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