CPlayerInterface.cpp 54 KB

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