIENT;
  1127. auto state = obj->shipyardStatus();
  1128. TResources cost;
  1129. obj->getBoatCost(cost);
  1130. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1131. }
  1132. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1133. {
  1134. EVENT_HANDLER_CALLED_BY_CLIENT;
  1135. //we might have built a boat in shipyard in opened town screen
  1136. if (obj->ID == Obj::BOAT
  1137. && LOCPLINT->castleInt
  1138. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1139. {
  1140. CCS->soundh->playSound(soundBase::newBuilding);
  1141. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1142. }
  1143. }
  1144. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. waitWhileDialog();
  1148. CCS->curh->hide();
  1149. adventureInt->centerOnTile(pos);
  1150. if (focusTime)
  1151. {
  1152. GH.windows().totalRedraw();
  1153. {
  1154. IgnoreEvents ignore(*this);
  1155. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1156. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1157. }
  1158. }
  1159. CCS->curh->show();
  1160. }
  1161. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1162. {
  1163. EVENT_HANDLER_CALLED_BY_CLIENT;
  1164. if(playerID == initiator && obj->getRemovalSound())
  1165. {
  1166. waitWhileDialog();
  1167. CCS->soundh->playSound(obj->getRemovalSound().value());
  1168. }
  1169. CGI->mh->waitForOngoingAnimations();
  1170. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1171. {
  1172. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1173. heroKilled(h);
  1174. }
  1175. GH.fakeMouseMove();
  1176. }
  1177. void CPlayerInterface::objectRemovedAfter()
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. adventureInt->onMapTilesChanged(boost::none);
  1181. // visiting or garrisoned hero removed - update window
  1182. if (castleInt)
  1183. castleInt->updateGarrisons();
  1184. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1185. ki->heroRemoved();
  1186. }
  1187. void CPlayerInterface::playerBlocked(int reason, bool start)
  1188. {
  1189. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1190. {
  1191. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1192. {
  1193. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1194. LOCPLINT = this;
  1195. GH.curInt = this;
  1196. adventureInt->onCurrentPlayerChanged(playerID);
  1197. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1198. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1199. std::vector<std::shared_ptr<CComponent>> cmp;
  1200. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1201. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1202. showInfoDialog(msg, cmp);
  1203. makingTurn = false;
  1204. }
  1205. }
  1206. }
  1207. void CPlayerInterface::update()
  1208. {
  1209. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1210. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1211. // While mutexes were locked away we may be have stopped being the active interface
  1212. if (LOCPLINT != this)
  1213. return;
  1214. //if there are any waiting dialogs, show them
  1215. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1216. {
  1217. showingDialog->set(true);
  1218. GH.windows().pushWindow(dialogs.front());
  1219. dialogs.pop_front();
  1220. }
  1221. assert(adventureInt);
  1222. // Handles mouse and key input
  1223. GH.handleEvents();
  1224. GH.windows().simpleRedraw();
  1225. }
  1226. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1227. {
  1228. using namespace boost::filesystem;
  1229. using namespace boost::algorithm;
  1230. path gamesDir = VCMIDirs::get().userSavePath();
  1231. std::map<std::time_t, int> dates; //save number => datestamp
  1232. const directory_iterator enddir;
  1233. if (!exists(gamesDir))
  1234. create_directory(gamesDir);
  1235. else
  1236. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1237. {
  1238. if (is_regular_file(dir->status()))
  1239. {
  1240. std::string name = dir->path().filename().string();
  1241. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1242. {
  1243. char nr = name[namePrefix.size()];
  1244. if (std::isdigit(nr))
  1245. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1246. }
  1247. }
  1248. }
  1249. if (!dates.empty())
  1250. return (--dates.end())->second; //return latest file number
  1251. return 0;
  1252. }
  1253. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1254. {
  1255. EVENT_HANDLER_CALLED_BY_CLIENT;
  1256. if (player == playerID)
  1257. {
  1258. if (victoryLossCheckResult.loss())
  1259. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1260. assert(GH.curInt == LOCPLINT);
  1261. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1262. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1263. GH.curInt = this; //waiting for dialogs requires this to get events
  1264. if(!makingTurn)
  1265. {
  1266. makingTurn = true; //also needed for dialog to show with current implementation
  1267. waitForAllDialogs();
  1268. makingTurn = false;
  1269. }
  1270. else
  1271. waitForAllDialogs();
  1272. GH.curInt = previousInterface;
  1273. LOCPLINT = previousInterface;
  1274. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1275. {
  1276. if(adventureInt)
  1277. {
  1278. GH.windows().popWindows(GH.windows().count());
  1279. adventureInt.reset();
  1280. }
  1281. }
  1282. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1283. {
  1284. // end game if current human player has won
  1285. CSH->sendClientDisconnecting();
  1286. requestReturningToMainMenu(true);
  1287. }
  1288. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1289. {
  1290. //all human players eliminated
  1291. CSH->sendClientDisconnecting();
  1292. requestReturningToMainMenu(false);
  1293. }
  1294. if (GH.curInt == this)
  1295. GH.curInt = nullptr;
  1296. }
  1297. }
  1298. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1299. {
  1300. EVENT_HANDLER_CALLED_BY_CLIENT;
  1301. }
  1302. void CPlayerInterface::showPuzzleMap()
  1303. {
  1304. EVENT_HANDLER_CALLED_BY_CLIENT;
  1305. waitWhileDialog();
  1306. //TODO: interface should not know the real position of Grail...
  1307. double ratio = 0;
  1308. int3 grailPos = cb->getGrailPos(&ratio);
  1309. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1310. }
  1311. void CPlayerInterface::viewWorldMap()
  1312. {
  1313. adventureInt->openWorldView();
  1314. }
  1315. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1316. {
  1317. EVENT_HANDLER_CALLED_BY_CLIENT;
  1318. if(GH.windows().topWindow<CSpellWindow>())
  1319. GH.windows().popWindows(1);
  1320. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1321. localState->erasePath(caster);
  1322. auto castSoundPath = spellID.toSpell()->getCastSound();
  1323. if(!castSoundPath.empty())
  1324. CCS->soundh->playSound(castSoundPath);
  1325. }
  1326. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1327. {
  1328. int msgToShow = -1;
  1329. const auto diggingStatus = h->diggingStatus();
  1330. switch(diggingStatus)
  1331. {
  1332. case EDiggingStatus::CAN_DIG:
  1333. break;
  1334. case EDiggingStatus::LACK_OF_MOVEMENT:
  1335. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1336. break;
  1337. case EDiggingStatus::TILE_OCCUPIED:
  1338. msgToShow = 97; //Try searching on clear ground.
  1339. break;
  1340. case EDiggingStatus::WRONG_TERRAIN:
  1341. msgToShow = 60; ////Try looking on land!
  1342. break;
  1343. case EDiggingStatus::BACKPACK_IS_FULL:
  1344. msgToShow = 247; //Searching for the Grail is fruitless...
  1345. break;
  1346. default:
  1347. assert(0);
  1348. }
  1349. if(msgToShow < 0)
  1350. cb->dig(h);
  1351. else
  1352. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1353. }
  1354. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1355. {
  1356. EVENT_HANDLER_CALLED_BY_CLIENT;
  1357. BATTLE_EVENT_POSSIBLE_RETURN;
  1358. battleInt->newRoundFirst();
  1359. }
  1360. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1361. {
  1362. EVENT_HANDLER_CALLED_BY_CLIENT;
  1363. auto onWindowClosed = [this, queryID](){
  1364. cb->selectionMade(0, queryID);
  1365. };
  1366. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1367. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1368. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1369. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1370. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1371. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1372. else if(!market->availableModes().empty())
  1373. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1374. }
  1375. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1376. {
  1377. EVENT_HANDLER_CALLED_BY_CLIENT;
  1378. auto onWindowClosed = [this, queryID](){
  1379. cb->selectionMade(0, queryID);
  1380. };
  1381. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1382. }
  1383. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1387. }
  1388. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1392. cmw->artifactsChanged(false);
  1393. }
  1394. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. auto onWindowClosed = [this, queryID](){
  1398. cb->selectionMade(0, queryID);
  1399. };
  1400. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1401. }
  1402. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1406. }
  1407. void CPlayerInterface::showQuestLog()
  1408. {
  1409. EVENT_HANDLER_CALLED_BY_CLIENT;
  1410. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1411. }
  1412. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1413. {
  1414. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1415. {
  1416. MetaString txt;
  1417. obj->getProblemText(txt);
  1418. showInfoDialog(txt.toString());
  1419. }
  1420. else
  1421. showShipyardDialog(obj);
  1422. }
  1423. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1424. {
  1425. HighScoreParameter param;
  1426. param.difficulty = cb->getStartInfo()->difficulty;
  1427. param.day = cb->getDate();
  1428. param.townAmount = cb->howManyTowns();
  1429. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1430. param.hasGrail = false;
  1431. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1432. if(h->hasArt(ArtifactID::GRAIL))
  1433. param.hasGrail = true;
  1434. for(const CGTownInstance * t : cb->getTownsInfo())
  1435. if(t->builtBuildings.count(BuildingID::GRAIL))
  1436. param.hasGrail = true;
  1437. param.allDefeated = true;
  1438. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1439. {
  1440. auto ps = cb->getPlayerState(player, false);
  1441. if(ps && player != *cb->getPlayerID())
  1442. if(!ps->checkVanquished())
  1443. param.allDefeated = false;
  1444. }
  1445. param.scenarioName = cb->getMapHeader()->name.toString();
  1446. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1447. HighScoreCalculation highScoreCalc;
  1448. highScoreCalc.parameters.push_back(param);
  1449. highScoreCalc.isCampaign = false;
  1450. if(won && cb->getStartInfo()->campState)
  1451. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1452. else
  1453. {
  1454. GH.dispatchMainThread(
  1455. [won, highScoreCalc]()
  1456. {
  1457. CSH->endGameplay();
  1458. GH.defActionsDef = 63;
  1459. CMM->menu->switchToTab("main");
  1460. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1461. }
  1462. );
  1463. }
  1464. }
  1465. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1466. {
  1467. if(auto hero = cb->getHero(al.artHolder))
  1468. {
  1469. auto art = hero->getArt(al.slot);
  1470. if(art == nullptr)
  1471. {
  1472. logGlobal->error("artifact location %d points to nothing",
  1473. al.slot.num);
  1474. return;
  1475. }
  1476. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1477. }
  1478. }
  1479. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1483. }
  1484. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1485. {
  1486. EVENT_HANDLER_CALLED_BY_CLIENT;
  1487. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1488. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1489. artWin->artifactRemoved(al);
  1490. waitWhileDialog();
  1491. }
  1492. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1493. {
  1494. EVENT_HANDLER_CALLED_BY_CLIENT;
  1495. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1496. bool redraw = true;
  1497. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1498. if(numOfMovedArts != 0)
  1499. {
  1500. numOfMovedArts--;
  1501. if(numOfMovedArts != 0)
  1502. redraw = false;
  1503. }
  1504. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1505. artWin->artifactMoved(src, dst, redraw);
  1506. waitWhileDialog();
  1507. }
  1508. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1509. {
  1510. numOfMovedArts = numOfArts;
  1511. }
  1512. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1513. {
  1514. EVENT_HANDLER_CALLED_BY_CLIENT;
  1515. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1516. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1517. artWin->artifactAssembled(al);
  1518. }
  1519. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1520. {
  1521. EVENT_HANDLER_CALLED_BY_CLIENT;
  1522. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1523. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1524. artWin->artifactDisassembled(al);
  1525. }
  1526. void CPlayerInterface::waitForAllDialogs()
  1527. {
  1528. while(!dialogs.empty())
  1529. {
  1530. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1531. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1532. }
  1533. waitWhileDialog();
  1534. }
  1535. void CPlayerInterface::proposeLoadingGame()
  1536. {
  1537. showYesNoDialog(
  1538. CGI->generaltexth->allTexts[68],
  1539. []()
  1540. {
  1541. GH.dispatchMainThread(
  1542. []()
  1543. {
  1544. CSH->endGameplay();
  1545. GH.defActionsDef = 63;
  1546. CMM->menu->switchToTab("load");
  1547. }
  1548. );
  1549. },
  1550. nullptr
  1551. );
  1552. }
  1553. bool CPlayerInterface::capturedAllEvents()
  1554. {
  1555. if(movementController->isHeroMoving())
  1556. {
  1557. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1558. return true;
  1559. }
  1560. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1561. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1562. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1563. {
  1564. GH.input().ignoreEventsUntilInput();
  1565. return true;
  1566. }
  1567. return false;
  1568. }
  1569. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1570. {
  1571. EVENT_HANDLER_CALLED_BY_CLIENT;
  1572. adventureInt->openWorldView(objectPositions, showTerrain );
  1573. }
  1574. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1575. {
  1576. return std::nullopt;
  1577. }