CPlayerInterface.cpp 53 KB

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