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