CPlayerInterface.cpp 53 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CCastleInterface.h"
  41. #include "windows/CCreatureWindow.h"
  42. #include "windows/CHeroWindow.h"
  43. #include "windows/CKingdomInterface.h"
  44. #include "windows/CPuzzleWindow.h"
  45. #include "windows/CQuestLog.h"
  46. #include "windows/CSpellWindow.h"
  47. #include "windows/CTradeWindow.h"
  48. #include "windows/GUIClasses.h"
  49. #include "windows/InfoWindows.h"
  50. #include "../CCallback.h"
  51. #include "../lib/CArtHandler.h"
  52. #include "../lib/CConfigHandler.h"
  53. #include "../lib/CGeneralTextHandler.h"
  54. #include "../lib/CHeroHandler.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/CStack.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/CThreadHelper.h"
  59. #include "../lib/CTownHandler.h"
  60. #include "../lib/CondSh.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/JsonNode.h"
  63. #include "../lib/NetPacks.h" //todo: remove
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/TextOperations.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/bonuses/CBonusSystemNode.h"
  72. #include "../lib/bonuses/Limiters.h"
  73. #include "../lib/bonuses/Propagators.h"
  74. #include "../lib/bonuses/Updaters.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/serializer/BinaryDeserializer.h"
  82. #include "../lib/serializer/BinarySerializer.h"
  83. #include "../lib/serializer/CTypeList.h"
  84. #include "../lib/spells/CSpellHandler.h"
  85. // The macro below is used to mark functions that are called by client when game state changes.
  86. // They all assume that interface mutex is locked.
  87. #define EVENT_HANDLER_CALLED_BY_CLIENT
  88. #define BATTLE_EVENT_POSSIBLE_RETURN \
  89. if (LOCPLINT != this) \
  90. return; \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. 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. movementController(std::make_unique<HeroMovementController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt = nullptr;
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new CondSh<bool>(false);
  119. cingconsole = new CInGameConsole();
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. adventureInt.reset(new AdventureMapInterface());
  141. }
  142. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  143. {
  144. EVENT_HANDLER_CALLED_BY_CLIENT;
  145. if (player == playerID)
  146. {
  147. makingTurn = false;
  148. // remove all active dialogs that do not expect query answer
  149. for (;;)
  150. {
  151. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  152. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  153. if(adventureWindow != nullptr)
  154. break;
  155. if(infoWindow && infoWindow->ID != QueryID::NONE)
  156. break;
  157. if (infoWindow)
  158. infoWindow->close();
  159. else
  160. GH.windows().popWindows(1);
  161. }
  162. // remove all pending dialogs that do not expect query answer
  163. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  164. return window->ID == QueryID::NONE;
  165. });
  166. }
  167. }
  168. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  169. {
  170. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  171. {
  172. // after map load - remove all active windows and replace them with adventure map
  173. GH.windows().clear();
  174. GH.windows().pushWindow(adventureInt);
  175. }
  176. EVENT_HANDLER_CALLED_BY_CLIENT;
  177. if (player != playerID && LOCPLINT == this)
  178. {
  179. waitWhileDialog();
  180. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  181. if (makingTurn == false)
  182. adventureInt->onEnemyTurnStarted(player, isHuman);
  183. }
  184. }
  185. void CPlayerInterface::performAutosave()
  186. {
  187. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  188. if(frequency > 0 && cb->getDate() % frequency == 0)
  189. {
  190. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  191. std::string prefix = std::string();
  192. if(usePrefix)
  193. {
  194. prefix = settings["general"]["savePrefix"].String();
  195. if(prefix.empty())
  196. {
  197. std::string name = cb->getMapHeader()->name.toString();
  198. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  199. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  200. std::string forbiddenChars("\\/:?\"<>| ");
  201. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  202. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  203. }
  204. }
  205. autosaveCount++;
  206. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  207. if(autosaveCountLimit > 0)
  208. {
  209. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  210. autosaveCount %= autosaveCountLimit;
  211. }
  212. else
  213. {
  214. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  215. + std::to_string(cb->getDate(Date::WEEK))
  216. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  217. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  218. }
  219. }
  220. }
  221. void CPlayerInterface::gamePause(bool pause)
  222. {
  223. cb->gamePause(pause);
  224. }
  225. void CPlayerInterface::yourTurn(QueryID queryID)
  226. {
  227. EVENT_HANDLER_CALLED_BY_CLIENT;
  228. {
  229. LOCPLINT = this;
  230. GH.curInt = this;
  231. NotificationHandler::notify("Your turn");
  232. if(settings["general"]["startTurnAutosave"].Bool())
  233. {
  234. performAutosave();
  235. }
  236. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  237. {
  238. adventureInt->onHotseatWaitStarted(playerID);
  239. makingTurn = true;
  240. std::string msg = CGI->generaltexth->allTexts[13];
  241. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  242. std::vector<std::shared_ptr<CComponent>> cmp;
  243. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  244. showInfoDialog(msg, cmp);
  245. }
  246. else
  247. {
  248. makingTurn = true;
  249. adventureInt->onPlayerTurnStarted(playerID);
  250. }
  251. }
  252. acceptTurn(queryID);
  253. }
  254. void CPlayerInterface::acceptTurn(QueryID queryID)
  255. {
  256. if (settings["session"]["autoSkip"].Bool())
  257. {
  258. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  259. iw->close();
  260. }
  261. if(CSH->howManyPlayerInterfaces() > 1)
  262. {
  263. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  264. adventureInt->onPlayerTurnStarted(playerID);
  265. }
  266. // warn player if he has no town
  267. if (cb->howManyTowns() == 0)
  268. {
  269. auto playerColor = *cb->getPlayerID();
  270. std::vector<Component> components;
  271. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  272. MetaString text;
  273. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  274. if(optDaysWithoutCastle)
  275. {
  276. auto daysWithoutCastle = optDaysWithoutCastle.value();
  277. if (daysWithoutCastle < 6)
  278. {
  279. 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.
  280. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  281. text.replaceNumber(7 - daysWithoutCastle);
  282. }
  283. else if (daysWithoutCastle == 6)
  284. {
  285. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  286. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  287. }
  288. showInfoDialogAndWait(components, text);
  289. }
  290. else
  291. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  292. }
  293. cb->selectionMade(0, queryID);
  294. movementController->onPlayerTurnStarted();
  295. }
  296. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  297. {
  298. EVENT_HANDLER_CALLED_BY_CLIENT;
  299. waitWhileDialog();
  300. if(LOCPLINT != this)
  301. return;
  302. //FIXME: read once and store
  303. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  304. return;
  305. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  306. if (!hero)
  307. return;
  308. movementController->onTryMoveHero(hero, details);
  309. }
  310. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  311. {
  312. EVENT_HANDLER_CALLED_BY_CLIENT;
  313. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  314. // if hero is not in town garrison
  315. if (vstd::contains(localState->getWanderingHeroes(), hero))
  316. localState->removeWanderingHero(hero);
  317. adventureInt->onHeroChanged(hero);
  318. localState->erasePath(hero);
  319. }
  320. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  321. {
  322. EVENT_HANDLER_CALLED_BY_CLIENT;
  323. if(start && visitedObj)
  324. {
  325. if(visitedObj->getVisitSound())
  326. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  327. }
  328. }
  329. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  330. {
  331. EVENT_HANDLER_CALLED_BY_CLIENT;
  332. localState->addWanderingHero(hero);
  333. adventureInt->onHeroChanged(hero);
  334. }
  335. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  336. {
  337. if(castleInt)
  338. castleInt->close();
  339. castleInt = nullptr;
  340. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  341. GH.windows().pushWindow(newCastleInt);
  342. }
  343. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  344. {
  345. EVENT_HANDLER_CALLED_BY_CLIENT;
  346. if (which == PrimarySkill::EXPERIENCE)
  347. {
  348. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  349. ctw->setExpToLevel();
  350. }
  351. else
  352. adventureInt->onHeroChanged(hero);
  353. }
  354. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  355. {
  356. EVENT_HANDLER_CALLED_BY_CLIENT;
  357. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  358. cuw->redraw();
  359. }
  360. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. adventureInt->onHeroChanged(hero);
  364. if (makingTurn && hero->tempOwner == playerID)
  365. adventureInt->onHeroChanged(hero);
  366. }
  367. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. if (makingTurn && hero->tempOwner == playerID)
  371. adventureInt->onHeroChanged(hero);
  372. }
  373. void CPlayerInterface::receivedResource()
  374. {
  375. EVENT_HANDLER_CALLED_BY_CLIENT;
  376. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  377. mw->resourceChanged();
  378. GH.windows().totalRedraw();
  379. }
  380. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. waitWhileDialog();
  384. CCS->soundh->playSound(soundBase::heroNewLevel);
  385. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  386. {
  387. cb->selectionMade(selection, queryID);
  388. });
  389. }
  390. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. waitWhileDialog();
  394. CCS->soundh->playSound(soundBase::heroNewLevel);
  395. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  396. {
  397. cb->selectionMade(selection, queryID);
  398. });
  399. }
  400. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. if(town->garrisonHero) //wandering hero moved to the garrison
  404. {
  405. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  406. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  407. localState->removeWanderingHero(town->garrisonHero);
  408. }
  409. if(town->visitingHero) //hero leaves garrison
  410. {
  411. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  412. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  413. localState->addWanderingHero(town->visitingHero);
  414. }
  415. adventureInt->onHeroChanged(nullptr);
  416. adventureInt->onTownChanged(town);
  417. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  418. gh->updateGarrisons();
  419. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  420. ki->townChanged(town);
  421. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  422. GH.windows().totalRedraw();
  423. }
  424. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  425. {
  426. EVENT_HANDLER_CALLED_BY_CLIENT;
  427. if (hero->tempOwner != playerID )
  428. return;
  429. waitWhileDialog();
  430. openTownWindow(town);
  431. }
  432. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  433. {
  434. std::vector<const CGObjectInstance *> instances;
  435. if(auto obj = cb->getObj(id1))
  436. instances.push_back(obj);
  437. if(id2 != ObjectInstanceID() && id2 != id1)
  438. {
  439. if(auto obj = cb->getObj(id2))
  440. instances.push_back(obj);
  441. }
  442. garrisonsChanged(instances);
  443. }
  444. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  445. {
  446. for (auto object : objs)
  447. {
  448. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  449. auto * town = dynamic_cast<const CGTownInstance*>(object);
  450. if (hero)
  451. {
  452. adventureInt->onHeroChanged(hero);
  453. if(hero->inTownGarrison)
  454. {
  455. adventureInt->onTownChanged(hero->visitedTown);
  456. }
  457. }
  458. if (town)
  459. adventureInt->onTownChanged(town);
  460. }
  461. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  462. cgh->updateGarrisons();
  463. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  464. {
  465. if (vstd::contains(objs, cmw->hero))
  466. cmw->garrisonChanged();
  467. }
  468. GH.windows().totalRedraw();
  469. }
  470. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  471. {
  472. EVENT_HANDLER_CALLED_BY_CLIENT;
  473. adventureInt->onTownChanged(town);
  474. if (castleInt)
  475. {
  476. castleInt->townlist->updateElement(town);
  477. if (castleInt->town == town)
  478. {
  479. switch(what)
  480. {
  481. case 1:
  482. CCS->soundh->playSound(soundBase::newBuilding);
  483. castleInt->addBuilding(buildingID);
  484. break;
  485. case 2:
  486. castleInt->removeBuilding(buildingID);
  487. break;
  488. }
  489. }
  490. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  491. GH.windows().totalRedraw();
  492. }
  493. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  494. cgh->buildChanged();
  495. }
  496. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  497. {
  498. movementController->onBattleStarted();
  499. //Don't wait for dialogs when we are non-active hot-seat player
  500. if (LOCPLINT == this)
  501. waitForAllDialogs();
  502. }
  503. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  504. {
  505. EVENT_HANDLER_CALLED_BY_CLIENT;
  506. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  507. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  508. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  509. {
  510. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  511. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  512. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  513. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  514. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  515. isAutoFightOn = true;
  516. cb->registerBattleInterface(autofightingAI);
  517. }
  518. //Don't wait for dialogs when we are non-active hot-seat player
  519. if (LOCPLINT == this)
  520. waitForAllDialogs();
  521. BATTLE_EVENT_POSSIBLE_RETURN;
  522. }
  523. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  524. {
  525. EVENT_HANDLER_CALLED_BY_CLIENT;
  526. BATTLE_EVENT_POSSIBLE_RETURN;
  527. for(auto & info : units)
  528. {
  529. switch(info.operation)
  530. {
  531. case UnitChanges::EOperation::RESET_STATE:
  532. {
  533. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  534. if(!stack)
  535. {
  536. logGlobal->error("Invalid unit ID %d", info.id);
  537. continue;
  538. }
  539. battleInt->stackReset(stack);
  540. }
  541. break;
  542. case UnitChanges::EOperation::REMOVE:
  543. battleInt->stackRemoved(info.id);
  544. break;
  545. case UnitChanges::EOperation::ADD:
  546. {
  547. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  548. if(!unit)
  549. {
  550. logGlobal->error("Invalid unit ID %d", info.id);
  551. continue;
  552. }
  553. battleInt->stackAdded(unit);
  554. }
  555. break;
  556. default:
  557. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  558. break;
  559. }
  560. }
  561. }
  562. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. BATTLE_EVENT_POSSIBLE_RETURN;
  566. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  567. std::vector<ObstacleChanges> removedObstacles;
  568. for(auto & change : obstacles)
  569. {
  570. if(change.operation == BattleChanges::EOperation::ADD)
  571. {
  572. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  573. if(instance)
  574. newObstacles.push_back(instance);
  575. else
  576. logNetwork->error("Invalid obstacle instance %d", change.id);
  577. }
  578. if(change.operation == BattleChanges::EOperation::REMOVE)
  579. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  580. }
  581. if (!newObstacles.empty())
  582. battleInt->obstaclePlaced(newObstacles);
  583. if (!removedObstacles.empty())
  584. battleInt->obstacleRemoved(removedObstacles);
  585. battleInt->fieldController->redrawBackgroundWithHexes();
  586. }
  587. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  588. {
  589. EVENT_HANDLER_CALLED_BY_CLIENT;
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. battleInt->stackIsCatapulting(ca);
  592. }
  593. 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
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. battleInt->newRound();
  598. }
  599. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. battleInt->startAction(action);
  604. }
  605. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. BATTLE_EVENT_POSSIBLE_RETURN;
  609. battleInt->endAction(action);
  610. }
  611. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  612. {
  613. EVENT_HANDLER_CALLED_BY_CLIENT;
  614. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  615. assert(!cb->getBattle(battleID)->battleIsFinished());
  616. if (cb->getBattle(battleID)->battleIsFinished())
  617. {
  618. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  619. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  620. return ;
  621. }
  622. if (autofightingAI)
  623. {
  624. if (isAutoFightOn)
  625. {
  626. //FIXME: we want client rendering to proceed while AI is making actions
  627. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  628. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  629. autofightingAI->activeStack(battleID, stack);
  630. return;
  631. }
  632. cb->unregisterBattleInterface(autofightingAI);
  633. autofightingAI.reset();
  634. }
  635. assert(battleInt);
  636. if(!battleInt)
  637. {
  638. // probably battle is finished already
  639. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  640. }
  641. battleInt->stackActivated(stack);
  642. }
  643. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  644. {
  645. EVENT_HANDLER_CALLED_BY_CLIENT;
  646. if(isAutoFightOn || autofightingAI)
  647. {
  648. isAutoFightOn = false;
  649. cb->unregisterBattleInterface(autofightingAI);
  650. autofightingAI.reset();
  651. if(!battleInt)
  652. {
  653. bool allowManualReplay = queryID != QueryID::NONE;
  654. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  655. if (allowManualReplay)
  656. {
  657. wnd->resultCallback = [=](ui32 selection)
  658. {
  659. cb->selectionMade(selection, queryID);
  660. };
  661. }
  662. GH.windows().pushWindow(wnd);
  663. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  664. // Otherwise NewTurn causes freeze.
  665. waitWhileDialog();
  666. return;
  667. }
  668. }
  669. BATTLE_EVENT_POSSIBLE_RETURN;
  670. battleInt->battleFinished(*br, queryID);
  671. }
  672. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  673. {
  674. EVENT_HANDLER_CALLED_BY_CLIENT;
  675. BATTLE_EVENT_POSSIBLE_RETURN;
  676. battleInt->displayBattleLog(lines);
  677. }
  678. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  679. {
  680. EVENT_HANDLER_CALLED_BY_CLIENT;
  681. BATTLE_EVENT_POSSIBLE_RETURN;
  682. battleInt->stackMoved(stack, dest, distance, teleport);
  683. }
  684. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  685. {
  686. EVENT_HANDLER_CALLED_BY_CLIENT;
  687. BATTLE_EVENT_POSSIBLE_RETURN;
  688. battleInt->spellCast(sc);
  689. }
  690. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  691. {
  692. EVENT_HANDLER_CALLED_BY_CLIENT;
  693. BATTLE_EVENT_POSSIBLE_RETURN;
  694. battleInt->battleStacksEffectsSet(sse);
  695. }
  696. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  697. {
  698. EVENT_HANDLER_CALLED_BY_CLIENT;
  699. BATTLE_EVENT_POSSIBLE_RETURN;
  700. battleInt->effectsController->battleTriggerEffect(bte);
  701. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  702. {
  703. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  704. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  705. }
  706. }
  707. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. std::vector<StackAttackedInfo> arg;
  712. for(auto & elem : bsa)
  713. {
  714. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  715. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  716. assert(defender);
  717. StackAttackedInfo info;
  718. info.defender = defender;
  719. info.attacker = attacker;
  720. info.damageDealt = elem.damageAmount;
  721. info.amountKilled = elem.killedAmount;
  722. info.spellEffect = SpellID::NONE;
  723. info.indirectAttack = ranged;
  724. info.killed = elem.killed();
  725. info.rebirth = elem.willRebirth();
  726. info.cloneKilled = elem.cloneKilled();
  727. info.fireShield = elem.fireShield();
  728. if (elem.isSpell())
  729. info.spellEffect = elem.spellID;
  730. arg.push_back(info);
  731. }
  732. battleInt->stacksAreAttacked(arg);
  733. }
  734. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  735. {
  736. EVENT_HANDLER_CALLED_BY_CLIENT;
  737. BATTLE_EVENT_POSSIBLE_RETURN;
  738. StackAttackInfo info;
  739. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  740. info.defender = nullptr;
  741. info.indirectAttack = ba->shot();
  742. info.lucky = ba->lucky();
  743. info.unlucky = ba->unlucky();
  744. info.deathBlow = ba->deathBlow();
  745. info.lifeDrain = ba->lifeDrain();
  746. info.tile = ba->tile;
  747. info.spellEffect = SpellID::NONE;
  748. if (ba->spellLike())
  749. info.spellEffect = ba->spellID;
  750. for(auto & elem : ba->bsa)
  751. {
  752. if(!elem.isSecondary())
  753. {
  754. assert(info.defender == nullptr);
  755. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  756. }
  757. else
  758. {
  759. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  760. }
  761. }
  762. assert(info.defender != nullptr);
  763. assert(info.attacker != nullptr);
  764. battleInt->stackAttacking(info);
  765. }
  766. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. BATTLE_EVENT_POSSIBLE_RETURN;
  770. battleInt->gateStateChanged(state);
  771. }
  772. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  773. {
  774. EVENT_HANDLER_CALLED_BY_CLIENT;
  775. }
  776. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  777. {
  778. EVENT_HANDLER_CALLED_BY_CLIENT;
  779. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  780. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  781. if(autoTryHover || type == EInfoWindowMode::INFO)
  782. {
  783. waitWhileDialog(); //Fix for mantis #98
  784. adventureInt->showInfoBoxMessage(components, text, timer);
  785. // 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
  786. movementController->requestMovementAbort();
  787. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  788. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  789. return;
  790. }
  791. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  792. {
  793. return;
  794. }
  795. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  796. do
  797. {
  798. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  799. std::vector<std::shared_ptr<CComponent>> intComps;
  800. for (auto & component : sender)
  801. intComps.push_back(std::make_shared<CComponent>(component));
  802. showInfoDialog(text,intComps,soundID);
  803. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  804. }
  805. while(!vect.empty());
  806. }
  807. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  808. {
  809. std::vector<std::shared_ptr<CComponent>> intComps;
  810. intComps.push_back(component);
  811. showInfoDialog(text, intComps, soundBase::sound_todo);
  812. }
  813. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  814. {
  815. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  816. waitWhileDialog();
  817. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  818. {
  819. return;
  820. }
  821. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  822. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  823. {
  824. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  825. showingDialog->set(true);
  826. movementController->requestMovementAbort(); // interrupt movement to show dialog
  827. GH.windows().pushWindow(temp);
  828. }
  829. else
  830. {
  831. dialogs.push_back(temp);
  832. }
  833. }
  834. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  835. {
  836. EVENT_HANDLER_CALLED_BY_CLIENT;
  837. std::string str = text.toString();
  838. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  839. waitWhileDialog();
  840. }
  841. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  842. {
  843. movementController->requestMovementAbort();
  844. LOCPLINT->showingDialog->setn(true);
  845. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  846. }
  847. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  848. {
  849. EVENT_HANDLER_CALLED_BY_CLIENT;
  850. waitWhileDialog();
  851. movementController->requestMovementAbort();
  852. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  853. if (!selection && cancel) //simple yes/no dialog
  854. {
  855. std::vector<std::shared_ptr<CComponent>> intComps;
  856. for (auto & component : components)
  857. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  858. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  859. }
  860. else if (selection)
  861. {
  862. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  863. for (auto & component : components)
  864. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  865. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  866. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  867. if (cancel)
  868. {
  869. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  870. }
  871. int charperline = 35;
  872. if (pom.size() > 1)
  873. charperline = 50;
  874. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  875. intComps[0]->clickPressed(GH.getCursorPosition());
  876. intComps[0]->clickReleased(GH.getCursorPosition());
  877. }
  878. }
  879. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  880. {
  881. EVENT_HANDLER_CALLED_BY_CLIENT;
  882. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  883. }
  884. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  885. {
  886. EVENT_HANDLER_CALLED_BY_CLIENT;
  887. auto selectCallback = [=](int selection)
  888. {
  889. cb->sendQueryReply(selection, askID);
  890. };
  891. auto cancelCallback = [=]()
  892. {
  893. cb->sendQueryReply(std::nullopt, askID);
  894. };
  895. const std::string localTitle = title.toString();
  896. const std::string localDescription = description.toString();
  897. std::vector<int> tempList;
  898. tempList.reserve(objects.size());
  899. for(auto item : objects)
  900. tempList.push_back(item.getNum());
  901. CComponent localIconC(icon);
  902. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  903. localIconC.removeChild(localIcon.get(), false);
  904. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  905. wnd->onExit = cancelCallback;
  906. GH.windows().pushWindow(wnd);
  907. }
  908. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  909. {
  910. EVENT_HANDLER_CALLED_BY_CLIENT;
  911. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  912. adventureInt->onMapTilesChanged(pos);
  913. }
  914. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  915. {
  916. EVENT_HANDLER_CALLED_BY_CLIENT;
  917. adventureInt->onMapTilesChanged(pos);
  918. }
  919. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  920. {
  921. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  922. }
  923. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  924. {
  925. EVENT_HANDLER_CALLED_BY_CLIENT;
  926. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  927. {
  928. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  929. fortScreen->creaturesChangedEventHandler();
  930. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  931. if(castleInterface->town == town)
  932. castleInterface->creaturesChangedEventHandler();
  933. if (townObj)
  934. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  935. ki->townChanged(townObj);
  936. }
  937. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  938. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  939. {
  940. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  941. if (crw->dwelling == town)
  942. crw->availableCreaturesChanged();
  943. }
  944. }
  945. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  946. {
  947. EVENT_HANDLER_CALLED_BY_CLIENT;
  948. if (bonus.type == BonusType::NONE)
  949. return;
  950. adventureInt->onHeroChanged(hero);
  951. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  952. {
  953. //recalculate paths because hero has lost bonus influencing pathfinding
  954. localState->erasePath(hero);
  955. }
  956. }
  957. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. localState->serialize(h, version);
  961. }
  962. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  963. {
  964. EVENT_HANDLER_CALLED_BY_CLIENT;
  965. localState->serialize(h, version);
  966. firstCall = -1;
  967. }
  968. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  969. {
  970. assert(LOCPLINT->makingTurn);
  971. assert(h);
  972. assert(!showingDialog->get());
  973. assert(dialogs.empty());
  974. LOG_TRACE(logGlobal);
  975. if (!LOCPLINT->makingTurn)
  976. return;
  977. if (!h)
  978. return; //can't find hero
  979. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  980. if (showingDialog->get() || !dialogs.empty())
  981. return;
  982. if (localState->isHeroSleeping(h))
  983. localState->setHeroAwaken(h);
  984. movementController->requestMovementStart(h, path);
  985. }
  986. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  990. if (movementController->isHeroMovingThroughGarrison(down, up))
  991. {
  992. onEnd();
  993. return;
  994. }
  995. waitForAllDialogs();
  996. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  997. cgw->quit->addCallback(onEnd);
  998. GH.windows().pushWindow(cgw);
  999. }
  1000. /**
  1001. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1002. * into a combinational one on an artifact screen. Does not require the combination of
  1003. * artifacts to be legal.
  1004. */
  1005. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1006. {
  1007. std::string text = artifact->getDescriptionTranslated();
  1008. text += "\n\n";
  1009. std::vector<std::shared_ptr<CComponent>> scs;
  1010. if(assembledArtifact)
  1011. {
  1012. // You possess all of the components to...
  1013. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1014. // Picture of assembled artifact at bottom.
  1015. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1016. scs.push_back(sc);
  1017. }
  1018. else
  1019. {
  1020. // Do you wish to disassemble this artifact?
  1021. text += CGI->generaltexth->allTexts[733];
  1022. }
  1023. showYesNoDialog(text, onYes, nullptr, scs);
  1024. }
  1025. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1026. {
  1027. if(pa->packType == typeList.getTypeID<MoveHero>())
  1028. movementController->onMoveHeroApplied();
  1029. if(pa->packType == typeList.getTypeID<QueryReply>())
  1030. movementController->onQueryReplyApplied();
  1031. }
  1032. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1033. {
  1034. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1035. }
  1036. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1037. {
  1038. EVENT_HANDLER_CALLED_BY_CLIENT;
  1039. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1040. }
  1041. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1042. {
  1043. if (sop->what == ObjProperty::OWNER)
  1044. {
  1045. const CGObjectInstance * obj = cb->getObj(sop->id);
  1046. if(obj->ID == Obj::TOWN)
  1047. {
  1048. auto town = static_cast<const CGTownInstance *>(obj);
  1049. if(obj->tempOwner == playerID)
  1050. {
  1051. localState->removeOwnedTown(town);
  1052. adventureInt->onTownChanged(town);
  1053. }
  1054. }
  1055. }
  1056. }
  1057. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1058. {
  1059. EVENT_HANDLER_CALLED_BY_CLIENT;
  1060. if (sop->what == ObjProperty::OWNER)
  1061. {
  1062. const CGObjectInstance * obj = cb->getObj(sop->id);
  1063. if(obj->ID == Obj::TOWN)
  1064. {
  1065. auto town = static_cast<const CGTownInstance *>(obj);
  1066. if(obj->tempOwner == playerID)
  1067. {
  1068. localState->addOwnedTown(town);
  1069. adventureInt->onTownChanged(town);
  1070. }
  1071. }
  1072. //redraw minimap if owner changed
  1073. std::set<int3> pos = obj->getBlockedPos();
  1074. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1075. adventureInt->onMapTilesChanged(upos);
  1076. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1077. }
  1078. }
  1079. void CPlayerInterface::initializeHeroTownList()
  1080. {
  1081. if(localState->getWanderingHeroes().empty())
  1082. {
  1083. for(auto & hero : cb->getHeroesInfo())
  1084. {
  1085. if(!hero->inTownGarrison)
  1086. localState->addWanderingHero(hero);
  1087. }
  1088. }
  1089. if(localState->getOwnedTowns().empty())
  1090. {
  1091. for(auto & town : cb->getTownsInfo())
  1092. localState->addOwnedTown(town);
  1093. }
  1094. if(adventureInt)
  1095. adventureInt->onHeroChanged(nullptr);
  1096. }
  1097. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1098. {
  1099. EVENT_HANDLER_CALLED_BY_CLIENT;
  1100. waitWhileDialog();
  1101. auto recruitCb = [=](CreatureID id, int count)
  1102. {
  1103. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1104. };
  1105. auto closeCb = [=]()
  1106. {
  1107. cb->selectionMade(0, queryID);
  1108. };
  1109. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1110. }
  1111. void CPlayerInterface::waitWhileDialog()
  1112. {
  1113. if (GH.amIGuiThread())
  1114. {
  1115. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1116. return;
  1117. }
  1118. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1119. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1120. while(showingDialog->data)
  1121. showingDialog->cond.wait(un);
  1122. }
  1123. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1124. {
  1125. EVENT_HANDLER_CALLED_BY_CLIENT;
  1126. auto state = obj->shipyardStatus();
  1127. TResources cost;
  1128. obj->getBoatCost(cost);
  1129. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1130. }
  1131. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. //we might have built a boat in shipyard in opened town screen
  1135. if (obj->ID == Obj::BOAT
  1136. && LOCPLINT->castleInt
  1137. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1138. {
  1139. CCS->soundh->playSound(soundBase::newBuilding);
  1140. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1141. }
  1142. }
  1143. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. waitWhileDialog();
  1147. CCS->curh->hide();
  1148. adventureInt->centerOnTile(pos);
  1149. if (focusTime)
  1150. {
  1151. GH.windows().totalRedraw();
  1152. {
  1153. IgnoreEvents ignore(*this);
  1154. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1155. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1156. }
  1157. }
  1158. CCS->curh->show();
  1159. }
  1160. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1161. {
  1162. EVENT_HANDLER_CALLED_BY_CLIENT;
  1163. if(playerID == initiator && obj->getRemovalSound())
  1164. {
  1165. waitWhileDialog();
  1166. CCS->soundh->playSound(obj->getRemovalSound().value());
  1167. }
  1168. CGI->mh->waitForOngoingAnimations();
  1169. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1170. {
  1171. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1172. heroKilled(h);
  1173. }
  1174. GH.fakeMouseMove();
  1175. }
  1176. void CPlayerInterface::objectRemovedAfter()
  1177. {
  1178. EVENT_HANDLER_CALLED_BY_CLIENT;
  1179. adventureInt->onMapTilesChanged(boost::none);
  1180. // visiting or garrisoned hero removed - update window
  1181. if (castleInt)
  1182. castleInt->updateGarrisons();
  1183. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1184. ki->heroRemoved();
  1185. }
  1186. void CPlayerInterface::playerBlocked(int reason, bool start)
  1187. {
  1188. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1189. {
  1190. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1191. {
  1192. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1193. LOCPLINT = this;
  1194. GH.curInt = this;
  1195. adventureInt->onCurrentPlayerChanged(playerID);
  1196. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1197. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1198. std::vector<std::shared_ptr<CComponent>> cmp;
  1199. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1200. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1201. showInfoDialog(msg, cmp);
  1202. makingTurn = false;
  1203. }
  1204. }
  1205. }
  1206. void CPlayerInterface::update()
  1207. {
  1208. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1209. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1210. // While mutexes were locked away we may be have stopped being the active interface
  1211. if (LOCPLINT != this)
  1212. return;
  1213. //if there are any waiting dialogs, show them
  1214. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1215. {
  1216. showingDialog->set(true);
  1217. GH.windows().pushWindow(dialogs.front());
  1218. dialogs.pop_front();
  1219. }
  1220. assert(adventureInt);
  1221. // Handles mouse and key input
  1222. GH.handleEvents();
  1223. GH.windows().simpleRedraw();
  1224. }
  1225. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1226. {
  1227. using namespace boost::filesystem;
  1228. using namespace boost::algorithm;
  1229. path gamesDir = VCMIDirs::get().userSavePath();
  1230. std::map<std::time_t, int> dates; //save number => datestamp
  1231. const directory_iterator enddir;
  1232. if (!exists(gamesDir))
  1233. create_directory(gamesDir);
  1234. else
  1235. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1236. {
  1237. if (is_regular_file(dir->status()))
  1238. {
  1239. std::string name = dir->path().filename().string();
  1240. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1241. {
  1242. char nr = name[namePrefix.size()];
  1243. if (std::isdigit(nr))
  1244. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1245. }
  1246. }
  1247. }
  1248. if (!dates.empty())
  1249. return (--dates.end())->second; //return latest file number
  1250. return 0;
  1251. }
  1252. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1253. {
  1254. EVENT_HANDLER_CALLED_BY_CLIENT;
  1255. if (player == playerID)
  1256. {
  1257. if (victoryLossCheckResult.loss())
  1258. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1259. assert(GH.curInt == LOCPLINT);
  1260. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1261. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1262. GH.curInt = this; //waiting for dialogs requires this to get events
  1263. if(!makingTurn)
  1264. {
  1265. makingTurn = true; //also needed for dialog to show with current implementation
  1266. waitForAllDialogs();
  1267. makingTurn = false;
  1268. }
  1269. else
  1270. waitForAllDialogs();
  1271. GH.curInt = previousInterface;
  1272. LOCPLINT = previousInterface;
  1273. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1274. {
  1275. if(adventureInt)
  1276. {
  1277. GH.windows().popWindows(GH.windows().count());
  1278. adventureInt.reset();
  1279. }
  1280. }
  1281. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1282. {
  1283. // end game if current human player has won
  1284. CSH->sendClientDisconnecting();
  1285. requestReturningToMainMenu(true);
  1286. }
  1287. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1288. {
  1289. //all human players eliminated
  1290. CSH->sendClientDisconnecting();
  1291. requestReturningToMainMenu(false);
  1292. }
  1293. if (GH.curInt == this)
  1294. GH.curInt = nullptr;
  1295. }
  1296. }
  1297. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1298. {
  1299. EVENT_HANDLER_CALLED_BY_CLIENT;
  1300. }
  1301. void CPlayerInterface::showPuzzleMap()
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. waitWhileDialog();
  1305. //TODO: interface should not know the real position of Grail...
  1306. double ratio = 0;
  1307. int3 grailPos = cb->getGrailPos(&ratio);
  1308. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1309. }
  1310. void CPlayerInterface::viewWorldMap()
  1311. {
  1312. adventureInt->openWorldView();
  1313. }
  1314. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1315. {
  1316. EVENT_HANDLER_CALLED_BY_CLIENT;
  1317. if(GH.windows().topWindow<CSpellWindow>())
  1318. GH.windows().popWindows(1);
  1319. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1320. localState->erasePath(caster);
  1321. auto castSoundPath = spellID.toSpell()->getCastSound();
  1322. if(!castSoundPath.empty())
  1323. CCS->soundh->playSound(castSoundPath);
  1324. }
  1325. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1326. {
  1327. int msgToShow = -1;
  1328. const auto diggingStatus = h->diggingStatus();
  1329. switch(diggingStatus)
  1330. {
  1331. case EDiggingStatus::CAN_DIG:
  1332. break;
  1333. case EDiggingStatus::LACK_OF_MOVEMENT:
  1334. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1335. break;
  1336. case EDiggingStatus::TILE_OCCUPIED:
  1337. msgToShow = 97; //Try searching on clear ground.
  1338. break;
  1339. case EDiggingStatus::WRONG_TERRAIN:
  1340. msgToShow = 60; ////Try looking on land!
  1341. break;
  1342. case EDiggingStatus::BACKPACK_IS_FULL:
  1343. msgToShow = 247; //Searching for the Grail is fruitless...
  1344. break;
  1345. default:
  1346. assert(0);
  1347. }
  1348. if(msgToShow < 0)
  1349. cb->dig(h);
  1350. else
  1351. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1352. }
  1353. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1354. {
  1355. EVENT_HANDLER_CALLED_BY_CLIENT;
  1356. BATTLE_EVENT_POSSIBLE_RETURN;
  1357. battleInt->newRoundFirst();
  1358. }
  1359. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1360. {
  1361. EVENT_HANDLER_CALLED_BY_CLIENT;
  1362. auto onWindowClosed = [this, queryID](){
  1363. cb->selectionMade(0, queryID);
  1364. };
  1365. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1366. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1367. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1368. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1369. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1370. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1371. else if(!market->availableModes().empty())
  1372. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1373. }
  1374. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. auto onWindowClosed = [this, queryID](){
  1378. cb->selectionMade(0, queryID);
  1379. };
  1380. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1381. }
  1382. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1386. }
  1387. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1391. cmw->artifactsChanged(false);
  1392. }
  1393. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1394. {
  1395. EVENT_HANDLER_CALLED_BY_CLIENT;
  1396. auto onWindowClosed = [this, queryID](){
  1397. cb->selectionMade(0, queryID);
  1398. };
  1399. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1400. }
  1401. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1402. {
  1403. EVENT_HANDLER_CALLED_BY_CLIENT;
  1404. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1405. }
  1406. void CPlayerInterface::showQuestLog()
  1407. {
  1408. EVENT_HANDLER_CALLED_BY_CLIENT;
  1409. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1410. }
  1411. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1412. {
  1413. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1414. {
  1415. MetaString txt;
  1416. obj->getProblemText(txt);
  1417. showInfoDialog(txt.toString());
  1418. }
  1419. else
  1420. showShipyardDialog(obj);
  1421. }
  1422. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1423. {
  1424. HighScoreParameter param;
  1425. param.difficulty = cb->getStartInfo()->difficulty;
  1426. param.day = cb->getDate();
  1427. param.townAmount = cb->howManyTowns();
  1428. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1429. param.hasGrail = false;
  1430. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1431. if(h->hasArt(ArtifactID::GRAIL))
  1432. param.hasGrail = true;
  1433. for(const CGTownInstance * t : cb->getTownsInfo())
  1434. if(t->builtBuildings.count(BuildingID::GRAIL))
  1435. param.hasGrail = true;
  1436. param.allDefeated = true;
  1437. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1438. {
  1439. auto ps = cb->getPlayerState(player, false);
  1440. if(ps && player != *cb->getPlayerID())
  1441. if(!ps->checkVanquished())
  1442. param.allDefeated = false;
  1443. }
  1444. param.scenarioName = cb->getMapHeader()->name.toString();
  1445. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1446. HighScoreCalculation highScoreCalc;
  1447. highScoreCalc.parameters.push_back(param);
  1448. highScoreCalc.isCampaign = false;
  1449. if(won && cb->getStartInfo()->campState)
  1450. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1451. else
  1452. {
  1453. GH.dispatchMainThread(
  1454. [won, highScoreCalc]()
  1455. {
  1456. CSH->endGameplay();
  1457. GH.defActionsDef = 63;
  1458. CMM->menu->switchToTab("main");
  1459. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1460. }
  1461. );
  1462. }
  1463. }
  1464. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1465. {
  1466. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1467. if(hero)
  1468. {
  1469. auto art = hero->getArt(al.slot);
  1470. if(art == nullptr)
  1471. {
  1472. logGlobal->error("artifact location %d points to nothing",
  1473. al.slot.num);
  1474. return;
  1475. }
  1476. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1477. }
  1478. }
  1479. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1483. adventureInt->onHeroChanged(hero);
  1484. }
  1485. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1486. {
  1487. EVENT_HANDLER_CALLED_BY_CLIENT;
  1488. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1489. adventureInt->onHeroChanged(hero);
  1490. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1491. artWin->artifactRemoved(al);
  1492. waitWhileDialog();
  1493. }
  1494. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1495. {
  1496. EVENT_HANDLER_CALLED_BY_CLIENT;
  1497. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1498. adventureInt->onHeroChanged(hero);
  1499. bool redraw = true;
  1500. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1501. if(numOfMovedArts != 0)
  1502. {
  1503. numOfMovedArts--;
  1504. if(numOfMovedArts != 0)
  1505. redraw = false;
  1506. }
  1507. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1508. artWin->artifactMoved(src, dst, redraw);
  1509. waitWhileDialog();
  1510. }
  1511. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1512. {
  1513. numOfMovedArts = numOfArts;
  1514. }
  1515. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1516. {
  1517. EVENT_HANDLER_CALLED_BY_CLIENT;
  1518. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1519. adventureInt->onHeroChanged(hero);
  1520. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1521. artWin->artifactAssembled(al);
  1522. }
  1523. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1524. {
  1525. EVENT_HANDLER_CALLED_BY_CLIENT;
  1526. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1527. adventureInt->onHeroChanged(hero);
  1528. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1529. artWin->artifactDisassembled(al);
  1530. }
  1531. void CPlayerInterface::waitForAllDialogs()
  1532. {
  1533. while(!dialogs.empty())
  1534. {
  1535. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1536. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1537. }
  1538. waitWhileDialog();
  1539. }
  1540. void CPlayerInterface::proposeLoadingGame()
  1541. {
  1542. showYesNoDialog(
  1543. CGI->generaltexth->allTexts[68],
  1544. []()
  1545. {
  1546. GH.dispatchMainThread(
  1547. []()
  1548. {
  1549. CSH->endGameplay();
  1550. GH.defActionsDef = 63;
  1551. CMM->menu->switchToTab("load");
  1552. }
  1553. );
  1554. },
  1555. nullptr
  1556. );
  1557. }
  1558. bool CPlayerInterface::capturedAllEvents()
  1559. {
  1560. if(movementController->isHeroMoving())
  1561. {
  1562. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1563. return true;
  1564. }
  1565. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1566. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1567. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1568. {
  1569. GH.input().ignoreEventsUntilInput();
  1570. return true;
  1571. }
  1572. return false;
  1573. }
  1574. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1575. {
  1576. EVENT_HANDLER_CALLED_BY_CLIENT;
  1577. adventureInt->openWorldView(objectPositions, showTerrain );
  1578. }
  1579. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1580. {
  1581. return std::nullopt;
  1582. }