CPlayerInterface.cpp 53 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CArtHandler.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/CGeneralTextHandler.h"
  57. #include "../lib/CHeroHandler.h"
  58. #include "../lib/CPlayerState.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/CThreadHelper.h"
  62. #include "../lib/CTownHandler.h"
  63. #include "../lib/GameConstants.h"
  64. #include "../lib/RoadHandler.h"
  65. #include "../lib/StartInfo.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "../lib/TextOperations.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/bonuses/Limiters.h"
  71. #include "../lib/bonuses/Propagators.h"
  72. #include "../lib/bonuses/Updaters.h"
  73. #include "../lib/gameState/CGameState.h"
  74. #include "../lib/mapObjects/CGMarket.h"
  75. #include "../lib/mapObjects/CGTownInstance.h"
  76. #include "../lib/mapObjects/MiscObjects.h"
  77. #include "../lib/mapObjects/ObjectTemplate.h"
  78. #include "../lib/mapping/CMapHeader.h"
  79. #include "../lib/networkPacks/PacksForClient.h"
  80. #include "../lib/networkPacks/PacksForClientBattle.h"
  81. #include "../lib/networkPacks/PacksForServer.h"
  82. #include "../lib/pathfinder/CGPathNode.h"
  83. #include "../lib/serializer/BinaryDeserializer.h"
  84. #include "../lib/serializer/BinarySerializer.h"
  85. #include "../lib/serializer/CTypeList.h"
  86. #include "../lib/spells/CSpellHandler.h"
  87. // The macro below is used to mark functions that are called by client when game state changes.
  88. // They all assume that interface mutex is locked.
  89. #define EVENT_HANDLER_CALLED_BY_CLIENT
  90. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  91. CPlayerInterface * LOCPLINT;
  92. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  93. struct HeroObjectRetriever
  94. {
  95. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  96. {
  97. return h;
  98. }
  99. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  100. {
  101. return nullptr;
  102. }
  103. };
  104. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  105. localState(std::make_unique<PlayerLocalState>(*this)),
  106. movementController(std::make_unique<HeroMovementController>())
  107. {
  108. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  109. GH.defActionsDef = 0;
  110. LOCPLINT = this;
  111. playerID=Player;
  112. human=true;
  113. battleInt.reset();
  114. castleInt = nullptr;
  115. makingTurn = false;
  116. showingDialog = new ConditionalWait();
  117. cingconsole = new CInGameConsole();
  118. firstCall = 1; //if loading will be overwritten in serialize
  119. autosaveCount = 0;
  120. isAutoFightOn = false;
  121. isAutoFightEndBattle = false;
  122. ignoreEvents = false;
  123. numOfMovedArts = 0;
  124. }
  125. CPlayerInterface::~CPlayerInterface()
  126. {
  127. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  128. delete showingDialog;
  129. delete cingconsole;
  130. if (LOCPLINT == this)
  131. LOCPLINT = nullptr;
  132. }
  133. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  134. {
  135. cb = CB;
  136. env = ENV;
  137. CCS->musich->loadTerrainMusicThemes();
  138. initializeHeroTownList();
  139. adventureInt.reset(new AdventureMapInterface());
  140. }
  141. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  142. {
  143. EVENT_HANDLER_CALLED_BY_CLIENT;
  144. if (player == playerID)
  145. {
  146. makingTurn = false;
  147. // remove all active dialogs that do not expect query answer
  148. for (;;)
  149. {
  150. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  151. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  152. if(adventureWindow != nullptr)
  153. break;
  154. if(infoWindow && infoWindow->ID != QueryID::NONE)
  155. break;
  156. if (infoWindow)
  157. infoWindow->close();
  158. else
  159. GH.windows().popWindows(1);
  160. }
  161. if(castleInt)
  162. castleInt->close();
  163. castleInt = nullptr;
  164. // remove all pending dialogs that do not expect query answer
  165. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  166. return window->ID == QueryID::NONE;
  167. });
  168. }
  169. }
  170. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  171. {
  172. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  173. {
  174. // after map load - remove all active windows and replace them with adventure map
  175. GH.windows().clear();
  176. GH.windows().pushWindow(adventureInt);
  177. }
  178. EVENT_HANDLER_CALLED_BY_CLIENT;
  179. if (player != playerID && LOCPLINT == this)
  180. {
  181. waitWhileDialog();
  182. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  183. if (makingTurn == false)
  184. adventureInt->onEnemyTurnStarted(player, isHuman);
  185. }
  186. }
  187. void CPlayerInterface::performAutosave()
  188. {
  189. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  190. if(frequency > 0 && cb->getDate() % frequency == 0)
  191. {
  192. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  193. std::string prefix = std::string();
  194. if(usePrefix)
  195. {
  196. prefix = settings["general"]["savePrefix"].String();
  197. if(prefix.empty())
  198. {
  199. std::string name = cb->getMapHeader()->name.toString();
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. std::string forbiddenChars("\\/:?\"<>| ");
  203. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  204. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  205. }
  206. }
  207. autosaveCount++;
  208. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  209. if(autosaveCountLimit > 0)
  210. {
  211. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  212. autosaveCount %= autosaveCountLimit;
  213. }
  214. else
  215. {
  216. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  217. + std::to_string(cb->getDate(Date::WEEK))
  218. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  219. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  220. }
  221. }
  222. }
  223. void CPlayerInterface::gamePause(bool pause)
  224. {
  225. cb->gamePause(pause);
  226. }
  227. void CPlayerInterface::yourTurn(QueryID queryID)
  228. {
  229. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  230. EVENT_HANDLER_CALLED_BY_CLIENT;
  231. int humanPlayersCount = 0;
  232. for(const auto & info : cb->getStartInfo()->playerInfos)
  233. if (info.second.isControlledByHuman())
  234. humanPlayersCount++;
  235. bool hotseatWait = humanPlayersCount > 1;
  236. LOCPLINT = this;
  237. GH.curInt = this;
  238. NotificationHandler::notify("Your turn");
  239. if(settings["general"]["startTurnAutosave"].Bool())
  240. {
  241. performAutosave();
  242. }
  243. if (hotseatWait) //hot seat or MP message
  244. {
  245. adventureInt->onHotseatWaitStarted(playerID);
  246. makingTurn = true;
  247. std::string msg = CGI->generaltexth->allTexts[13];
  248. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  249. std::vector<std::shared_ptr<CComponent>> cmp;
  250. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  251. showInfoDialog(msg, cmp);
  252. }
  253. else
  254. {
  255. makingTurn = true;
  256. adventureInt->onPlayerTurnStarted(playerID);
  257. }
  258. acceptTurn(queryID, hotseatWait);
  259. }
  260. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  261. {
  262. if (settings["session"]["autoSkip"].Bool())
  263. {
  264. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  265. iw->close();
  266. }
  267. if(hotseatWait)
  268. {
  269. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  270. adventureInt->onPlayerTurnStarted(playerID);
  271. }
  272. // warn player if he has no town
  273. if (cb->howManyTowns() == 0)
  274. {
  275. auto playerColor = *cb->getPlayerID();
  276. std::vector<Component> components;
  277. components.emplace_back(ComponentType::FLAG, playerColor);
  278. MetaString text;
  279. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  280. if(optDaysWithoutCastle)
  281. {
  282. auto daysWithoutCastle = optDaysWithoutCastle.value();
  283. if (daysWithoutCastle < 6)
  284. {
  285. 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.
  286. text.replaceName(playerColor);
  287. text.replaceNumber(7 - daysWithoutCastle);
  288. }
  289. else if (daysWithoutCastle == 6)
  290. {
  291. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  292. text.replaceName(playerColor);
  293. }
  294. showInfoDialogAndWait(components, text);
  295. }
  296. else
  297. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  298. }
  299. cb->selectionMade(0, queryID);
  300. movementController->onPlayerTurnStarted();
  301. }
  302. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  303. {
  304. EVENT_HANDLER_CALLED_BY_CLIENT;
  305. waitWhileDialog();
  306. if(LOCPLINT != this)
  307. return;
  308. //FIXME: read once and store
  309. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  310. return;
  311. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  312. if (!hero)
  313. return;
  314. movementController->onTryMoveHero(hero, details);
  315. }
  316. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  317. {
  318. EVENT_HANDLER_CALLED_BY_CLIENT;
  319. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  320. // if hero is not in town garrison
  321. if (vstd::contains(localState->getWanderingHeroes(), hero))
  322. localState->removeWanderingHero(hero);
  323. adventureInt->onHeroChanged(hero);
  324. localState->erasePath(hero);
  325. }
  326. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  327. {
  328. EVENT_HANDLER_CALLED_BY_CLIENT;
  329. if(start && visitedObj)
  330. {
  331. if(visitedObj->getVisitSound())
  332. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  333. }
  334. }
  335. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  336. {
  337. EVENT_HANDLER_CALLED_BY_CLIENT;
  338. localState->addWanderingHero(hero);
  339. adventureInt->onHeroChanged(hero);
  340. }
  341. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  342. {
  343. if(castleInt)
  344. castleInt->close();
  345. castleInt = nullptr;
  346. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  347. GH.windows().pushWindow(newCastleInt);
  348. }
  349. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  350. {
  351. EVENT_HANDLER_CALLED_BY_CLIENT;
  352. if (which == PrimarySkill::EXPERIENCE)
  353. {
  354. for(auto ctw : GH.windows().findWindows<CMarketWindow>())
  355. ctw->updateHero();
  356. }
  357. else
  358. adventureInt->onHeroChanged(hero);
  359. }
  360. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  364. cuw->redraw();
  365. }
  366. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  367. {
  368. EVENT_HANDLER_CALLED_BY_CLIENT;
  369. adventureInt->onHeroChanged(hero);
  370. if (makingTurn && hero->tempOwner == playerID)
  371. adventureInt->onHeroChanged(hero);
  372. }
  373. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  374. {
  375. EVENT_HANDLER_CALLED_BY_CLIENT;
  376. if (makingTurn && hero->tempOwner == playerID)
  377. adventureInt->onHeroChanged(hero);
  378. }
  379. void CPlayerInterface::receivedResource()
  380. {
  381. EVENT_HANDLER_CALLED_BY_CLIENT;
  382. for (auto mw : GH.windows().findWindows<CMarketWindow>())
  383. mw->updateResource();
  384. GH.windows().totalRedraw();
  385. }
  386. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. waitWhileDialog();
  390. CCS->soundh->playSound(soundBase::heroNewLevel);
  391. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  392. {
  393. cb->selectionMade(selection, queryID);
  394. });
  395. }
  396. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. waitWhileDialog();
  400. CCS->soundh->playSound(soundBase::heroNewLevel);
  401. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  402. {
  403. cb->selectionMade(selection, queryID);
  404. });
  405. }
  406. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  407. {
  408. EVENT_HANDLER_CALLED_BY_CLIENT;
  409. if(town->garrisonHero) //wandering hero moved to the garrison
  410. {
  411. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  412. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  413. localState->removeWanderingHero(town->garrisonHero);
  414. }
  415. if(town->visitingHero) //hero leaves garrison
  416. {
  417. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  418. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  419. localState->addWanderingHero(town->visitingHero);
  420. }
  421. adventureInt->onHeroChanged(nullptr);
  422. adventureInt->onTownChanged(town);
  423. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  424. if (cgh->holdsGarrison(town))
  425. cgh->updateGarrisons();
  426. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  427. ki->townChanged(town);
  428. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  429. GH.windows().totalRedraw();
  430. }
  431. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  432. {
  433. EVENT_HANDLER_CALLED_BY_CLIENT;
  434. if (hero->tempOwner != playerID )
  435. return;
  436. waitWhileDialog();
  437. openTownWindow(town);
  438. }
  439. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  440. {
  441. std::vector<const CArmedInstance *> instances;
  442. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  443. instances.push_back(obj);
  444. if(id2 != ObjectInstanceID() && id2 != id1)
  445. {
  446. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  447. instances.push_back(obj);
  448. }
  449. garrisonsChanged(instances);
  450. }
  451. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  452. {
  453. for (auto object : objs)
  454. {
  455. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  456. auto * town = dynamic_cast<const CGTownInstance*>(object);
  457. if (town)
  458. adventureInt->onTownChanged(town);
  459. if (hero)
  460. {
  461. adventureInt->onHeroChanged(hero);
  462. if(hero->inTownGarrison && hero->visitedTown != town)
  463. adventureInt->onTownChanged(hero->visitedTown);
  464. }
  465. }
  466. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  467. if (cgh->holdsGarrisons(objs))
  468. cgh->updateGarrisons();
  469. GH.windows().totalRedraw();
  470. }
  471. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  472. {
  473. EVENT_HANDLER_CALLED_BY_CLIENT;
  474. adventureInt->onTownChanged(town);
  475. if (castleInt)
  476. {
  477. castleInt->townlist->updateElement(town);
  478. if (castleInt->town == town)
  479. {
  480. switch(what)
  481. {
  482. case 1:
  483. CCS->soundh->playSound(soundBase::newBuilding);
  484. castleInt->addBuilding(buildingID);
  485. break;
  486. case 2:
  487. castleInt->removeBuilding(buildingID);
  488. break;
  489. }
  490. }
  491. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  492. GH.windows().totalRedraw();
  493. }
  494. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  495. cgh->buildChanged();
  496. }
  497. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  498. {
  499. movementController->onBattleStarted();
  500. //Don't wait for dialogs when we are non-active hot-seat player
  501. if (LOCPLINT == this)
  502. waitForAllDialogs();
  503. }
  504. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  505. {
  506. EVENT_HANDLER_CALLED_BY_CLIENT;
  507. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  508. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  509. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  510. {
  511. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  512. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  513. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  514. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  515. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  516. isAutoFightOn = true;
  517. cb->registerBattleInterface(autofightingAI);
  518. }
  519. //Don't wait for dialogs when we are non-active hot-seat player
  520. if (LOCPLINT == this)
  521. waitForAllDialogs();
  522. BATTLE_EVENT_POSSIBLE_RETURN;
  523. }
  524. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  525. {
  526. EVENT_HANDLER_CALLED_BY_CLIENT;
  527. BATTLE_EVENT_POSSIBLE_RETURN;
  528. for(auto & info : units)
  529. {
  530. switch(info.operation)
  531. {
  532. case UnitChanges::EOperation::RESET_STATE:
  533. {
  534. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  535. if(!stack)
  536. {
  537. logGlobal->error("Invalid unit ID %d", info.id);
  538. continue;
  539. }
  540. battleInt->stackReset(stack);
  541. }
  542. break;
  543. case UnitChanges::EOperation::REMOVE:
  544. battleInt->stackRemoved(info.id);
  545. break;
  546. case UnitChanges::EOperation::ADD:
  547. {
  548. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  549. if(!unit)
  550. {
  551. logGlobal->error("Invalid unit ID %d", info.id);
  552. continue;
  553. }
  554. battleInt->stackAdded(unit);
  555. }
  556. break;
  557. default:
  558. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  559. break;
  560. }
  561. }
  562. }
  563. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  564. {
  565. EVENT_HANDLER_CALLED_BY_CLIENT;
  566. BATTLE_EVENT_POSSIBLE_RETURN;
  567. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  568. std::vector<ObstacleChanges> removedObstacles;
  569. for(auto & change : obstacles)
  570. {
  571. if(change.operation == BattleChanges::EOperation::ADD)
  572. {
  573. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  574. if(instance)
  575. newObstacles.push_back(instance);
  576. else
  577. logNetwork->error("Invalid obstacle instance %d", change.id);
  578. }
  579. if(change.operation == BattleChanges::EOperation::REMOVE)
  580. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  581. }
  582. if (!newObstacles.empty())
  583. battleInt->obstaclePlaced(newObstacles);
  584. if (!removedObstacles.empty())
  585. battleInt->obstacleRemoved(removedObstacles);
  586. battleInt->fieldController->redrawBackgroundWithHexes();
  587. }
  588. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  589. {
  590. EVENT_HANDLER_CALLED_BY_CLIENT;
  591. BATTLE_EVENT_POSSIBLE_RETURN;
  592. battleInt->stackIsCatapulting(ca);
  593. }
  594. void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  595. {
  596. EVENT_HANDLER_CALLED_BY_CLIENT;
  597. BATTLE_EVENT_POSSIBLE_RETURN;
  598. battleInt->newRound();
  599. }
  600. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. BATTLE_EVENT_POSSIBLE_RETURN;
  604. battleInt->startAction(action);
  605. }
  606. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  607. {
  608. EVENT_HANDLER_CALLED_BY_CLIENT;
  609. BATTLE_EVENT_POSSIBLE_RETURN;
  610. battleInt->endAction(action);
  611. }
  612. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  616. assert(!cb->getBattle(battleID)->battleIsFinished());
  617. if (cb->getBattle(battleID)->battleIsFinished())
  618. {
  619. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  620. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  621. return ;
  622. }
  623. if (autofightingAI)
  624. {
  625. if (isAutoFightOn)
  626. {
  627. //FIXME: we want client rendering to proceed while AI is making actions
  628. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  629. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  630. autofightingAI->activeStack(battleID, stack);
  631. return;
  632. }
  633. cb->unregisterBattleInterface(autofightingAI);
  634. autofightingAI.reset();
  635. }
  636. assert(battleInt);
  637. if(!battleInt)
  638. {
  639. // probably battle is finished already
  640. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  641. }
  642. battleInt->stackActivated(stack);
  643. }
  644. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  645. {
  646. EVENT_HANDLER_CALLED_BY_CLIENT;
  647. if(isAutoFightOn || autofightingAI)
  648. {
  649. isAutoFightOn = false;
  650. cb->unregisterBattleInterface(autofightingAI);
  651. autofightingAI.reset();
  652. if(!battleInt)
  653. {
  654. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  655. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  656. if (allowManualReplay || isAutoFightEndBattle)
  657. {
  658. wnd->resultCallback = [=](ui32 selection)
  659. {
  660. cb->selectionMade(selection, queryID);
  661. };
  662. }
  663. isAutoFightEndBattle = false;
  664. GH.windows().pushWindow(wnd);
  665. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  666. // Otherwise NewTurn causes freeze.
  667. waitWhileDialog();
  668. return;
  669. }
  670. }
  671. BATTLE_EVENT_POSSIBLE_RETURN;
  672. battleInt->battleFinished(*br, queryID);
  673. }
  674. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. battleInt->displayBattleLog(lines);
  679. }
  680. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->stackMoved(stack, dest, distance, teleport);
  685. }
  686. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. battleInt->spellCast(sc);
  691. }
  692. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. battleInt->battleStacksEffectsSet(sse);
  697. }
  698. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. battleInt->effectsController->battleTriggerEffect(bte);
  703. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  704. {
  705. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  706. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  707. }
  708. }
  709. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  710. {
  711. EVENT_HANDLER_CALLED_BY_CLIENT;
  712. BATTLE_EVENT_POSSIBLE_RETURN;
  713. std::vector<StackAttackedInfo> arg;
  714. for(auto & elem : bsa)
  715. {
  716. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  717. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  718. assert(defender);
  719. StackAttackedInfo info;
  720. info.defender = defender;
  721. info.attacker = attacker;
  722. info.damageDealt = elem.damageAmount;
  723. info.amountKilled = elem.killedAmount;
  724. info.spellEffect = SpellID::NONE;
  725. info.indirectAttack = ranged;
  726. info.killed = elem.killed();
  727. info.rebirth = elem.willRebirth();
  728. info.cloneKilled = elem.cloneKilled();
  729. info.fireShield = elem.fireShield();
  730. if (elem.isSpell())
  731. info.spellEffect = elem.spellID;
  732. arg.push_back(info);
  733. }
  734. battleInt->stacksAreAttacked(arg);
  735. }
  736. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  737. {
  738. EVENT_HANDLER_CALLED_BY_CLIENT;
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. StackAttackInfo info;
  741. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  742. info.defender = nullptr;
  743. info.indirectAttack = ba->shot();
  744. info.lucky = ba->lucky();
  745. info.unlucky = ba->unlucky();
  746. info.deathBlow = ba->deathBlow();
  747. info.lifeDrain = ba->lifeDrain();
  748. info.tile = ba->tile;
  749. info.spellEffect = SpellID::NONE;
  750. if (ba->spellLike())
  751. info.spellEffect = ba->spellID;
  752. for(auto & elem : ba->bsa)
  753. {
  754. if(!elem.isSecondary())
  755. {
  756. assert(info.defender == nullptr);
  757. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  758. }
  759. else
  760. {
  761. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  762. }
  763. }
  764. assert(info.defender != nullptr);
  765. assert(info.attacker != nullptr);
  766. battleInt->stackAttacking(info);
  767. }
  768. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. BATTLE_EVENT_POSSIBLE_RETURN;
  772. battleInt->gateStateChanged(state);
  773. }
  774. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  775. {
  776. EVENT_HANDLER_CALLED_BY_CLIENT;
  777. }
  778. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  779. {
  780. EVENT_HANDLER_CALLED_BY_CLIENT;
  781. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  782. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  783. if(autoTryHover || type == EInfoWindowMode::INFO)
  784. {
  785. waitWhileDialog(); //Fix for mantis #98
  786. adventureInt->showInfoBoxMessage(components, text, timer);
  787. // 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
  788. movementController->requestMovementAbort();
  789. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  790. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  791. return;
  792. }
  793. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  794. {
  795. return;
  796. }
  797. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  798. do
  799. {
  800. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  801. std::vector<std::shared_ptr<CComponent>> intComps;
  802. for (auto & component : sender)
  803. intComps.push_back(std::make_shared<CComponent>(component));
  804. showInfoDialog(text,intComps,soundID);
  805. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  806. }
  807. while(!vect.empty());
  808. }
  809. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  810. {
  811. std::vector<std::shared_ptr<CComponent>> intComps;
  812. intComps.push_back(component);
  813. showInfoDialog(text, intComps, soundBase::sound_todo);
  814. }
  815. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  816. {
  817. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  818. waitWhileDialog();
  819. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  820. {
  821. return;
  822. }
  823. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  824. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  825. {
  826. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  827. showingDialog->setBusy();
  828. movementController->requestMovementAbort(); // interrupt movement to show dialog
  829. GH.windows().pushWindow(temp);
  830. }
  831. else
  832. {
  833. dialogs.push_back(temp);
  834. }
  835. }
  836. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. std::string str = text.toString();
  840. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  841. waitWhileDialog();
  842. }
  843. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  844. {
  845. movementController->requestMovementAbort();
  846. LOCPLINT->showingDialog->setBusy();
  847. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  848. }
  849. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  850. {
  851. EVENT_HANDLER_CALLED_BY_CLIENT;
  852. waitWhileDialog();
  853. movementController->requestMovementAbort();
  854. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  855. if (!selection && cancel) //simple yes/no dialog
  856. {
  857. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  858. {
  859. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  860. return;
  861. }
  862. std::vector<std::shared_ptr<CComponent>> intComps;
  863. for (auto & component : components)
  864. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  865. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  866. }
  867. else if (selection)
  868. {
  869. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  870. for (auto & component : components)
  871. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  872. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  873. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  874. if (cancel)
  875. {
  876. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  877. }
  878. int charperline = 35;
  879. if (pom.size() > 1)
  880. charperline = 50;
  881. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  882. intComps[0]->clickPressed(GH.getCursorPosition());
  883. intComps[0]->clickReleased(GH.getCursorPosition());
  884. }
  885. }
  886. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  887. {
  888. EVENT_HANDLER_CALLED_BY_CLIENT;
  889. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  890. }
  891. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  892. {
  893. EVENT_HANDLER_CALLED_BY_CLIENT;
  894. std::vector<ObjectInstanceID> tmpObjects;
  895. if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
  896. {
  897. // sorting towns (like in client)
  898. std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
  899. for(auto town : Towns)
  900. for(auto item : objects)
  901. if(town == cb->getObj(item))
  902. tmpObjects.push_back(item);
  903. }
  904. else // other object list than town
  905. tmpObjects = objects;
  906. auto selectCallback = [=](int selection)
  907. {
  908. cb->sendQueryReply(selection, askID);
  909. };
  910. auto cancelCallback = [=]()
  911. {
  912. cb->sendQueryReply(std::nullopt, askID);
  913. };
  914. const std::string localTitle = title.toString();
  915. const std::string localDescription = description.toString();
  916. std::vector<int> tempList;
  917. tempList.reserve(tmpObjects.size());
  918. for(auto item : tmpObjects)
  919. tempList.push_back(item.getNum());
  920. CComponent localIconC(icon);
  921. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  922. localIconC.removeChild(localIcon.get(), false);
  923. std::vector<std::shared_ptr<IImage>> images;
  924. for(auto & obj : tmpObjects)
  925. {
  926. if(!settings["general"]["enableUiEnhancements"].Bool())
  927. break;
  928. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  929. if(t)
  930. {
  931. std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
  932. a->preload();
  933. images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
  934. }
  935. }
  936. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  937. wnd->onExit = cancelCallback;
  938. wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
  939. wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
  940. GH.windows().pushWindow(wnd);
  941. }
  942. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  946. adventureInt->onMapTilesChanged(pos);
  947. }
  948. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. adventureInt->onMapTilesChanged(pos);
  952. }
  953. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  954. {
  955. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  956. }
  957. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  961. {
  962. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  963. fortScreen->creaturesChangedEventHandler();
  964. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  965. if(castleInterface->town == town)
  966. castleInterface->creaturesChangedEventHandler();
  967. if (townObj)
  968. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  969. ki->townChanged(townObj);
  970. }
  971. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  972. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  973. {
  974. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  975. if (crw->dwelling == town)
  976. crw->availableCreaturesChanged();
  977. }
  978. }
  979. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  980. {
  981. EVENT_HANDLER_CALLED_BY_CLIENT;
  982. if (bonus.type == BonusType::NONE)
  983. return;
  984. adventureInt->onHeroChanged(hero);
  985. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  986. {
  987. //recalculate paths because hero has lost bonus influencing pathfinding
  988. localState->erasePath(hero);
  989. }
  990. }
  991. void CPlayerInterface::saveGame( BinarySerializer & h )
  992. {
  993. EVENT_HANDLER_CALLED_BY_CLIENT;
  994. localState->serialize(h);
  995. }
  996. void CPlayerInterface::loadGame( BinaryDeserializer & h )
  997. {
  998. EVENT_HANDLER_CALLED_BY_CLIENT;
  999. localState->serialize(h);
  1000. firstCall = -1;
  1001. }
  1002. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1003. {
  1004. assert(h);
  1005. assert(!showingDialog->isBusy());
  1006. assert(dialogs.empty());
  1007. LOG_TRACE(logGlobal);
  1008. if (!LOCPLINT->makingTurn)
  1009. return;
  1010. if (!h)
  1011. return; //can't find hero
  1012. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1013. if (showingDialog->isBusy() || !dialogs.empty())
  1014. return;
  1015. if (localState->isHeroSleeping(h))
  1016. localState->setHeroAwaken(h);
  1017. movementController->requestMovementStart(h, path);
  1018. }
  1019. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1020. {
  1021. EVENT_HANDLER_CALLED_BY_CLIENT;
  1022. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1023. if (movementController->isHeroMovingThroughGarrison(down, up))
  1024. {
  1025. onEnd();
  1026. return;
  1027. }
  1028. waitForAllDialogs();
  1029. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1030. cgw->quit->addCallback(onEnd);
  1031. GH.windows().pushWindow(cgw);
  1032. }
  1033. /**
  1034. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1035. * into a combinational one on an artifact screen. Does not require the combination of
  1036. * artifacts to be legal.
  1037. */
  1038. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1039. {
  1040. std::string text = artifact->getDescriptionTranslated();
  1041. text += "\n\n";
  1042. std::vector<std::shared_ptr<CComponent>> scs;
  1043. if(assembledArtifact)
  1044. {
  1045. // You possess all of the components to...
  1046. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1047. // Picture of assembled artifact at bottom.
  1048. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1049. scs.push_back(sc);
  1050. }
  1051. else
  1052. {
  1053. // Do you wish to disassemble this artifact?
  1054. text += CGI->generaltexth->allTexts[733];
  1055. }
  1056. showYesNoDialog(text, onYes, nullptr, scs);
  1057. }
  1058. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1059. {
  1060. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1061. movementController->onMoveHeroApplied();
  1062. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1063. movementController->onQueryReplyApplied();
  1064. }
  1065. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1066. {
  1067. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1068. }
  1069. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1070. {
  1071. EVENT_HANDLER_CALLED_BY_CLIENT;
  1072. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1073. }
  1074. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1075. {
  1076. if (sop->what == ObjProperty::OWNER)
  1077. {
  1078. const CGObjectInstance * obj = cb->getObj(sop->id);
  1079. if(obj->ID == Obj::TOWN)
  1080. {
  1081. auto town = static_cast<const CGTownInstance *>(obj);
  1082. if(obj->tempOwner == playerID)
  1083. {
  1084. localState->removeOwnedTown(town);
  1085. adventureInt->onTownChanged(town);
  1086. }
  1087. }
  1088. }
  1089. }
  1090. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1091. {
  1092. EVENT_HANDLER_CALLED_BY_CLIENT;
  1093. if (sop->what == ObjProperty::OWNER)
  1094. {
  1095. const CGObjectInstance * obj = cb->getObj(sop->id);
  1096. if(obj->ID == Obj::TOWN)
  1097. {
  1098. auto town = static_cast<const CGTownInstance *>(obj);
  1099. if(obj->tempOwner == playerID)
  1100. {
  1101. localState->addOwnedTown(town);
  1102. adventureInt->onTownChanged(town);
  1103. }
  1104. }
  1105. //redraw minimap if owner changed
  1106. std::set<int3> pos = obj->getBlockedPos();
  1107. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1108. adventureInt->onMapTilesChanged(upos);
  1109. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1110. }
  1111. }
  1112. void CPlayerInterface::initializeHeroTownList()
  1113. {
  1114. if(localState->getWanderingHeroes().empty())
  1115. {
  1116. for(auto & hero : cb->getHeroesInfo())
  1117. {
  1118. if(!hero->inTownGarrison)
  1119. localState->addWanderingHero(hero);
  1120. }
  1121. }
  1122. if(localState->getOwnedTowns().empty())
  1123. {
  1124. for(auto & town : cb->getTownsInfo())
  1125. localState->addOwnedTown(town);
  1126. }
  1127. if(adventureInt)
  1128. adventureInt->onHeroChanged(nullptr);
  1129. }
  1130. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1131. {
  1132. EVENT_HANDLER_CALLED_BY_CLIENT;
  1133. waitWhileDialog();
  1134. auto recruitCb = [=](CreatureID id, int count)
  1135. {
  1136. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1137. };
  1138. auto closeCb = [=]()
  1139. {
  1140. cb->selectionMade(0, queryID);
  1141. };
  1142. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1143. }
  1144. void CPlayerInterface::waitWhileDialog()
  1145. {
  1146. if (GH.amIGuiThread())
  1147. {
  1148. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1149. return;
  1150. }
  1151. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1152. showingDialog->waitWhileBusy();
  1153. }
  1154. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1155. {
  1156. EVENT_HANDLER_CALLED_BY_CLIENT;
  1157. auto state = obj->shipyardStatus();
  1158. TResources cost;
  1159. obj->getBoatCost(cost);
  1160. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1161. }
  1162. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. //we might have built a boat in shipyard in opened town screen
  1166. if (obj->ID == Obj::BOAT
  1167. && LOCPLINT->castleInt
  1168. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1169. {
  1170. CCS->soundh->playSound(soundBase::newBuilding);
  1171. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1172. }
  1173. }
  1174. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1175. {
  1176. EVENT_HANDLER_CALLED_BY_CLIENT;
  1177. waitWhileDialog();
  1178. CCS->curh->hide();
  1179. adventureInt->centerOnTile(pos);
  1180. if (focusTime)
  1181. {
  1182. GH.windows().totalRedraw();
  1183. {
  1184. IgnoreEvents ignore(*this);
  1185. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1186. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1187. }
  1188. }
  1189. CCS->curh->show();
  1190. }
  1191. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1192. {
  1193. EVENT_HANDLER_CALLED_BY_CLIENT;
  1194. if(playerID == initiator && obj->getRemovalSound())
  1195. {
  1196. waitWhileDialog();
  1197. CCS->soundh->playSound(obj->getRemovalSound().value());
  1198. }
  1199. CGI->mh->waitForOngoingAnimations();
  1200. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1201. {
  1202. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1203. heroKilled(h);
  1204. }
  1205. GH.fakeMouseMove();
  1206. }
  1207. void CPlayerInterface::objectRemovedAfter()
  1208. {
  1209. EVENT_HANDLER_CALLED_BY_CLIENT;
  1210. adventureInt->onMapTilesChanged(boost::none);
  1211. // visiting or garrisoned hero removed - update window
  1212. if (castleInt)
  1213. castleInt->updateGarrisons();
  1214. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1215. ki->heroRemoved();
  1216. }
  1217. void CPlayerInterface::playerBlocked(int reason, bool start)
  1218. {
  1219. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1220. {
  1221. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1222. {
  1223. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1224. LOCPLINT = this;
  1225. GH.curInt = this;
  1226. adventureInt->onCurrentPlayerChanged(playerID);
  1227. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1228. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1229. std::vector<std::shared_ptr<CComponent>> cmp;
  1230. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1231. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1232. showInfoDialog(msg, cmp);
  1233. makingTurn = false;
  1234. }
  1235. }
  1236. }
  1237. void CPlayerInterface::update()
  1238. {
  1239. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1240. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1241. // While mutexes were locked away we may be have stopped being the active interface
  1242. if (LOCPLINT != this)
  1243. return;
  1244. //if there are any waiting dialogs, show them
  1245. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->isBusy())
  1246. {
  1247. showingDialog->setBusy();
  1248. GH.windows().pushWindow(dialogs.front());
  1249. dialogs.pop_front();
  1250. }
  1251. assert(adventureInt);
  1252. // Handles mouse and key input
  1253. GH.handleEvents();
  1254. GH.windows().simpleRedraw();
  1255. }
  1256. void CPlayerInterface::endNetwork()
  1257. {
  1258. showingDialog->requestTermination();
  1259. }
  1260. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1261. {
  1262. using namespace boost::filesystem;
  1263. using namespace boost::algorithm;
  1264. path gamesDir = VCMIDirs::get().userSavePath();
  1265. std::map<std::time_t, int> dates; //save number => datestamp
  1266. const directory_iterator enddir;
  1267. if (!exists(gamesDir))
  1268. create_directory(gamesDir);
  1269. else
  1270. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1271. {
  1272. if (is_regular_file(dir->status()))
  1273. {
  1274. std::string name = dir->path().filename().string();
  1275. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1276. {
  1277. char nr = name[namePrefix.size()];
  1278. if (std::isdigit(nr))
  1279. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1280. }
  1281. }
  1282. }
  1283. if (!dates.empty())
  1284. return (--dates.end())->second; //return latest file number
  1285. return 0;
  1286. }
  1287. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1288. {
  1289. EVENT_HANDLER_CALLED_BY_CLIENT;
  1290. if (player == playerID)
  1291. {
  1292. if (victoryLossCheckResult.loss())
  1293. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1294. assert(GH.curInt == LOCPLINT);
  1295. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1296. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1297. GH.curInt = this; //waiting for dialogs requires this to get events
  1298. if(!makingTurn)
  1299. {
  1300. makingTurn = true; //also needed for dialog to show with current implementation
  1301. waitForAllDialogs();
  1302. makingTurn = false;
  1303. }
  1304. else
  1305. waitForAllDialogs();
  1306. GH.curInt = previousInterface;
  1307. LOCPLINT = previousInterface;
  1308. }
  1309. }
  1310. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1311. {
  1312. EVENT_HANDLER_CALLED_BY_CLIENT;
  1313. }
  1314. void CPlayerInterface::showPuzzleMap()
  1315. {
  1316. EVENT_HANDLER_CALLED_BY_CLIENT;
  1317. waitWhileDialog();
  1318. //TODO: interface should not know the real position of Grail...
  1319. double ratio = 0;
  1320. int3 grailPos = cb->getGrailPos(&ratio);
  1321. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1322. }
  1323. void CPlayerInterface::viewWorldMap()
  1324. {
  1325. adventureInt->openWorldView();
  1326. }
  1327. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1328. {
  1329. EVENT_HANDLER_CALLED_BY_CLIENT;
  1330. if(GH.windows().topWindow<CSpellWindow>())
  1331. GH.windows().popWindows(1);
  1332. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1333. localState->erasePath(caster);
  1334. auto castSoundPath = spellID.toSpell()->getCastSound();
  1335. if(!castSoundPath.empty())
  1336. CCS->soundh->playSound(castSoundPath);
  1337. }
  1338. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1339. {
  1340. int msgToShow = -1;
  1341. const auto diggingStatus = h->diggingStatus();
  1342. switch(diggingStatus)
  1343. {
  1344. case EDiggingStatus::CAN_DIG:
  1345. break;
  1346. case EDiggingStatus::LACK_OF_MOVEMENT:
  1347. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1348. break;
  1349. case EDiggingStatus::TILE_OCCUPIED:
  1350. msgToShow = 97; //Try searching on clear ground.
  1351. break;
  1352. case EDiggingStatus::WRONG_TERRAIN:
  1353. msgToShow = 60; ////Try looking on land!
  1354. break;
  1355. case EDiggingStatus::BACKPACK_IS_FULL:
  1356. msgToShow = 247; //Searching for the Grail is fruitless...
  1357. break;
  1358. default:
  1359. assert(0);
  1360. }
  1361. if(msgToShow < 0)
  1362. cb->dig(h);
  1363. else
  1364. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1365. }
  1366. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1367. {
  1368. EVENT_HANDLER_CALLED_BY_CLIENT;
  1369. BATTLE_EVENT_POSSIBLE_RETURN;
  1370. battleInt->newRoundFirst();
  1371. }
  1372. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1373. {
  1374. EVENT_HANDLER_CALLED_BY_CLIENT;
  1375. auto onWindowClosed = [this, queryID](){
  1376. cb->selectionMade(0, queryID);
  1377. };
  1378. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1379. {
  1380. // compatibility check, safe to remove for 1.6
  1381. // 1.4 saves loaded in 1.5 will not be able to visit Altar of Sacrifice due to Altar now requiring different map object class
  1382. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1383. onWindowClosed();
  1384. return;
  1385. }
  1386. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1387. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1388. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1389. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1390. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1391. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1392. else if(!market->availableModes().empty())
  1393. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1394. }
  1395. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. auto onWindowClosed = [this, queryID](){
  1399. cb->selectionMade(0, queryID);
  1400. };
  1401. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1402. }
  1403. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1404. {
  1405. EVENT_HANDLER_CALLED_BY_CLIENT;
  1406. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1407. }
  1408. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1409. {
  1410. EVENT_HANDLER_CALLED_BY_CLIENT;
  1411. for (auto cmw : GH.windows().findWindows<CMarketWindow>())
  1412. cmw->updateArtifacts();
  1413. }
  1414. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1415. {
  1416. EVENT_HANDLER_CALLED_BY_CLIENT;
  1417. auto onWindowClosed = [this, queryID](){
  1418. if (queryID != QueryID::NONE)
  1419. cb->selectionMade(0, queryID);
  1420. };
  1421. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1422. }
  1423. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1424. {
  1425. EVENT_HANDLER_CALLED_BY_CLIENT;
  1426. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1427. }
  1428. void CPlayerInterface::showQuestLog()
  1429. {
  1430. EVENT_HANDLER_CALLED_BY_CLIENT;
  1431. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1432. }
  1433. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1434. {
  1435. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1436. {
  1437. MetaString txt;
  1438. obj->getProblemText(txt);
  1439. showInfoDialog(txt.toString());
  1440. }
  1441. else
  1442. showShipyardDialog(obj);
  1443. }
  1444. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1445. {
  1446. if(auto hero = cb->getHero(al.artHolder))
  1447. {
  1448. auto art = hero->getArt(al.slot);
  1449. if(art == nullptr)
  1450. {
  1451. logGlobal->error("artifact location %d points to nothing",
  1452. al.slot.num);
  1453. return;
  1454. }
  1455. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1456. }
  1457. }
  1458. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1462. }
  1463. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1464. {
  1465. EVENT_HANDLER_CALLED_BY_CLIENT;
  1466. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1467. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1468. artWin->artifactRemoved(al);
  1469. waitWhileDialog();
  1470. }
  1471. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1472. {
  1473. EVENT_HANDLER_CALLED_BY_CLIENT;
  1474. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1475. bool redraw = true;
  1476. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1477. if(numOfMovedArts != 0)
  1478. {
  1479. numOfMovedArts--;
  1480. if(numOfMovedArts != 0)
  1481. redraw = false;
  1482. }
  1483. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1484. artWin->artifactMoved(src, dst, redraw);
  1485. waitWhileDialog();
  1486. }
  1487. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1488. {
  1489. numOfMovedArts = numOfArts;
  1490. }
  1491. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1492. {
  1493. EVENT_HANDLER_CALLED_BY_CLIENT;
  1494. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1495. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1496. artWin->artifactAssembled(al);
  1497. }
  1498. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1499. {
  1500. EVENT_HANDLER_CALLED_BY_CLIENT;
  1501. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1502. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1503. artWin->artifactDisassembled(al);
  1504. }
  1505. void CPlayerInterface::waitForAllDialogs()
  1506. {
  1507. while(!dialogs.empty())
  1508. {
  1509. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1510. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1511. }
  1512. waitWhileDialog();
  1513. }
  1514. void CPlayerInterface::proposeLoadingGame()
  1515. {
  1516. showYesNoDialog(
  1517. CGI->generaltexth->allTexts[68],
  1518. []()
  1519. {
  1520. CSH->endGameplay();
  1521. GH.defActionsDef = 63;
  1522. CMM->menu->switchToTab("load");
  1523. },
  1524. nullptr
  1525. );
  1526. }
  1527. bool CPlayerInterface::capturedAllEvents()
  1528. {
  1529. if(movementController->isHeroMoving())
  1530. {
  1531. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1532. return true;
  1533. }
  1534. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1535. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1536. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1537. {
  1538. GH.input().ignoreEventsUntilInput();
  1539. return true;
  1540. }
  1541. return false;
  1542. }
  1543. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1544. {
  1545. EVENT_HANDLER_CALLED_BY_CLIENT;
  1546. adventureInt->openWorldView(objectPositions, showTerrain );
  1547. }
  1548. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1549. {
  1550. return std::nullopt;
  1551. }