CPlayerInterface.cpp 54 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 "Client.h"
  14. #include "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleResultWindow.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "GameEngine.h"
  28. #include "GameInstance.h"
  29. #include "gui/CursorHandler.h"
  30. #include "gui/WindowHandler.h"
  31. #include "mainmenu/CMainMenu.h"
  32. #include "mainmenu/CHighScoreScreen.h"
  33. #include "mapView/mapHandler.h"
  34. #include "media/IMusicPlayer.h"
  35. #include "media/ISoundPlayer.h"
  36. #include "render/CAnimation.h"
  37. #include "render/IImage.h"
  38. #include "render/IRenderHandler.h"
  39. #include "render/IScreenHandler.h"
  40. #include "widgets/Buttons.h"
  41. #include "widgets/CComponent.h"
  42. #include "widgets/CGarrisonInt.h"
  43. #include "windows/CCastleInterface.h"
  44. #include "windows/CCreatureWindow.h"
  45. #include "windows/CExchangeWindow.h"
  46. #include "windows/CHeroWindow.h"
  47. #include "windows/CKingdomInterface.h"
  48. #include "windows/CMarketWindow.h"
  49. #include "windows/CPuzzleWindow.h"
  50. #include "windows/CQuestLog.h"
  51. #include "windows/CSpellWindow.h"
  52. #include "windows/CTutorialWindow.h"
  53. #include "windows/GUIClasses.h"
  54. #include "windows/InfoWindows.h"
  55. #include "windows/settings/SettingsMainWindow.h"
  56. #include "../lib/callback/CDynLibHandler.h"
  57. #include "../lib/CConfigHandler.h"
  58. #include "../lib/texts/CGeneralTextHandler.h"
  59. #include "../lib/CPlayerState.h"
  60. #include "../lib/CRandomGenerator.h"
  61. #include "../lib/CStack.h"
  62. #include "../lib/CStopWatch.h"
  63. #include "../lib/CThreadHelper.h"
  64. #include "../lib/GameConstants.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/battle/CPlayerBattleCallback.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/callback/CCallback.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGMarket.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/networkPacks/PacksForClient.h"
  82. #include "../lib/networkPacks/PacksForClientBattle.h"
  83. #include "../lib/networkPacks/PacksForServer.h"
  84. #include "../lib/pathfinder/CGPathNode.h"
  85. #include "../lib/pathfinder/PathfinderCache.h"
  86. #include "../lib/pathfinder/PathfinderOptions.h"
  87. #include "../lib/serializer/CTypeList.h"
  88. #include "../lib/serializer/ESerializationVersion.h"
  89. #include "../lib/spells/CSpellHandler.h"
  90. #include "../lib/texts/TextOperations.h"
  91. #include <boost/lexical_cast.hpp>
  92. // The macro below is used to mark functions that are called by client when game state changes.
  93. // They all assume that interface mutex is locked.
  94. #define EVENT_HANDLER_CALLED_BY_CLIENT
  95. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  96. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  97. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  98. localState(std::make_unique<PlayerLocalState>(*this)),
  99. movementController(std::make_unique<HeroMovementController>()),
  100. artifactController(std::make_unique<ArtifactsUIController>())
  101. {
  102. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  103. GAME->setInterfaceInstance(this);
  104. playerID=Player;
  105. human=true;
  106. battleInt.reset();
  107. castleInt = nullptr;
  108. makingTurn = false;
  109. showingDialog = new ConditionalWait();
  110. cingconsole = new CInGameConsole();
  111. autosaveCount = 0;
  112. isAutoFightOn = false;
  113. isAutoFightEndBattle = false;
  114. ignoreEvents = false;
  115. }
  116. CPlayerInterface::~CPlayerInterface()
  117. {
  118. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  119. delete showingDialog;
  120. delete cingconsole;
  121. if (GAME->interface() == this)
  122. GAME->setInterfaceInstance(nullptr);
  123. }
  124. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  125. {
  126. cb = CB;
  127. env = ENV;
  128. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  129. ENGINE->music().loadTerrainMusicThemes();
  130. initializeHeroTownList();
  131. adventureInt.reset(new AdventureMapInterface());
  132. }
  133. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  134. {
  135. return pathfinderCache->getPathsInfo(h);
  136. }
  137. void CPlayerInterface::invalidatePaths()
  138. {
  139. pathfinderCache->invalidatePaths();
  140. }
  141. void CPlayerInterface::closeAllDialogs()
  142. {
  143. // remove all active dialogs that do not expect query answer
  144. while(true)
  145. {
  146. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  147. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  148. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  149. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  150. if(adventureWindow != nullptr)
  151. break;
  152. if(infoWindow && infoWindow->ID != QueryID::NONE)
  153. break;
  154. if (settingsWindow)
  155. {
  156. settingsWindow->close();
  157. continue;
  158. }
  159. if (topWindow)
  160. topWindow->close();
  161. else
  162. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  163. }
  164. }
  165. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  166. {
  167. EVENT_HANDLER_CALLED_BY_CLIENT;
  168. if (player == playerID)
  169. {
  170. makingTurn = false;
  171. closeAllDialogs();
  172. // remove all pending dialogs that do not expect query answer
  173. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  174. return window->ID == QueryID::NONE;
  175. });
  176. }
  177. }
  178. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  179. {
  180. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  181. {
  182. // after map load - remove all active windows and replace them with adventure map
  183. ENGINE->windows().clear();
  184. ENGINE->windows().pushWindow(adventureInt);
  185. }
  186. EVENT_HANDLER_CALLED_BY_CLIENT;
  187. if (player != playerID && GAME->interface() == this)
  188. {
  189. waitWhileDialog();
  190. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  191. if (makingTurn == false)
  192. adventureInt->onEnemyTurnStarted(player, isHuman);
  193. }
  194. }
  195. void CPlayerInterface::performAutosave()
  196. {
  197. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  198. if(frequency > 0 && cb->getDate() % frequency == 0)
  199. {
  200. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  201. std::string prefix = std::string();
  202. if(usePrefix)
  203. {
  204. prefix = settings["general"]["savePrefix"].String();
  205. if(prefix.empty())
  206. {
  207. std::string name = cb->getMapHeader()->name.toString();
  208. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  209. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  210. auto const & isSymbolIllegal = [&](char c) {
  211. static const std::string forbiddenChars("\\/:*?\"<>| ");
  212. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  213. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  214. return charForbidden || charNonprintable;
  215. };
  216. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  217. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  218. }
  219. }
  220. autosaveCount++;
  221. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  222. if(autosaveCountLimit > 0)
  223. {
  224. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  225. autosaveCount %= autosaveCountLimit;
  226. }
  227. else
  228. {
  229. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  230. + std::to_string(cb->getDate(Date::WEEK))
  231. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  232. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  233. }
  234. }
  235. }
  236. void CPlayerInterface::gamePause(bool pause)
  237. {
  238. cb->gamePause(pause);
  239. }
  240. void CPlayerInterface::yourTurn(QueryID queryID)
  241. {
  242. closeAllDialogs();
  243. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  244. EVENT_HANDLER_CALLED_BY_CLIENT;
  245. int humanPlayersCount = 0;
  246. for(const auto & info : cb->getStartInfo()->playerInfos)
  247. if (info.second.isControlledByHuman())
  248. humanPlayersCount++;
  249. bool hotseatWait = humanPlayersCount > 1;
  250. GAME->setInterfaceInstance(this);
  251. NotificationHandler::notify("Your turn");
  252. if(settings["general"]["startTurnAutosave"].Bool())
  253. {
  254. performAutosave();
  255. }
  256. if (hotseatWait) //hot seat or MP message
  257. {
  258. adventureInt->onHotseatWaitStarted(playerID);
  259. makingTurn = true;
  260. std::string msg = LIBRARY->generaltexth->allTexts[13];
  261. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  262. std::vector<std::shared_ptr<CComponent>> cmp;
  263. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  264. showInfoDialog(msg, cmp);
  265. }
  266. else
  267. {
  268. makingTurn = true;
  269. adventureInt->onPlayerTurnStarted(playerID);
  270. }
  271. acceptTurn(queryID, hotseatWait);
  272. }
  273. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  274. {
  275. if (settings["session"]["autoSkip"].Bool())
  276. {
  277. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  278. iw->close();
  279. }
  280. if(hotseatWait)
  281. {
  282. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  283. adventureInt->onPlayerTurnStarted(playerID);
  284. }
  285. // warn player if he has no town
  286. if (cb->howManyTowns() == 0)
  287. {
  288. auto playerColor = *cb->getPlayerID();
  289. std::vector<Component> components;
  290. components.emplace_back(ComponentType::FLAG, playerColor);
  291. MetaString text;
  292. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  293. if(optDaysWithoutCastle)
  294. {
  295. auto daysWithoutCastle = optDaysWithoutCastle.value();
  296. if (daysWithoutCastle < 6)
  297. {
  298. 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.
  299. text.replaceName(playerColor);
  300. text.replaceNumber(7 - daysWithoutCastle);
  301. }
  302. else if (daysWithoutCastle == 6)
  303. {
  304. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  305. text.replaceName(playerColor);
  306. }
  307. showInfoDialogAndWait(components, text);
  308. }
  309. else
  310. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  311. }
  312. cb->selectionMade(0, queryID);
  313. movementController->onPlayerTurnStarted();
  314. }
  315. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  316. {
  317. EVENT_HANDLER_CALLED_BY_CLIENT;
  318. waitWhileDialog();
  319. if(GAME->interface() != this)
  320. return;
  321. //FIXME: read once and store
  322. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  323. return;
  324. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  325. if (!hero)
  326. return;
  327. movementController->onTryMoveHero(hero, details);
  328. }
  329. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  330. {
  331. EVENT_HANDLER_CALLED_BY_CLIENT;
  332. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  333. // if hero is not in town garrison
  334. if (vstd::contains(localState->getWanderingHeroes(), hero))
  335. localState->removeWanderingHero(hero);
  336. adventureInt->onHeroChanged(hero);
  337. localState->erasePath(hero);
  338. }
  339. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  340. {
  341. EVENT_HANDLER_CALLED_BY_CLIENT;
  342. if(town->tempOwner == playerID)
  343. {
  344. localState->removeOwnedTown(town);
  345. adventureInt->onTownChanged(town);
  346. }
  347. }
  348. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  349. {
  350. EVENT_HANDLER_CALLED_BY_CLIENT;
  351. if(start && visitedObj)
  352. {
  353. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  354. if (visitSound)
  355. ENGINE->sound().playSound(visitSound.value());
  356. }
  357. }
  358. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. localState->addWanderingHero(hero);
  362. adventureInt->onHeroChanged(hero);
  363. if(castleInt)
  364. ENGINE->sound().playSound(soundBase::newBuilding);
  365. }
  366. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  367. {
  368. if(castleInt)
  369. castleInt->close();
  370. castleInt = nullptr;
  371. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  372. ENGINE->windows().pushWindow(newCastleInt);
  373. }
  374. void CPlayerInterface::heroExperienceChanged(const CGHeroInstance * hero, si64 val)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  378. ctw->updateExperience();
  379. }
  380. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. adventureInt->onHeroChanged(hero);
  384. }
  385. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  389. cuw->updateSecondarySkills();
  390. localState->verifyPath(hero);
  391. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  392. }
  393. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  394. {
  395. EVENT_HANDLER_CALLED_BY_CLIENT;
  396. adventureInt->onHeroChanged(hero);
  397. if (makingTurn && hero->tempOwner == playerID)
  398. adventureInt->onHeroChanged(hero);
  399. }
  400. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. if (makingTurn && hero->tempOwner == playerID)
  404. adventureInt->onHeroChanged(hero);
  405. invalidatePaths();
  406. }
  407. void CPlayerInterface::receivedResource()
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  411. mw->updateResources();
  412. ENGINE->windows().totalRedraw();
  413. }
  414. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. waitWhileDialog();
  418. ENGINE->sound().playSound(soundBase::heroNewLevel);
  419. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  420. {
  421. cb->selectionMade(selection, queryID);
  422. });
  423. }
  424. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. waitWhileDialog();
  428. ENGINE->sound().playSound(soundBase::heroNewLevel);
  429. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  430. {
  431. cb->selectionMade(selection, queryID);
  432. });
  433. }
  434. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  438. {
  439. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  440. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  441. localState->removeWanderingHero(town->getGarrisonHero());
  442. }
  443. if(town->getVisitingHero()) //hero leaves garrison
  444. {
  445. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  446. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  447. localState->addWanderingHero(town->getVisitingHero());
  448. }
  449. adventureInt->onHeroChanged(nullptr);
  450. adventureInt->onTownChanged(town);
  451. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  452. if (cgh->holdsGarrison(town))
  453. cgh->updateGarrisons();
  454. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  455. ki->townChanged(town);
  456. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  457. ENGINE->windows().totalRedraw();
  458. }
  459. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  460. {
  461. EVENT_HANDLER_CALLED_BY_CLIENT;
  462. if (hero->tempOwner != playerID )
  463. return;
  464. waitWhileDialog();
  465. openTownWindow(town);
  466. }
  467. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  468. {
  469. std::vector<const CArmedInstance *> instances;
  470. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  471. instances.push_back(obj);
  472. if(id2 != ObjectInstanceID() && id2 != id1)
  473. {
  474. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  475. instances.push_back(obj);
  476. }
  477. garrisonsChanged(instances);
  478. }
  479. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  480. {
  481. for (auto object : objs)
  482. {
  483. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  484. auto * town = dynamic_cast<const CGTownInstance*>(object);
  485. if (town)
  486. adventureInt->onTownChanged(town);
  487. if (hero)
  488. {
  489. localState->verifyPath(hero);
  490. adventureInt->onHeroChanged(hero);
  491. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  492. adventureInt->onTownChanged(hero->getVisitedTown());
  493. }
  494. }
  495. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  496. if (cgh->holdsGarrisons(objs))
  497. cgh->updateGarrisons();
  498. ENGINE->windows().totalRedraw();
  499. }
  500. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  501. {
  502. EVENT_HANDLER_CALLED_BY_CLIENT;
  503. adventureInt->onTownChanged(town);
  504. if (castleInt)
  505. {
  506. castleInt->townlist->updateElement(town);
  507. if (castleInt->town == town)
  508. {
  509. switch(what)
  510. {
  511. case 1:
  512. castleInt->addBuilding(buildingID);
  513. break;
  514. case 2:
  515. castleInt->removeBuilding(buildingID);
  516. break;
  517. }
  518. }
  519. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  520. ENGINE->windows().totalRedraw();
  521. }
  522. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  523. cgh->buildChanged();
  524. }
  525. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  526. {
  527. movementController->onBattleStarted();
  528. waitForAllDialogs();
  529. }
  530. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  531. {
  532. EVENT_HANDLER_CALLED_BY_CLIENT;
  533. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  534. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  535. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  536. {
  537. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  538. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  539. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  540. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  541. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  542. isAutoFightOn = true;
  543. registerBattleInterface(autofightingAI);
  544. }
  545. waitForAllDialogs();
  546. BATTLE_EVENT_POSSIBLE_RETURN;
  547. }
  548. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  549. {
  550. EVENT_HANDLER_CALLED_BY_CLIENT;
  551. BATTLE_EVENT_POSSIBLE_RETURN;
  552. for(auto & info : units)
  553. {
  554. switch(info.operation)
  555. {
  556. case UnitChanges::EOperation::RESET_STATE:
  557. {
  558. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  559. if(!stack)
  560. {
  561. logGlobal->error("Invalid unit ID %d", info.id);
  562. continue;
  563. }
  564. battleInt->stackReset(stack);
  565. }
  566. break;
  567. case UnitChanges::EOperation::REMOVE:
  568. battleInt->stackRemoved(info.id);
  569. break;
  570. case UnitChanges::EOperation::ADD:
  571. {
  572. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  573. if(!unit)
  574. {
  575. logGlobal->error("Invalid unit ID %d", info.id);
  576. continue;
  577. }
  578. battleInt->stackAdded(unit);
  579. }
  580. break;
  581. default:
  582. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  583. break;
  584. }
  585. }
  586. }
  587. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  588. {
  589. EVENT_HANDLER_CALLED_BY_CLIENT;
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  592. std::vector<ObstacleChanges> removedObstacles;
  593. for(auto & change : obstacles)
  594. {
  595. if(change.operation == BattleChanges::EOperation::ADD)
  596. {
  597. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  598. if(instance)
  599. newObstacles.push_back(instance);
  600. else
  601. logNetwork->error("Invalid obstacle instance %d", change.id);
  602. }
  603. if(change.operation == BattleChanges::EOperation::REMOVE)
  604. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  605. }
  606. if (!newObstacles.empty())
  607. battleInt->obstaclePlaced(newObstacles);
  608. if (!removedObstacles.empty())
  609. battleInt->obstacleRemoved(removedObstacles);
  610. battleInt->fieldController->redrawBackgroundWithHexes();
  611. }
  612. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. BATTLE_EVENT_POSSIBLE_RETURN;
  616. battleInt->stackIsCatapulting(ca);
  617. }
  618. 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
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. battleInt->newRound();
  623. }
  624. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. BATTLE_EVENT_POSSIBLE_RETURN;
  628. battleInt->startAction(action);
  629. }
  630. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  631. {
  632. EVENT_HANDLER_CALLED_BY_CLIENT;
  633. BATTLE_EVENT_POSSIBLE_RETURN;
  634. battleInt->endAction(action);
  635. }
  636. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  637. {
  638. EVENT_HANDLER_CALLED_BY_CLIENT;
  639. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  640. assert(!cb->getBattle(battleID)->battleIsFinished());
  641. if (cb->getBattle(battleID)->battleIsFinished())
  642. {
  643. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  644. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  645. return ;
  646. }
  647. if (autofightingAI)
  648. {
  649. if (isAutoFightOn)
  650. {
  651. //FIXME: we want client rendering to proceed while AI is making actions
  652. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  653. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  654. autofightingAI->activeStack(battleID, stack);
  655. return;
  656. }
  657. unregisterBattleInterface(autofightingAI);
  658. }
  659. assert(battleInt);
  660. if(!battleInt)
  661. {
  662. // probably battle is finished already
  663. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  664. }
  665. battleInt->stackActivated(stack);
  666. }
  667. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  668. {
  669. EVENT_HANDLER_CALLED_BY_CLIENT;
  670. if(isAutoFightOn || autofightingAI)
  671. {
  672. isAutoFightOn = false;
  673. unregisterBattleInterface(autofightingAI);
  674. if(!battleInt)
  675. {
  676. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  677. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  678. if (allowManualReplay || isAutoFightEndBattle)
  679. {
  680. wnd->resultCallback = [this, queryID](ui32 selection)
  681. {
  682. cb->selectionMade(selection, queryID);
  683. };
  684. }
  685. isAutoFightEndBattle = false;
  686. ENGINE->windows().pushWindow(wnd);
  687. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  688. // Otherwise NewTurn causes freeze.
  689. waitWhileDialog();
  690. return;
  691. }
  692. }
  693. BATTLE_EVENT_POSSIBLE_RETURN;
  694. battleInt->battleFinished(*br, queryID);
  695. }
  696. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  697. {
  698. EVENT_HANDLER_CALLED_BY_CLIENT;
  699. BATTLE_EVENT_POSSIBLE_RETURN;
  700. battleInt->displayBattleLog(lines);
  701. }
  702. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  703. {
  704. EVENT_HANDLER_CALLED_BY_CLIENT;
  705. BATTLE_EVENT_POSSIBLE_RETURN;
  706. battleInt->stackMoved(stack, dest, distance, teleport);
  707. }
  708. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. battleInt->spellCast(sc);
  713. }
  714. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  715. {
  716. EVENT_HANDLER_CALLED_BY_CLIENT;
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. battleInt->battleStacksEffectsSet(sse);
  719. }
  720. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. BATTLE_EVENT_POSSIBLE_RETURN;
  724. battleInt->effectsController->battleTriggerEffect(bte);
  725. if(bte.effect == BonusType::MANA_DRAIN)
  726. {
  727. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  728. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  729. }
  730. }
  731. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. std::vector<StackAttackedInfo> arg;
  736. for(auto & elem : bsa)
  737. {
  738. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  739. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  740. assert(defender);
  741. StackAttackedInfo info;
  742. info.defender = defender;
  743. info.attacker = attacker;
  744. info.damageDealt = elem.damageAmount;
  745. info.amountKilled = elem.killedAmount;
  746. info.spellEffect = SpellID::NONE;
  747. info.indirectAttack = ranged;
  748. info.killed = elem.killed();
  749. info.rebirth = elem.willRebirth();
  750. info.cloneKilled = elem.cloneKilled();
  751. info.fireShield = elem.fireShield();
  752. if (elem.isSpell())
  753. info.spellEffect = elem.spellID;
  754. arg.push_back(info);
  755. }
  756. battleInt->stacksAreAttacked(arg);
  757. }
  758. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. BATTLE_EVENT_POSSIBLE_RETURN;
  762. StackAttackInfo info;
  763. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  764. info.defender = nullptr;
  765. info.indirectAttack = ba->shot();
  766. info.lucky = ba->lucky();
  767. info.unlucky = ba->unlucky();
  768. info.deathBlow = ba->deathBlow();
  769. info.lifeDrain = ba->lifeDrain();
  770. info.playCustomAnimation = ba->playCustomAnimation();
  771. info.tile = ba->tile;
  772. info.spellEffect = SpellID::NONE;
  773. if (ba->spellLike())
  774. info.spellEffect = ba->spellID;
  775. for(auto & elem : ba->bsa)
  776. {
  777. if(!elem.isSecondary())
  778. {
  779. assert(info.defender == nullptr);
  780. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  781. }
  782. else
  783. {
  784. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  785. }
  786. }
  787. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  788. assert(info.attacker != nullptr);
  789. battleInt->stackAttacking(info);
  790. }
  791. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  792. {
  793. EVENT_HANDLER_CALLED_BY_CLIENT;
  794. BATTLE_EVENT_POSSIBLE_RETURN;
  795. battleInt->gateStateChanged(state);
  796. }
  797. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  798. {
  799. EVENT_HANDLER_CALLED_BY_CLIENT;
  800. }
  801. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  805. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  806. if(autoTryHover || type == EInfoWindowMode::INFO)
  807. {
  808. waitWhileDialog(); //Fix for mantis #98
  809. adventureInt->showInfoBoxMessage(components, text, timer);
  810. // 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
  811. movementController->requestMovementAbort();
  812. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  813. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  814. return;
  815. }
  816. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  817. {
  818. return;
  819. }
  820. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  821. do
  822. {
  823. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  824. std::vector<std::shared_ptr<CComponent>> intComps;
  825. for (auto & component : sender)
  826. intComps.push_back(std::make_shared<CComponent>(component));
  827. showInfoDialog(text,intComps,soundID);
  828. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  829. }
  830. while(!vect.empty());
  831. }
  832. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  833. {
  834. std::vector<std::shared_ptr<CComponent>> intComps;
  835. intComps.push_back(component);
  836. showInfoDialog(text, intComps, soundBase::sound_todo);
  837. }
  838. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  839. {
  840. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  841. waitWhileDialog();
  842. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  843. {
  844. return;
  845. }
  846. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  847. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  848. {
  849. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  850. showingDialog->setBusy();
  851. movementController->requestMovementAbort(); // interrupt movement to show dialog
  852. ENGINE->windows().pushWindow(temp);
  853. }
  854. else
  855. {
  856. dialogs.push_back(temp);
  857. }
  858. }
  859. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  860. {
  861. EVENT_HANDLER_CALLED_BY_CLIENT;
  862. std::string str = text.toString();
  863. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  864. waitWhileDialog();
  865. }
  866. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  867. {
  868. waitWhileDialog();
  869. movementController->requestMovementAbort();
  870. GAME->interface()->showingDialog->setBusy();
  871. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  872. }
  873. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  874. {
  875. EVENT_HANDLER_CALLED_BY_CLIENT;
  876. waitWhileDialog();
  877. movementController->requestMovementAbort();
  878. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  879. if (!selection && cancel) //simple yes/no dialog
  880. {
  881. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  882. {
  883. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  884. return;
  885. }
  886. std::vector<std::shared_ptr<CComponent>> intComps;
  887. for (auto & component : components)
  888. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  889. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  890. }
  891. else if (selection)
  892. {
  893. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  894. for (auto & component : components)
  895. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  896. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  897. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  898. if (cancel)
  899. {
  900. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  901. }
  902. int charperline = 35;
  903. if (pom.size() > 1)
  904. charperline = 50;
  905. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  906. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  907. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  908. }
  909. }
  910. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  911. {
  912. EVENT_HANDLER_CALLED_BY_CLIENT;
  913. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  914. }
  915. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  919. std::map<ObjectInstanceID, int> townOrder;
  920. auto ownedTowns = localState->getOwnedTowns();
  921. for (int i = 0; i < ownedTowns.size(); ++i)
  922. townOrder[ownedTowns[i]->id] = i;
  923. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  924. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  925. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  926. return leftIndex < rightIndex;
  927. };
  928. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  929. auto selectCallback = [this, askID](int selection)
  930. {
  931. cb->sendQueryReply(selection, askID);
  932. };
  933. auto cancelCallback = [this, askID]()
  934. {
  935. cb->sendQueryReply(std::nullopt, askID);
  936. };
  937. const std::string localTitle = title.toString();
  938. const std::string localDescription = description.toString();
  939. std::vector<int> tempList;
  940. tempList.reserve(objectGuiOrdered.size());
  941. for(const auto & item : objectGuiOrdered)
  942. tempList.push_back(item.getNum());
  943. CComponent localIconC(icon);
  944. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  945. localIconC.removeChild(localIcon.get(), false);
  946. std::vector<std::shared_ptr<IImage>> images;
  947. for(const auto & obj : objectGuiOrdered)
  948. {
  949. if(!settings["general"]["enableUiEnhancements"].Bool())
  950. break;
  951. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  952. if(t)
  953. {
  954. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  955. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  956. images.push_back(image);
  957. }
  958. }
  959. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  960. wnd->onExit = cancelCallback;
  961. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  962. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  963. ENGINE->windows().pushWindow(wnd);
  964. }
  965. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  966. {
  967. EVENT_HANDLER_CALLED_BY_CLIENT;
  968. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  969. adventureInt->onMapTilesChanged(pos);
  970. }
  971. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  972. {
  973. EVENT_HANDLER_CALLED_BY_CLIENT;
  974. adventureInt->onMapTilesChanged(pos);
  975. }
  976. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  977. {
  978. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  979. }
  980. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  984. {
  985. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  986. fortScreen->creaturesChangedEventHandler();
  987. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  988. if(castleInterface->town == town)
  989. castleInterface->creaturesChangedEventHandler();
  990. if (townObj)
  991. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  992. ki->townChanged(townObj);
  993. }
  994. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  995. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  996. {
  997. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  998. if (crw->dwelling == town)
  999. crw->availableCreaturesChanged();
  1000. }
  1001. }
  1002. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1003. {
  1004. EVENT_HANDLER_CALLED_BY_CLIENT;
  1005. if (bonus.type == BonusType::NONE)
  1006. return;
  1007. adventureInt->onHeroChanged(hero);
  1008. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1009. {
  1010. //recalculate paths because hero has lost bonus influencing pathfinding
  1011. localState->erasePath(hero);
  1012. }
  1013. }
  1014. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1015. {
  1016. LOG_TRACE(logGlobal);
  1017. if (!GAME->interface()->makingTurn)
  1018. return;
  1019. assert(h);
  1020. assert(!showingDialog->isBusy());
  1021. assert(dialogs.empty());
  1022. if (!h)
  1023. return; //can't find hero
  1024. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1025. if (showingDialog->isBusy() || !dialogs.empty())
  1026. return;
  1027. if (localState->isHeroSleeping(h))
  1028. localState->setHeroAwaken(h);
  1029. movementController->requestMovementStart(h, path);
  1030. }
  1031. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1035. if (movementController->isHeroMovingThroughGarrison(down, up))
  1036. {
  1037. onEnd();
  1038. return;
  1039. }
  1040. waitForAllDialogs();
  1041. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1042. cgw->quit->addCallback(onEnd);
  1043. ENGINE->windows().pushWindow(cgw);
  1044. }
  1045. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1046. {
  1047. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1048. movementController->onMoveHeroApplied();
  1049. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1050. movementController->onQueryReplyApplied();
  1051. }
  1052. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1053. {
  1054. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1055. }
  1056. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1057. {
  1058. EVENT_HANDLER_CALLED_BY_CLIENT;
  1059. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1060. }
  1061. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1062. {
  1063. if (sop->what == ObjProperty::OWNER)
  1064. {
  1065. const CGObjectInstance * obj = cb->getObj(sop->id);
  1066. if(obj->ID == Obj::TOWN)
  1067. {
  1068. auto town = static_cast<const CGTownInstance *>(obj);
  1069. if(obj->tempOwner == playerID)
  1070. {
  1071. localState->removeOwnedTown(town);
  1072. adventureInt->onTownChanged(town);
  1073. }
  1074. }
  1075. }
  1076. }
  1077. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1078. {
  1079. EVENT_HANDLER_CALLED_BY_CLIENT;
  1080. if (sop->what == ObjProperty::OWNER)
  1081. {
  1082. const CGObjectInstance * obj = cb->getObj(sop->id);
  1083. if(obj->ID == Obj::TOWN)
  1084. {
  1085. auto town = static_cast<const CGTownInstance *>(obj);
  1086. if(obj->tempOwner == playerID)
  1087. {
  1088. localState->addOwnedTown(town);
  1089. adventureInt->onTownChanged(town);
  1090. }
  1091. }
  1092. //redraw minimap if owner changed
  1093. std::set<int3> pos = obj->getBlockedPos();
  1094. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1095. adventureInt->onMapTilesChanged(upos);
  1096. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1097. }
  1098. }
  1099. void CPlayerInterface::initializeHeroTownList()
  1100. {
  1101. if(localState->getWanderingHeroes().empty())
  1102. {
  1103. for(auto & hero : cb->getHeroesInfo())
  1104. {
  1105. if(!hero->isGarrisoned())
  1106. localState->addWanderingHero(hero);
  1107. }
  1108. }
  1109. if(localState->getOwnedTowns().empty())
  1110. {
  1111. for(auto & town : cb->getTownsInfo())
  1112. localState->addOwnedTown(town);
  1113. }
  1114. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1115. if(adventureInt)
  1116. adventureInt->onHeroChanged(nullptr);
  1117. }
  1118. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1119. {
  1120. EVENT_HANDLER_CALLED_BY_CLIENT;
  1121. waitWhileDialog();
  1122. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1123. {
  1124. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1125. };
  1126. auto closeCb = [this, queryID]()
  1127. {
  1128. cb->selectionMade(0, queryID);
  1129. };
  1130. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1131. }
  1132. void CPlayerInterface::waitWhileDialog()
  1133. {
  1134. if (ENGINE->amIGuiThread())
  1135. {
  1136. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1137. return;
  1138. }
  1139. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1140. showingDialog->waitWhileBusy();
  1141. }
  1142. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1143. {
  1144. EVENT_HANDLER_CALLED_BY_CLIENT;
  1145. auto state = obj->shipyardStatus();
  1146. TResources cost;
  1147. obj->getBoatCost(cost);
  1148. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1149. }
  1150. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1151. {
  1152. EVENT_HANDLER_CALLED_BY_CLIENT;
  1153. //we might have built a boat in shipyard in opened town screen
  1154. if (obj->ID == Obj::BOAT
  1155. && GAME->interface()->castleInt
  1156. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1157. {
  1158. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1159. }
  1160. }
  1161. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1162. {
  1163. EVENT_HANDLER_CALLED_BY_CLIENT;
  1164. waitWhileDialog();
  1165. ENGINE->cursor().hide();
  1166. adventureInt->centerOnTile(pos);
  1167. if (focusTime)
  1168. {
  1169. ENGINE->windows().totalRedraw();
  1170. {
  1171. IgnoreEvents ignore(*this);
  1172. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1173. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1174. }
  1175. }
  1176. ENGINE->cursor().show();
  1177. }
  1178. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1179. {
  1180. EVENT_HANDLER_CALLED_BY_CLIENT;
  1181. if(playerID == initiator)
  1182. {
  1183. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1184. if (removalSound)
  1185. {
  1186. waitWhileDialog();
  1187. ENGINE->sound().playSound(removalSound.value());
  1188. }
  1189. }
  1190. GAME->map().waitForOngoingAnimations();
  1191. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1192. {
  1193. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1194. heroKilled(h);
  1195. }
  1196. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1197. {
  1198. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1199. townRemoved(t);
  1200. }
  1201. ENGINE->fakeMouseMove();
  1202. }
  1203. void CPlayerInterface::objectRemovedAfter()
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. adventureInt->onMapTilesChanged(boost::none);
  1207. // visiting or garrisoned hero removed - update window
  1208. if (castleInt)
  1209. castleInt->updateGarrisons();
  1210. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1211. ki->heroRemoved();
  1212. }
  1213. void CPlayerInterface::playerBlocked(int reason, bool start)
  1214. {
  1215. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1216. {
  1217. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false)
  1218. {
  1219. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1220. GAME->setInterfaceInstance(this);
  1221. adventureInt->onCurrentPlayerChanged(playerID);
  1222. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1223. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1224. std::vector<std::shared_ptr<CComponent>> cmp;
  1225. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1226. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1227. showInfoDialog(msg, cmp);
  1228. waitWhileDialog();
  1229. makingTurn = false;
  1230. }
  1231. }
  1232. }
  1233. void CPlayerInterface::update()
  1234. {
  1235. //if there are any waiting dialogs, show them
  1236. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1237. {
  1238. showingDialog->setBusy();
  1239. ENGINE->windows().pushWindow(dialogs.front());
  1240. dialogs.pop_front();
  1241. }
  1242. }
  1243. void CPlayerInterface::endNetwork()
  1244. {
  1245. showingDialog->requestTermination();
  1246. }
  1247. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1248. {
  1249. using namespace boost::filesystem;
  1250. using namespace boost::algorithm;
  1251. path gamesDir = VCMIDirs::get().userSavePath();
  1252. std::map<std::time_t, int> dates; //save number => datestamp
  1253. const directory_iterator enddir;
  1254. if (!exists(gamesDir))
  1255. create_directory(gamesDir);
  1256. else
  1257. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1258. {
  1259. if (is_regular_file(dir->status()))
  1260. {
  1261. std::string name = dir->path().filename().string();
  1262. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1263. {
  1264. char nr = name[namePrefix.size()];
  1265. if (std::isdigit(nr))
  1266. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1267. }
  1268. }
  1269. }
  1270. if (!dates.empty())
  1271. return (--dates.end())->second; //return latest file number
  1272. return 0;
  1273. }
  1274. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1275. {
  1276. EVENT_HANDLER_CALLED_BY_CLIENT;
  1277. if (player == playerID)
  1278. {
  1279. if (victoryLossCheckResult.loss())
  1280. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1281. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1282. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1283. if(!makingTurn)
  1284. {
  1285. makingTurn = true; //also needed for dialog to show with current implementation
  1286. waitForAllDialogs();
  1287. makingTurn = false;
  1288. }
  1289. else
  1290. waitForAllDialogs();
  1291. GAME->setInterfaceInstance(previousInterface);
  1292. }
  1293. }
  1294. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1295. {
  1296. EVENT_HANDLER_CALLED_BY_CLIENT;
  1297. }
  1298. void CPlayerInterface::showPuzzleMap()
  1299. {
  1300. EVENT_HANDLER_CALLED_BY_CLIENT;
  1301. waitWhileDialog();
  1302. //TODO: interface should not know the real position of Grail...
  1303. double ratio = 0;
  1304. int3 grailPos = cb->getGrailPos(&ratio);
  1305. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1306. }
  1307. void CPlayerInterface::viewWorldMap()
  1308. {
  1309. adventureInt->openWorldView();
  1310. }
  1311. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1312. {
  1313. EVENT_HANDLER_CALLED_BY_CLIENT;
  1314. if(ENGINE->windows().topWindow<CSpellWindow>())
  1315. ENGINE->windows().popWindows(1);
  1316. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1317. localState->erasePath(caster);
  1318. auto castSoundPath = spellID.toSpell()->getCastSound();
  1319. if(!castSoundPath.empty())
  1320. ENGINE->sound().playSound(castSoundPath);
  1321. }
  1322. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1323. {
  1324. int msgToShow = -1;
  1325. const auto diggingStatus = h->diggingStatus();
  1326. switch(diggingStatus)
  1327. {
  1328. case EDiggingStatus::CAN_DIG:
  1329. break;
  1330. case EDiggingStatus::LACK_OF_MOVEMENT:
  1331. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1332. break;
  1333. case EDiggingStatus::TILE_OCCUPIED:
  1334. msgToShow = 97; //Try searching on clear ground.
  1335. break;
  1336. case EDiggingStatus::WRONG_TERRAIN:
  1337. msgToShow = 60; ////Try looking on land!
  1338. break;
  1339. case EDiggingStatus::BACKPACK_IS_FULL:
  1340. msgToShow = 247; //Searching for the Grail is fruitless...
  1341. break;
  1342. default:
  1343. assert(0);
  1344. }
  1345. if(msgToShow < 0)
  1346. cb->dig(h);
  1347. else
  1348. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1349. }
  1350. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1351. {
  1352. EVENT_HANDLER_CALLED_BY_CLIENT;
  1353. BATTLE_EVENT_POSSIBLE_RETURN;
  1354. battleInt->newRoundFirst();
  1355. }
  1356. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1357. {
  1358. EVENT_HANDLER_CALLED_BY_CLIENT;
  1359. auto onWindowClosed = [this, queryID](){
  1360. cb->selectionMade(0, queryID);
  1361. };
  1362. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1363. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1364. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1365. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1366. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1367. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1368. else if (!market->availableModes().empty())
  1369. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1370. {
  1371. if(vstd::contains(market->availableModes(), mode))
  1372. {
  1373. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1374. break;
  1375. }
  1376. }
  1377. else
  1378. onWindowClosed();
  1379. }
  1380. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1381. {
  1382. EVENT_HANDLER_CALLED_BY_CLIENT;
  1383. auto onWindowClosed = [this, queryID](){
  1384. cb->selectionMade(0, queryID);
  1385. };
  1386. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1387. }
  1388. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1392. }
  1393. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1394. {
  1395. EVENT_HANDLER_CALLED_BY_CLIENT;
  1396. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1397. cmw->updateArtifacts();
  1398. }
  1399. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1400. {
  1401. EVENT_HANDLER_CALLED_BY_CLIENT;
  1402. auto onWindowClosed = [this, queryID](){
  1403. if (queryID != QueryID::NONE)
  1404. cb->selectionMade(0, queryID);
  1405. };
  1406. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1407. }
  1408. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1409. {
  1410. EVENT_HANDLER_CALLED_BY_CLIENT;
  1411. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1412. }
  1413. void CPlayerInterface::showQuestLog()
  1414. {
  1415. EVENT_HANDLER_CALLED_BY_CLIENT;
  1416. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1417. }
  1418. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1419. {
  1420. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1421. {
  1422. MetaString txt;
  1423. obj->getProblemText(txt);
  1424. showInfoDialog(txt.toString());
  1425. }
  1426. else
  1427. showShipyardDialog(obj);
  1428. }
  1429. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1430. {
  1431. artifactController->askToAssemble(al, true, true);
  1432. }
  1433. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1434. {
  1435. EVENT_HANDLER_CALLED_BY_CLIENT;
  1436. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1437. }
  1438. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1439. {
  1440. EVENT_HANDLER_CALLED_BY_CLIENT;
  1441. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1442. artifactController->artifactRemoved();
  1443. }
  1444. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1445. {
  1446. EVENT_HANDLER_CALLED_BY_CLIENT;
  1447. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1448. artifactController->artifactMoved();
  1449. }
  1450. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1451. {
  1452. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1453. }
  1454. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1455. {
  1456. EVENT_HANDLER_CALLED_BY_CLIENT;
  1457. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1458. artifactController->artifactAssembled();
  1459. }
  1460. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1461. {
  1462. EVENT_HANDLER_CALLED_BY_CLIENT;
  1463. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1464. artifactController->artifactDisassembled();
  1465. }
  1466. void CPlayerInterface::waitForAllDialogs()
  1467. {
  1468. if (!makingTurn)
  1469. return;
  1470. while(!dialogs.empty())
  1471. {
  1472. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1473. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1474. }
  1475. waitWhileDialog();
  1476. }
  1477. void CPlayerInterface::proposeLoadingGame()
  1478. {
  1479. showYesNoDialog(
  1480. LIBRARY->generaltexth->allTexts[68],
  1481. []()
  1482. {
  1483. GAME->server().endGameplay();
  1484. GAME->mainmenu()->menu->switchToTab("load");
  1485. },
  1486. nullptr
  1487. );
  1488. }
  1489. bool CPlayerInterface::capturedAllEvents()
  1490. {
  1491. if(movementController->isHeroMoving())
  1492. {
  1493. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1494. return true;
  1495. }
  1496. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1497. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1498. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1499. {
  1500. ENGINE->input().ignoreEventsUntilInput();
  1501. return true;
  1502. }
  1503. return false;
  1504. }
  1505. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1506. {
  1507. EVENT_HANDLER_CALLED_BY_CLIENT;
  1508. adventureInt->openWorldView(objectPositions, showTerrain );
  1509. }
  1510. void CPlayerInterface::setColorScheme(ColorScheme scheme)
  1511. {
  1512. ENGINE->screenHandler().setColorScheme(scheme);
  1513. }
  1514. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1515. {
  1516. return std::nullopt;
  1517. }
  1518. void CPlayerInterface::registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1519. {
  1520. autofightingAI = battleEvents;
  1521. GAME->server().client->registerBattleInterface(battleEvents, playerID);
  1522. }
  1523. void CPlayerInterface::unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1524. {
  1525. assert(battleEvents == autofightingAI);
  1526. GAME->server().client->unregisterBattleInterface(autofightingAI, playerID);
  1527. autofightingAI.reset();
  1528. }