CPlayerInterface.cpp 53 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833
  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 "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/BattleInterfaceClasses.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "gui/CGuiHandler.h"
  28. #include "gui/CursorHandler.h"
  29. #include "gui/WindowHandler.h"
  30. #include "mainmenu/CMainMenu.h"
  31. #include "mainmenu/CHighScoreScreen.h"
  32. #include "mapView/mapHandler.h"
  33. #include "media/IMusicPlayer.h"
  34. #include "media/ISoundPlayer.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/CConfigHandler.h"
  55. #include "../lib/texts/CGeneralTextHandler.h"
  56. #include "../lib/CPlayerState.h"
  57. #include "../lib/CRandomGenerator.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/CStopWatch.h"
  60. #include "../lib/CThreadHelper.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/RoadHandler.h"
  63. #include "../lib/StartInfo.h"
  64. #include "../lib/TerrainHandler.h"
  65. #include "../lib/UnlockGuard.h"
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/bonuses/Limiters.h"
  68. #include "../lib/bonuses/Propagators.h"
  69. #include "../lib/bonuses/Updaters.h"
  70. #include "../lib/gameState/CGameState.h"
  71. #include "../lib/mapObjects/CGMarket.h"
  72. #include "../lib/mapObjects/CGTownInstance.h"
  73. #include "../lib/mapObjects/MiscObjects.h"
  74. #include "../lib/mapObjects/ObjectTemplate.h"
  75. #include "../lib/mapping/CMapHeader.h"
  76. #include "../lib/networkPacks/PacksForClient.h"
  77. #include "../lib/networkPacks/PacksForClientBattle.h"
  78. #include "../lib/networkPacks/PacksForServer.h"
  79. #include "../lib/pathfinder/CGPathNode.h"
  80. #include "../lib/serializer/CTypeList.h"
  81. #include "../lib/serializer/ESerializationVersion.h"
  82. #include "../lib/spells/CSpellHandler.h"
  83. #include "../lib/texts/TextOperations.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that interface mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  88. CPlayerInterface * LOCPLINT;
  89. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  90. struct HeroObjectRetriever
  91. {
  92. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  93. {
  94. return h;
  95. }
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  97. {
  98. return nullptr;
  99. }
  100. };
  101. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  102. localState(std::make_unique<PlayerLocalState>(*this)),
  103. movementController(std::make_unique<HeroMovementController>()),
  104. artifactController(std::make_unique<ArtifactsUIController>())
  105. {
  106. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  107. LOCPLINT = this;
  108. playerID=Player;
  109. human=true;
  110. battleInt.reset();
  111. castleInt = nullptr;
  112. makingTurn = false;
  113. showingDialog = new ConditionalWait();
  114. cingconsole = new CInGameConsole();
  115. autosaveCount = 0;
  116. isAutoFightOn = false;
  117. isAutoFightEndBattle = false;
  118. ignoreEvents = false;
  119. }
  120. CPlayerInterface::~CPlayerInterface()
  121. {
  122. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  123. delete showingDialog;
  124. delete cingconsole;
  125. if (LOCPLINT == this)
  126. LOCPLINT = nullptr;
  127. }
  128. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  129. {
  130. cb = CB;
  131. env = ENV;
  132. CCS->musich->loadTerrainMusicThemes();
  133. initializeHeroTownList();
  134. adventureInt.reset(new AdventureMapInterface());
  135. }
  136. void CPlayerInterface::closeAllDialogs()
  137. {
  138. // remove all active dialogs that do not expect query answer
  139. while(true)
  140. {
  141. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  142. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  143. auto topWindow = GH.windows().topWindow<WindowBase>();
  144. if(adventureWindow != nullptr)
  145. break;
  146. if(infoWindow && infoWindow->ID != QueryID::NONE)
  147. break;
  148. if (topWindow == nullptr)
  149. throw std::runtime_error("Invalid or non-existing top window! Total windows: " + std::to_string(GH.windows().count()));
  150. topWindow->close();
  151. }
  152. }
  153. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  154. {
  155. EVENT_HANDLER_CALLED_BY_CLIENT;
  156. if (player == playerID)
  157. {
  158. makingTurn = false;
  159. closeAllDialogs();
  160. // remove all pending dialogs that do not expect query answer
  161. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  162. return window->ID == QueryID::NONE;
  163. });
  164. }
  165. }
  166. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  167. {
  168. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  169. {
  170. // after map load - remove all active windows and replace them with adventure map
  171. GH.windows().clear();
  172. GH.windows().pushWindow(adventureInt);
  173. }
  174. EVENT_HANDLER_CALLED_BY_CLIENT;
  175. if (player != playerID && LOCPLINT == this)
  176. {
  177. waitWhileDialog();
  178. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  179. if (makingTurn == false)
  180. adventureInt->onEnemyTurnStarted(player, isHuman);
  181. }
  182. }
  183. void CPlayerInterface::performAutosave()
  184. {
  185. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  186. if(frequency > 0 && cb->getDate() % frequency == 0)
  187. {
  188. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  189. std::string prefix = std::string();
  190. if(usePrefix)
  191. {
  192. prefix = settings["general"]["savePrefix"].String();
  193. if(prefix.empty())
  194. {
  195. std::string name = cb->getMapHeader()->name.toString();
  196. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  197. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  198. auto const & isSymbolIllegal = [&](char c) {
  199. static const std::string forbiddenChars("\\/:*?\"<>| ");
  200. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  201. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  202. return charForbidden || charNonprintable;
  203. };
  204. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  205. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  206. }
  207. }
  208. autosaveCount++;
  209. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  210. if(autosaveCountLimit > 0)
  211. {
  212. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  213. autosaveCount %= autosaveCountLimit;
  214. }
  215. else
  216. {
  217. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  218. + std::to_string(cb->getDate(Date::WEEK))
  219. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  220. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  221. }
  222. }
  223. }
  224. void CPlayerInterface::gamePause(bool pause)
  225. {
  226. cb->gamePause(pause);
  227. }
  228. void CPlayerInterface::yourTurn(QueryID queryID)
  229. {
  230. closeAllDialogs();
  231. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  232. EVENT_HANDLER_CALLED_BY_CLIENT;
  233. int humanPlayersCount = 0;
  234. for(const auto & info : cb->getStartInfo()->playerInfos)
  235. if (info.second.isControlledByHuman())
  236. humanPlayersCount++;
  237. bool hotseatWait = humanPlayersCount > 1;
  238. LOCPLINT = this;
  239. GH.curInt = this;
  240. NotificationHandler::notify("Your turn");
  241. if(settings["general"]["startTurnAutosave"].Bool())
  242. {
  243. performAutosave();
  244. }
  245. if (hotseatWait) //hot seat or MP message
  246. {
  247. adventureInt->onHotseatWaitStarted(playerID);
  248. makingTurn = true;
  249. std::string msg = CGI->generaltexth->allTexts[13];
  250. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  251. std::vector<std::shared_ptr<CComponent>> cmp;
  252. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  253. showInfoDialog(msg, cmp);
  254. }
  255. else
  256. {
  257. makingTurn = true;
  258. adventureInt->onPlayerTurnStarted(playerID);
  259. }
  260. acceptTurn(queryID, hotseatWait);
  261. }
  262. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  263. {
  264. if (settings["session"]["autoSkip"].Bool())
  265. {
  266. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  267. iw->close();
  268. }
  269. if(hotseatWait)
  270. {
  271. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  272. adventureInt->onPlayerTurnStarted(playerID);
  273. }
  274. // warn player if he has no town
  275. if (cb->howManyTowns() == 0)
  276. {
  277. auto playerColor = *cb->getPlayerID();
  278. std::vector<Component> components;
  279. components.emplace_back(ComponentType::FLAG, playerColor);
  280. MetaString text;
  281. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  282. if(optDaysWithoutCastle)
  283. {
  284. auto daysWithoutCastle = optDaysWithoutCastle.value();
  285. if (daysWithoutCastle < 6)
  286. {
  287. 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.
  288. text.replaceName(playerColor);
  289. text.replaceNumber(7 - daysWithoutCastle);
  290. }
  291. else if (daysWithoutCastle == 6)
  292. {
  293. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  294. text.replaceName(playerColor);
  295. }
  296. showInfoDialogAndWait(components, text);
  297. }
  298. else
  299. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  300. }
  301. cb->selectionMade(0, queryID);
  302. movementController->onPlayerTurnStarted();
  303. }
  304. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  305. {
  306. EVENT_HANDLER_CALLED_BY_CLIENT;
  307. waitWhileDialog();
  308. if(LOCPLINT != this)
  309. return;
  310. //FIXME: read once and store
  311. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  312. return;
  313. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  314. if (!hero)
  315. return;
  316. movementController->onTryMoveHero(hero, details);
  317. }
  318. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  319. {
  320. EVENT_HANDLER_CALLED_BY_CLIENT;
  321. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  322. // if hero is not in town garrison
  323. if (vstd::contains(localState->getWanderingHeroes(), hero))
  324. localState->removeWanderingHero(hero);
  325. adventureInt->onHeroChanged(hero);
  326. localState->erasePath(hero);
  327. }
  328. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  329. {
  330. EVENT_HANDLER_CALLED_BY_CLIENT;
  331. if(town->tempOwner == playerID)
  332. {
  333. localState->removeOwnedTown(town);
  334. adventureInt->onTownChanged(town);
  335. }
  336. }
  337. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  338. {
  339. EVENT_HANDLER_CALLED_BY_CLIENT;
  340. if(start && visitedObj)
  341. {
  342. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  343. if (visitSound)
  344. CCS->soundh->playSound(visitSound.value());
  345. }
  346. }
  347. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  348. {
  349. EVENT_HANDLER_CALLED_BY_CLIENT;
  350. localState->addWanderingHero(hero);
  351. adventureInt->onHeroChanged(hero);
  352. if(castleInt)
  353. CCS->soundh->playSound(soundBase::newBuilding);
  354. }
  355. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  356. {
  357. if(castleInt)
  358. castleInt->close();
  359. castleInt = nullptr;
  360. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  361. GH.windows().pushWindow(newCastleInt);
  362. }
  363. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. if (which == PrimarySkill::EXPERIENCE)
  367. {
  368. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  369. ctw->updateExperience();
  370. }
  371. else
  372. {
  373. adventureInt->onHeroChanged(hero);
  374. }
  375. }
  376. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  377. {
  378. EVENT_HANDLER_CALLED_BY_CLIENT;
  379. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  380. cuw->updateSecondarySkills();
  381. }
  382. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. adventureInt->onHeroChanged(hero);
  386. if (makingTurn && hero->tempOwner == playerID)
  387. adventureInt->onHeroChanged(hero);
  388. }
  389. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. if (makingTurn && hero->tempOwner == playerID)
  393. adventureInt->onHeroChanged(hero);
  394. }
  395. void CPlayerInterface::receivedResource()
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  399. mw->updateResources();
  400. GH.windows().totalRedraw();
  401. }
  402. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. waitWhileDialog();
  406. CCS->soundh->playSound(soundBase::heroNewLevel);
  407. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  408. {
  409. cb->selectionMade(selection, queryID);
  410. });
  411. }
  412. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. waitWhileDialog();
  416. CCS->soundh->playSound(soundBase::heroNewLevel);
  417. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  418. {
  419. cb->selectionMade(selection, queryID);
  420. });
  421. }
  422. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. if(town->garrisonHero) //wandering hero moved to the garrison
  426. {
  427. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  428. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  429. localState->removeWanderingHero(town->garrisonHero);
  430. }
  431. if(town->visitingHero) //hero leaves garrison
  432. {
  433. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  434. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  435. localState->addWanderingHero(town->visitingHero);
  436. }
  437. adventureInt->onHeroChanged(nullptr);
  438. adventureInt->onTownChanged(town);
  439. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  440. if (cgh->holdsGarrison(town))
  441. cgh->updateGarrisons();
  442. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  443. ki->townChanged(town);
  444. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  445. GH.windows().totalRedraw();
  446. }
  447. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  448. {
  449. EVENT_HANDLER_CALLED_BY_CLIENT;
  450. if (hero->tempOwner != playerID )
  451. return;
  452. waitWhileDialog();
  453. openTownWindow(town);
  454. }
  455. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  456. {
  457. std::vector<const CArmedInstance *> instances;
  458. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  459. instances.push_back(obj);
  460. if(id2 != ObjectInstanceID() && id2 != id1)
  461. {
  462. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  463. instances.push_back(obj);
  464. }
  465. garrisonsChanged(instances);
  466. }
  467. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  468. {
  469. for (auto object : objs)
  470. {
  471. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  472. auto * town = dynamic_cast<const CGTownInstance*>(object);
  473. if (town)
  474. adventureInt->onTownChanged(town);
  475. if (hero)
  476. {
  477. adventureInt->onHeroChanged(hero);
  478. if(hero->inTownGarrison && hero->visitedTown != town)
  479. adventureInt->onTownChanged(hero->visitedTown);
  480. }
  481. }
  482. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  483. if (cgh->holdsGarrisons(objs))
  484. cgh->updateGarrisons();
  485. GH.windows().totalRedraw();
  486. }
  487. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  488. {
  489. EVENT_HANDLER_CALLED_BY_CLIENT;
  490. adventureInt->onTownChanged(town);
  491. if (castleInt)
  492. {
  493. castleInt->townlist->updateElement(town);
  494. if (castleInt->town == town)
  495. {
  496. switch(what)
  497. {
  498. case 1:
  499. CCS->soundh->playSound(soundBase::newBuilding);
  500. castleInt->addBuilding(buildingID);
  501. break;
  502. case 2:
  503. castleInt->removeBuilding(buildingID);
  504. break;
  505. }
  506. }
  507. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  508. GH.windows().totalRedraw();
  509. }
  510. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  511. cgh->buildChanged();
  512. }
  513. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  514. {
  515. movementController->onBattleStarted();
  516. waitForAllDialogs();
  517. }
  518. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  519. {
  520. EVENT_HANDLER_CALLED_BY_CLIENT;
  521. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  522. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  523. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  524. {
  525. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  526. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  527. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  528. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  529. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  530. isAutoFightOn = true;
  531. cb->registerBattleInterface(autofightingAI);
  532. }
  533. waitForAllDialogs();
  534. BATTLE_EVENT_POSSIBLE_RETURN;
  535. }
  536. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  537. {
  538. EVENT_HANDLER_CALLED_BY_CLIENT;
  539. BATTLE_EVENT_POSSIBLE_RETURN;
  540. for(auto & info : units)
  541. {
  542. switch(info.operation)
  543. {
  544. case UnitChanges::EOperation::RESET_STATE:
  545. {
  546. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  547. if(!stack)
  548. {
  549. logGlobal->error("Invalid unit ID %d", info.id);
  550. continue;
  551. }
  552. battleInt->stackReset(stack);
  553. }
  554. break;
  555. case UnitChanges::EOperation::REMOVE:
  556. battleInt->stackRemoved(info.id);
  557. break;
  558. case UnitChanges::EOperation::ADD:
  559. {
  560. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  561. if(!unit)
  562. {
  563. logGlobal->error("Invalid unit ID %d", info.id);
  564. continue;
  565. }
  566. battleInt->stackAdded(unit);
  567. }
  568. break;
  569. default:
  570. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  571. break;
  572. }
  573. }
  574. }
  575. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  576. {
  577. EVENT_HANDLER_CALLED_BY_CLIENT;
  578. BATTLE_EVENT_POSSIBLE_RETURN;
  579. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  580. std::vector<ObstacleChanges> removedObstacles;
  581. for(auto & change : obstacles)
  582. {
  583. if(change.operation == BattleChanges::EOperation::ADD)
  584. {
  585. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  586. if(instance)
  587. newObstacles.push_back(instance);
  588. else
  589. logNetwork->error("Invalid obstacle instance %d", change.id);
  590. }
  591. if(change.operation == BattleChanges::EOperation::REMOVE)
  592. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  593. }
  594. if (!newObstacles.empty())
  595. battleInt->obstaclePlaced(newObstacles);
  596. if (!removedObstacles.empty())
  597. battleInt->obstacleRemoved(removedObstacles);
  598. battleInt->fieldController->redrawBackgroundWithHexes();
  599. }
  600. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. BATTLE_EVENT_POSSIBLE_RETURN;
  604. battleInt->stackIsCatapulting(ca);
  605. }
  606. 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
  607. {
  608. EVENT_HANDLER_CALLED_BY_CLIENT;
  609. BATTLE_EVENT_POSSIBLE_RETURN;
  610. battleInt->newRound();
  611. }
  612. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. BATTLE_EVENT_POSSIBLE_RETURN;
  616. battleInt->startAction(action);
  617. }
  618. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. battleInt->endAction(action);
  623. }
  624. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  628. assert(!cb->getBattle(battleID)->battleIsFinished());
  629. if (cb->getBattle(battleID)->battleIsFinished())
  630. {
  631. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  632. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  633. return ;
  634. }
  635. if (autofightingAI)
  636. {
  637. if (isAutoFightOn)
  638. {
  639. //FIXME: we want client rendering to proceed while AI is making actions
  640. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  641. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  642. autofightingAI->activeStack(battleID, stack);
  643. return;
  644. }
  645. cb->unregisterBattleInterface(autofightingAI);
  646. autofightingAI.reset();
  647. }
  648. assert(battleInt);
  649. if(!battleInt)
  650. {
  651. // probably battle is finished already
  652. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  653. }
  654. battleInt->stackActivated(stack);
  655. }
  656. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  657. {
  658. EVENT_HANDLER_CALLED_BY_CLIENT;
  659. if(isAutoFightOn || autofightingAI)
  660. {
  661. isAutoFightOn = false;
  662. cb->unregisterBattleInterface(autofightingAI);
  663. autofightingAI.reset();
  664. if(!battleInt)
  665. {
  666. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  667. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  668. if (allowManualReplay || isAutoFightEndBattle)
  669. {
  670. wnd->resultCallback = [=](ui32 selection)
  671. {
  672. cb->selectionMade(selection, queryID);
  673. };
  674. }
  675. isAutoFightEndBattle = false;
  676. GH.windows().pushWindow(wnd);
  677. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  678. // Otherwise NewTurn causes freeze.
  679. waitWhileDialog();
  680. return;
  681. }
  682. }
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->battleFinished(*br, queryID);
  685. }
  686. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. battleInt->displayBattleLog(lines);
  691. }
  692. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. battleInt->stackMoved(stack, dest, distance, teleport);
  697. }
  698. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. battleInt->spellCast(sc);
  703. }
  704. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  705. {
  706. EVENT_HANDLER_CALLED_BY_CLIENT;
  707. BATTLE_EVENT_POSSIBLE_RETURN;
  708. battleInt->battleStacksEffectsSet(sse);
  709. }
  710. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. BATTLE_EVENT_POSSIBLE_RETURN;
  714. battleInt->effectsController->battleTriggerEffect(bte);
  715. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  716. {
  717. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  718. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  719. }
  720. }
  721. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  722. {
  723. EVENT_HANDLER_CALLED_BY_CLIENT;
  724. BATTLE_EVENT_POSSIBLE_RETURN;
  725. std::vector<StackAttackedInfo> arg;
  726. for(auto & elem : bsa)
  727. {
  728. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  729. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  730. assert(defender);
  731. StackAttackedInfo info;
  732. info.defender = defender;
  733. info.attacker = attacker;
  734. info.damageDealt = elem.damageAmount;
  735. info.amountKilled = elem.killedAmount;
  736. info.spellEffect = SpellID::NONE;
  737. info.indirectAttack = ranged;
  738. info.killed = elem.killed();
  739. info.rebirth = elem.willRebirth();
  740. info.cloneKilled = elem.cloneKilled();
  741. info.fireShield = elem.fireShield();
  742. if (elem.isSpell())
  743. info.spellEffect = elem.spellID;
  744. arg.push_back(info);
  745. }
  746. battleInt->stacksAreAttacked(arg);
  747. }
  748. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. BATTLE_EVENT_POSSIBLE_RETURN;
  752. StackAttackInfo info;
  753. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  754. info.defender = nullptr;
  755. info.indirectAttack = ba->shot();
  756. info.lucky = ba->lucky();
  757. info.unlucky = ba->unlucky();
  758. info.deathBlow = ba->deathBlow();
  759. info.lifeDrain = ba->lifeDrain();
  760. info.tile = ba->tile;
  761. info.spellEffect = SpellID::NONE;
  762. if (ba->spellLike())
  763. info.spellEffect = ba->spellID;
  764. for(auto & elem : ba->bsa)
  765. {
  766. if(!elem.isSecondary())
  767. {
  768. assert(info.defender == nullptr);
  769. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  770. }
  771. else
  772. {
  773. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  774. }
  775. }
  776. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  777. assert(info.attacker != nullptr);
  778. battleInt->stackAttacking(info);
  779. }
  780. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  781. {
  782. EVENT_HANDLER_CALLED_BY_CLIENT;
  783. BATTLE_EVENT_POSSIBLE_RETURN;
  784. battleInt->gateStateChanged(state);
  785. }
  786. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  787. {
  788. EVENT_HANDLER_CALLED_BY_CLIENT;
  789. }
  790. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  794. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  795. if(autoTryHover || type == EInfoWindowMode::INFO)
  796. {
  797. waitWhileDialog(); //Fix for mantis #98
  798. adventureInt->showInfoBoxMessage(components, text, timer);
  799. // 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
  800. movementController->requestMovementAbort();
  801. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  802. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  803. return;
  804. }
  805. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  806. {
  807. return;
  808. }
  809. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  810. do
  811. {
  812. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  813. std::vector<std::shared_ptr<CComponent>> intComps;
  814. for (auto & component : sender)
  815. intComps.push_back(std::make_shared<CComponent>(component));
  816. showInfoDialog(text,intComps,soundID);
  817. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  818. }
  819. while(!vect.empty());
  820. }
  821. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  822. {
  823. std::vector<std::shared_ptr<CComponent>> intComps;
  824. intComps.push_back(component);
  825. showInfoDialog(text, intComps, soundBase::sound_todo);
  826. }
  827. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  828. {
  829. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  830. waitWhileDialog();
  831. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  832. {
  833. return;
  834. }
  835. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  836. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && GH.windows().count() > 0 && LOCPLINT == this)
  837. {
  838. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  839. showingDialog->setBusy();
  840. movementController->requestMovementAbort(); // interrupt movement to show dialog
  841. GH.windows().pushWindow(temp);
  842. }
  843. else
  844. {
  845. dialogs.push_back(temp);
  846. }
  847. }
  848. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. std::string str = text.toString();
  852. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  853. waitWhileDialog();
  854. }
  855. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  856. {
  857. movementController->requestMovementAbort();
  858. LOCPLINT->showingDialog->setBusy();
  859. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  860. }
  861. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  862. {
  863. EVENT_HANDLER_CALLED_BY_CLIENT;
  864. waitWhileDialog();
  865. movementController->requestMovementAbort();
  866. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  867. if (!selection && cancel) //simple yes/no dialog
  868. {
  869. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  870. {
  871. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  872. return;
  873. }
  874. std::vector<std::shared_ptr<CComponent>> intComps;
  875. for (auto & component : components)
  876. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  877. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  878. }
  879. else if (selection)
  880. {
  881. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  882. for (auto & component : components)
  883. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  884. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  885. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  886. if (cancel)
  887. {
  888. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  889. }
  890. int charperline = 35;
  891. if (pom.size() > 1)
  892. charperline = 50;
  893. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  894. intComps[0]->clickPressed(GH.getCursorPosition());
  895. intComps[0]->clickReleased(GH.getCursorPosition());
  896. }
  897. }
  898. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  902. }
  903. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  904. {
  905. EVENT_HANDLER_CALLED_BY_CLIENT;
  906. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  907. std::map<ObjectInstanceID, int> townOrder;
  908. auto ownedTowns = localState->getOwnedTowns();
  909. for (int i = 0; i < ownedTowns.size(); ++i)
  910. townOrder[ownedTowns[i]->id] = i;
  911. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  912. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  913. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  914. return leftIndex < rightIndex;
  915. };
  916. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  917. auto selectCallback = [=](int selection)
  918. {
  919. cb->sendQueryReply(selection, askID);
  920. };
  921. auto cancelCallback = [=]()
  922. {
  923. cb->sendQueryReply(std::nullopt, askID);
  924. };
  925. const std::string localTitle = title.toString();
  926. const std::string localDescription = description.toString();
  927. std::vector<int> tempList;
  928. tempList.reserve(objectGuiOrdered.size());
  929. for(const auto & item : objectGuiOrdered)
  930. tempList.push_back(item.getNum());
  931. CComponent localIconC(icon);
  932. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  933. localIconC.removeChild(localIcon.get(), false);
  934. std::vector<std::shared_ptr<IImage>> images;
  935. for(const auto & obj : objectGuiOrdered)
  936. {
  937. if(!settings["general"]["enableUiEnhancements"].Bool())
  938. break;
  939. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  940. if(t)
  941. {
  942. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  943. image->scaleTo(Point(35, 23));
  944. images.push_back(image);
  945. }
  946. }
  947. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  948. wnd->onExit = cancelCallback;
  949. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  950. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  951. GH.windows().pushWindow(wnd);
  952. }
  953. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  957. adventureInt->onMapTilesChanged(pos);
  958. }
  959. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  960. {
  961. EVENT_HANDLER_CALLED_BY_CLIENT;
  962. adventureInt->onMapTilesChanged(pos);
  963. }
  964. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  965. {
  966. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  967. }
  968. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  969. {
  970. EVENT_HANDLER_CALLED_BY_CLIENT;
  971. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  972. {
  973. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  974. fortScreen->creaturesChangedEventHandler();
  975. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  976. if(castleInterface->town == town)
  977. castleInterface->creaturesChangedEventHandler();
  978. if (townObj)
  979. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  980. ki->townChanged(townObj);
  981. }
  982. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  983. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  984. {
  985. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  986. if (crw->dwelling == town)
  987. crw->availableCreaturesChanged();
  988. }
  989. }
  990. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. if (bonus.type == BonusType::NONE)
  994. return;
  995. adventureInt->onHeroChanged(hero);
  996. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  997. {
  998. //recalculate paths because hero has lost bonus influencing pathfinding
  999. localState->erasePath(hero);
  1000. }
  1001. }
  1002. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1003. {
  1004. LOG_TRACE(logGlobal);
  1005. if (!LOCPLINT->makingTurn)
  1006. return;
  1007. assert(h);
  1008. assert(!showingDialog->isBusy());
  1009. assert(dialogs.empty());
  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. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1034. {
  1035. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1036. movementController->onMoveHeroApplied();
  1037. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1038. movementController->onQueryReplyApplied();
  1039. }
  1040. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1041. {
  1042. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1043. }
  1044. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1045. {
  1046. EVENT_HANDLER_CALLED_BY_CLIENT;
  1047. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1048. }
  1049. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1050. {
  1051. if (sop->what == ObjProperty::OWNER)
  1052. {
  1053. const CGObjectInstance * obj = cb->getObj(sop->id);
  1054. if(obj->ID == Obj::TOWN)
  1055. {
  1056. auto town = static_cast<const CGTownInstance *>(obj);
  1057. if(obj->tempOwner == playerID)
  1058. {
  1059. localState->removeOwnedTown(town);
  1060. adventureInt->onTownChanged(town);
  1061. }
  1062. }
  1063. }
  1064. }
  1065. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1066. {
  1067. EVENT_HANDLER_CALLED_BY_CLIENT;
  1068. if (sop->what == ObjProperty::OWNER)
  1069. {
  1070. const CGObjectInstance * obj = cb->getObj(sop->id);
  1071. if(obj->ID == Obj::TOWN)
  1072. {
  1073. auto town = static_cast<const CGTownInstance *>(obj);
  1074. if(obj->tempOwner == playerID)
  1075. {
  1076. localState->addOwnedTown(town);
  1077. adventureInt->onTownChanged(town);
  1078. }
  1079. }
  1080. //redraw minimap if owner changed
  1081. std::set<int3> pos = obj->getBlockedPos();
  1082. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1083. adventureInt->onMapTilesChanged(upos);
  1084. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1085. }
  1086. }
  1087. void CPlayerInterface::initializeHeroTownList()
  1088. {
  1089. if(localState->getWanderingHeroes().empty())
  1090. {
  1091. for(auto & hero : cb->getHeroesInfo())
  1092. {
  1093. if(!hero->inTownGarrison)
  1094. localState->addWanderingHero(hero);
  1095. }
  1096. }
  1097. if(localState->getOwnedTowns().empty())
  1098. {
  1099. for(auto & town : cb->getTownsInfo())
  1100. localState->addOwnedTown(town);
  1101. }
  1102. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1103. if(adventureInt)
  1104. adventureInt->onHeroChanged(nullptr);
  1105. }
  1106. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1107. {
  1108. EVENT_HANDLER_CALLED_BY_CLIENT;
  1109. waitWhileDialog();
  1110. auto recruitCb = [=](CreatureID id, int count)
  1111. {
  1112. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1113. };
  1114. auto closeCb = [=]()
  1115. {
  1116. cb->selectionMade(0, queryID);
  1117. };
  1118. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1119. }
  1120. void CPlayerInterface::waitWhileDialog()
  1121. {
  1122. if (GH.amIGuiThread())
  1123. {
  1124. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1125. return;
  1126. }
  1127. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1128. showingDialog->waitWhileBusy();
  1129. }
  1130. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1131. {
  1132. EVENT_HANDLER_CALLED_BY_CLIENT;
  1133. auto state = obj->shipyardStatus();
  1134. TResources cost;
  1135. obj->getBoatCost(cost);
  1136. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1137. }
  1138. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1139. {
  1140. EVENT_HANDLER_CALLED_BY_CLIENT;
  1141. //we might have built a boat in shipyard in opened town screen
  1142. if (obj->ID == Obj::BOAT
  1143. && LOCPLINT->castleInt
  1144. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1145. {
  1146. CCS->soundh->playSound(soundBase::newBuilding);
  1147. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1148. }
  1149. }
  1150. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1151. {
  1152. EVENT_HANDLER_CALLED_BY_CLIENT;
  1153. waitWhileDialog();
  1154. CCS->curh->hide();
  1155. adventureInt->centerOnTile(pos);
  1156. if (focusTime)
  1157. {
  1158. GH.windows().totalRedraw();
  1159. {
  1160. IgnoreEvents ignore(*this);
  1161. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1162. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1163. }
  1164. }
  1165. CCS->curh->show();
  1166. }
  1167. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1168. {
  1169. EVENT_HANDLER_CALLED_BY_CLIENT;
  1170. if(playerID == initiator)
  1171. {
  1172. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1173. if (removalSound)
  1174. {
  1175. waitWhileDialog();
  1176. CCS->soundh->playSound(removalSound.value());
  1177. }
  1178. }
  1179. CGI->mh->waitForOngoingAnimations();
  1180. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1181. {
  1182. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1183. heroKilled(h);
  1184. }
  1185. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1186. {
  1187. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1188. townRemoved(t);
  1189. }
  1190. GH.fakeMouseMove();
  1191. }
  1192. void CPlayerInterface::objectRemovedAfter()
  1193. {
  1194. EVENT_HANDLER_CALLED_BY_CLIENT;
  1195. adventureInt->onMapTilesChanged(boost::none);
  1196. // visiting or garrisoned hero removed - update window
  1197. if (castleInt)
  1198. castleInt->updateGarrisons();
  1199. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1200. ki->heroRemoved();
  1201. }
  1202. void CPlayerInterface::playerBlocked(int reason, bool start)
  1203. {
  1204. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1205. {
  1206. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1207. {
  1208. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1209. LOCPLINT = this;
  1210. GH.curInt = this;
  1211. adventureInt->onCurrentPlayerChanged(playerID);
  1212. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1213. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1214. std::vector<std::shared_ptr<CComponent>> cmp;
  1215. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1216. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1217. showInfoDialog(msg, cmp);
  1218. waitWhileDialog();
  1219. makingTurn = false;
  1220. }
  1221. }
  1222. }
  1223. void CPlayerInterface::update()
  1224. {
  1225. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1226. boost::shared_lock gsLock(CGameState::mutex);
  1227. // While mutexes were locked away we may be have stopped being the active interface
  1228. if (LOCPLINT != this)
  1229. return;
  1230. //if there are any waiting dialogs, show them
  1231. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1232. {
  1233. showingDialog->setBusy();
  1234. GH.windows().pushWindow(dialogs.front());
  1235. dialogs.pop_front();
  1236. }
  1237. assert(adventureInt);
  1238. // Handles mouse and key input
  1239. GH.handleEvents();
  1240. GH.windows().simpleRedraw();
  1241. }
  1242. void CPlayerInterface::endNetwork()
  1243. {
  1244. showingDialog->requestTermination();
  1245. }
  1246. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1247. {
  1248. using namespace boost::filesystem;
  1249. using namespace boost::algorithm;
  1250. path gamesDir = VCMIDirs::get().userSavePath();
  1251. std::map<std::time_t, int> dates; //save number => datestamp
  1252. const directory_iterator enddir;
  1253. if (!exists(gamesDir))
  1254. create_directory(gamesDir);
  1255. else
  1256. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1257. {
  1258. if (is_regular_file(dir->status()))
  1259. {
  1260. std::string name = dir->path().filename().string();
  1261. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1262. {
  1263. char nr = name[namePrefix.size()];
  1264. if (std::isdigit(nr))
  1265. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1266. }
  1267. }
  1268. }
  1269. if (!dates.empty())
  1270. return (--dates.end())->second; //return latest file number
  1271. return 0;
  1272. }
  1273. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1274. {
  1275. EVENT_HANDLER_CALLED_BY_CLIENT;
  1276. if (player == playerID)
  1277. {
  1278. if (victoryLossCheckResult.loss())
  1279. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1280. assert(GH.curInt == LOCPLINT);
  1281. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1282. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1283. GH.curInt = this; //waiting for dialogs requires this to get events
  1284. if(!makingTurn)
  1285. {
  1286. makingTurn = true; //also needed for dialog to show with current implementation
  1287. waitForAllDialogs();
  1288. makingTurn = false;
  1289. }
  1290. else
  1291. waitForAllDialogs();
  1292. GH.curInt = previousInterface;
  1293. LOCPLINT = previousInterface;
  1294. }
  1295. }
  1296. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1297. {
  1298. EVENT_HANDLER_CALLED_BY_CLIENT;
  1299. }
  1300. void CPlayerInterface::showPuzzleMap()
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. waitWhileDialog();
  1304. //TODO: interface should not know the real position of Grail...
  1305. double ratio = 0;
  1306. int3 grailPos = cb->getGrailPos(&ratio);
  1307. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1308. }
  1309. void CPlayerInterface::viewWorldMap()
  1310. {
  1311. adventureInt->openWorldView();
  1312. }
  1313. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. if(GH.windows().topWindow<CSpellWindow>())
  1317. GH.windows().popWindows(1);
  1318. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1319. localState->erasePath(caster);
  1320. auto castSoundPath = spellID.toSpell()->getCastSound();
  1321. if(!castSoundPath.empty())
  1322. CCS->soundh->playSound(castSoundPath);
  1323. }
  1324. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1325. {
  1326. int msgToShow = -1;
  1327. const auto diggingStatus = h->diggingStatus();
  1328. switch(diggingStatus)
  1329. {
  1330. case EDiggingStatus::CAN_DIG:
  1331. break;
  1332. case EDiggingStatus::LACK_OF_MOVEMENT:
  1333. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1334. break;
  1335. case EDiggingStatus::TILE_OCCUPIED:
  1336. msgToShow = 97; //Try searching on clear ground.
  1337. break;
  1338. case EDiggingStatus::WRONG_TERRAIN:
  1339. msgToShow = 60; ////Try looking on land!
  1340. break;
  1341. case EDiggingStatus::BACKPACK_IS_FULL:
  1342. msgToShow = 247; //Searching for the Grail is fruitless...
  1343. break;
  1344. default:
  1345. assert(0);
  1346. }
  1347. if(msgToShow < 0)
  1348. cb->dig(h);
  1349. else
  1350. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1351. }
  1352. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1353. {
  1354. EVENT_HANDLER_CALLED_BY_CLIENT;
  1355. BATTLE_EVENT_POSSIBLE_RETURN;
  1356. battleInt->newRoundFirst();
  1357. }
  1358. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1359. {
  1360. EVENT_HANDLER_CALLED_BY_CLIENT;
  1361. auto onWindowClosed = [this, queryID](){
  1362. cb->selectionMade(0, queryID);
  1363. };
  1364. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1365. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1366. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1367. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1368. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1369. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1370. else if (!market->availableModes().empty())
  1371. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1372. {
  1373. if(vstd::contains(market->availableModes(), mode))
  1374. {
  1375. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1376. break;
  1377. }
  1378. }
  1379. else
  1380. onWindowClosed();
  1381. }
  1382. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. auto onWindowClosed = [this, queryID](){
  1386. cb->selectionMade(0, queryID);
  1387. };
  1388. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1389. }
  1390. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1394. }
  1395. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1399. cmw->updateArtifacts();
  1400. }
  1401. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1402. {
  1403. EVENT_HANDLER_CALLED_BY_CLIENT;
  1404. auto onWindowClosed = [this, queryID](){
  1405. if (queryID != QueryID::NONE)
  1406. cb->selectionMade(0, queryID);
  1407. };
  1408. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1409. }
  1410. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1411. {
  1412. EVENT_HANDLER_CALLED_BY_CLIENT;
  1413. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1414. }
  1415. void CPlayerInterface::showQuestLog()
  1416. {
  1417. EVENT_HANDLER_CALLED_BY_CLIENT;
  1418. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1419. }
  1420. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1421. {
  1422. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1423. {
  1424. MetaString txt;
  1425. obj->getProblemText(txt);
  1426. showInfoDialog(txt.toString());
  1427. }
  1428. else
  1429. showShipyardDialog(obj);
  1430. }
  1431. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1432. {
  1433. artifactController->askToAssemble(al, true, true);
  1434. }
  1435. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1439. }
  1440. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1441. {
  1442. EVENT_HANDLER_CALLED_BY_CLIENT;
  1443. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1444. artifactController->artifactRemoved();
  1445. }
  1446. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1450. artifactController->artifactMoved();
  1451. }
  1452. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1453. {
  1454. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1455. }
  1456. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1457. {
  1458. EVENT_HANDLER_CALLED_BY_CLIENT;
  1459. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1460. artifactController->artifactAssembled();
  1461. }
  1462. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1466. artifactController->artifactDisassembled();
  1467. }
  1468. void CPlayerInterface::waitForAllDialogs()
  1469. {
  1470. if (!makingTurn)
  1471. return;
  1472. while(!dialogs.empty())
  1473. {
  1474. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1475. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1476. }
  1477. waitWhileDialog();
  1478. }
  1479. void CPlayerInterface::proposeLoadingGame()
  1480. {
  1481. showYesNoDialog(
  1482. CGI->generaltexth->allTexts[68],
  1483. []()
  1484. {
  1485. CSH->endGameplay();
  1486. CMM->menu->switchToTab("load");
  1487. },
  1488. nullptr
  1489. );
  1490. }
  1491. bool CPlayerInterface::capturedAllEvents()
  1492. {
  1493. if(movementController->isHeroMoving())
  1494. {
  1495. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1496. return true;
  1497. }
  1498. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1499. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1500. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1501. {
  1502. GH.input().ignoreEventsUntilInput();
  1503. return true;
  1504. }
  1505. return false;
  1506. }
  1507. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1508. {
  1509. EVENT_HANDLER_CALLED_BY_CLIENT;
  1510. adventureInt->openWorldView(objectPositions, showTerrain );
  1511. }
  1512. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1513. {
  1514. return std::nullopt;
  1515. }