CPlayerInterface.cpp 52 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleInterfaceClasses.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "gui/CGuiHandler.h"
  28. #include "gui/CursorHandler.h"
  29. #include "gui/WindowHandler.h"
  30. #include "mainmenu/CMainMenu.h"
  31. #include "mainmenu/CHighScoreScreen.h"
  32. #include "mapView/mapHandler.h"
  33. #include "media/IMusicPlayer.h"
  34. #include "media/ISoundPlayer.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CConfigHandler.h"
  55. #include "../lib/texts/CGeneralTextHandler.h"
  56. #include "../lib/CHeroHandler.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/bonuses/Limiters.h"
  69. #include "../lib/bonuses/Propagators.h"
  70. #include "../lib/bonuses/Updaters.h"
  71. #include "../lib/gameState/CGameState.h"
  72. #include "../lib/mapObjects/CGMarket.h"
  73. #include "../lib/mapObjects/CGTownInstance.h"
  74. #include "../lib/mapObjects/MiscObjects.h"
  75. #include "../lib/mapObjects/ObjectTemplate.h"
  76. #include "../lib/mapping/CMapHeader.h"
  77. #include "../lib/networkPacks/PacksForClient.h"
  78. #include "../lib/networkPacks/PacksForClientBattle.h"
  79. #include "../lib/networkPacks/PacksForServer.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/serializer/CTypeList.h"
  82. #include "../lib/serializer/ESerializationVersion.h"
  83. #include "../lib/spells/CSpellHandler.h"
  84. #include "../lib/texts/TextOperations.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 if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  89. CPlayerInterface * LOCPLINT;
  90. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  91. struct HeroObjectRetriever
  92. {
  93. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  94. {
  95. return h;
  96. }
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  98. {
  99. return nullptr;
  100. }
  101. };
  102. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  103. localState(std::make_unique<PlayerLocalState>(*this)),
  104. movementController(std::make_unique<HeroMovementController>()),
  105. artifactController(std::make_unique<ArtifactsUIController>())
  106. {
  107. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  108. LOCPLINT = this;
  109. playerID=Player;
  110. human=true;
  111. battleInt.reset();
  112. castleInt = nullptr;
  113. makingTurn = false;
  114. showingDialog = new ConditionalWait();
  115. cingconsole = new CInGameConsole();
  116. autosaveCount = 0;
  117. isAutoFightOn = false;
  118. isAutoFightEndBattle = false;
  119. ignoreEvents = false;
  120. }
  121. CPlayerInterface::~CPlayerInterface()
  122. {
  123. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  124. delete showingDialog;
  125. delete cingconsole;
  126. if (LOCPLINT == this)
  127. LOCPLINT = nullptr;
  128. }
  129. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  130. {
  131. cb = CB;
  132. env = ENV;
  133. CCS->musich->loadTerrainMusicThemes();
  134. initializeHeroTownList();
  135. adventureInt.reset(new AdventureMapInterface());
  136. }
  137. void CPlayerInterface::closeAllDialogs()
  138. {
  139. // remove all active dialogs that do not expect query answer
  140. while(true)
  141. {
  142. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  143. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  144. auto topWindow = GH.windows().topWindow<WindowBase>();
  145. if(adventureWindow != nullptr)
  146. break;
  147. if(infoWindow && infoWindow->ID != QueryID::NONE)
  148. break;
  149. topWindow->close();
  150. }
  151. }
  152. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. if (player == playerID)
  156. {
  157. makingTurn = false;
  158. closeAllDialogs();
  159. // remove all pending dialogs that do not expect query answer
  160. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  161. return window->ID == QueryID::NONE;
  162. });
  163. }
  164. }
  165. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  166. {
  167. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  168. {
  169. // after map load - remove all active windows and replace them with adventure map
  170. GH.windows().clear();
  171. GH.windows().pushWindow(adventureInt);
  172. }
  173. EVENT_HANDLER_CALLED_BY_CLIENT;
  174. if (player != playerID && LOCPLINT == this)
  175. {
  176. waitWhileDialog();
  177. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  178. if (makingTurn == false)
  179. adventureInt->onEnemyTurnStarted(player, isHuman);
  180. }
  181. }
  182. void CPlayerInterface::performAutosave()
  183. {
  184. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  185. if(frequency > 0 && cb->getDate() % frequency == 0)
  186. {
  187. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  188. std::string prefix = std::string();
  189. if(usePrefix)
  190. {
  191. prefix = settings["general"]["savePrefix"].String();
  192. if(prefix.empty())
  193. {
  194. std::string name = cb->getMapHeader()->name.toString();
  195. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  196. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  197. auto const & isSymbolIllegal = [&](char c) {
  198. static const std::string forbiddenChars("\\/:*?\"<>| ");
  199. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  200. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  201. return charForbidden || charNonprintable;
  202. };
  203. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  204. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  205. }
  206. }
  207. autosaveCount++;
  208. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  209. if(autosaveCountLimit > 0)
  210. {
  211. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  212. autosaveCount %= autosaveCountLimit;
  213. }
  214. else
  215. {
  216. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  217. + std::to_string(cb->getDate(Date::WEEK))
  218. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  219. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  220. }
  221. }
  222. }
  223. void CPlayerInterface::gamePause(bool pause)
  224. {
  225. cb->gamePause(pause);
  226. }
  227. void CPlayerInterface::yourTurn(QueryID queryID)
  228. {
  229. closeAllDialogs();
  230. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  231. EVENT_HANDLER_CALLED_BY_CLIENT;
  232. int humanPlayersCount = 0;
  233. for(const auto & info : cb->getStartInfo()->playerInfos)
  234. if (info.second.isControlledByHuman())
  235. humanPlayersCount++;
  236. bool hotseatWait = humanPlayersCount > 1;
  237. LOCPLINT = this;
  238. GH.curInt = this;
  239. NotificationHandler::notify("Your turn");
  240. if(settings["general"]["startTurnAutosave"].Bool())
  241. {
  242. performAutosave();
  243. }
  244. if (hotseatWait) //hot seat or MP message
  245. {
  246. adventureInt->onHotseatWaitStarted(playerID);
  247. makingTurn = true;
  248. std::string msg = CGI->generaltexth->allTexts[13];
  249. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  250. std::vector<std::shared_ptr<CComponent>> cmp;
  251. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  252. showInfoDialog(msg, cmp);
  253. }
  254. else
  255. {
  256. makingTurn = true;
  257. adventureInt->onPlayerTurnStarted(playerID);
  258. }
  259. acceptTurn(queryID, hotseatWait);
  260. }
  261. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  262. {
  263. if (settings["session"]["autoSkip"].Bool())
  264. {
  265. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  266. iw->close();
  267. }
  268. if(hotseatWait)
  269. {
  270. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  271. adventureInt->onPlayerTurnStarted(playerID);
  272. }
  273. // warn player if he has no town
  274. if (cb->howManyTowns() == 0)
  275. {
  276. auto playerColor = *cb->getPlayerID();
  277. std::vector<Component> components;
  278. components.emplace_back(ComponentType::FLAG, playerColor);
  279. MetaString text;
  280. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  281. if(optDaysWithoutCastle)
  282. {
  283. auto daysWithoutCastle = optDaysWithoutCastle.value();
  284. if (daysWithoutCastle < 6)
  285. {
  286. 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.
  287. text.replaceName(playerColor);
  288. text.replaceNumber(7 - daysWithoutCastle);
  289. }
  290. else if (daysWithoutCastle == 6)
  291. {
  292. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  293. text.replaceName(playerColor);
  294. }
  295. showInfoDialogAndWait(components, text);
  296. }
  297. else
  298. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  299. }
  300. cb->selectionMade(0, queryID);
  301. movementController->onPlayerTurnStarted();
  302. }
  303. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  304. {
  305. EVENT_HANDLER_CALLED_BY_CLIENT;
  306. waitWhileDialog();
  307. if(LOCPLINT != this)
  308. return;
  309. //FIXME: read once and store
  310. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  311. return;
  312. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  313. if (!hero)
  314. return;
  315. movementController->onTryMoveHero(hero, details);
  316. }
  317. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  318. {
  319. EVENT_HANDLER_CALLED_BY_CLIENT;
  320. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  321. // if hero is not in town garrison
  322. if (vstd::contains(localState->getWanderingHeroes(), hero))
  323. localState->removeWanderingHero(hero);
  324. adventureInt->onHeroChanged(hero);
  325. localState->erasePath(hero);
  326. }
  327. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  328. {
  329. EVENT_HANDLER_CALLED_BY_CLIENT;
  330. if(town->tempOwner == playerID)
  331. {
  332. localState->removeOwnedTown(town);
  333. adventureInt->onTownChanged(town);
  334. }
  335. }
  336. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  337. {
  338. EVENT_HANDLER_CALLED_BY_CLIENT;
  339. if(start && visitedObj)
  340. {
  341. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  342. if (visitSound)
  343. CCS->soundh->playSound(visitSound.value());
  344. }
  345. }
  346. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  347. {
  348. EVENT_HANDLER_CALLED_BY_CLIENT;
  349. localState->addWanderingHero(hero);
  350. adventureInt->onHeroChanged(hero);
  351. }
  352. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  353. {
  354. if(castleInt)
  355. castleInt->close();
  356. castleInt = nullptr;
  357. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  358. GH.windows().pushWindow(newCastleInt);
  359. }
  360. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. if (which == PrimarySkill::EXPERIENCE)
  364. {
  365. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  366. ctw->updateExperience();
  367. }
  368. else
  369. {
  370. adventureInt->onHeroChanged(hero);
  371. }
  372. }
  373. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  374. {
  375. EVENT_HANDLER_CALLED_BY_CLIENT;
  376. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  377. cuw->updateSecondarySkills();
  378. }
  379. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  380. {
  381. EVENT_HANDLER_CALLED_BY_CLIENT;
  382. adventureInt->onHeroChanged(hero);
  383. if (makingTurn && hero->tempOwner == playerID)
  384. adventureInt->onHeroChanged(hero);
  385. }
  386. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. if (makingTurn && hero->tempOwner == playerID)
  390. adventureInt->onHeroChanged(hero);
  391. }
  392. void CPlayerInterface::receivedResource()
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  396. mw->updateResources();
  397. GH.windows().totalRedraw();
  398. }
  399. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  400. {
  401. EVENT_HANDLER_CALLED_BY_CLIENT;
  402. waitWhileDialog();
  403. CCS->soundh->playSound(soundBase::heroNewLevel);
  404. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  405. {
  406. cb->selectionMade(selection, queryID);
  407. });
  408. }
  409. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. waitWhileDialog();
  413. CCS->soundh->playSound(soundBase::heroNewLevel);
  414. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  415. {
  416. cb->selectionMade(selection, queryID);
  417. });
  418. }
  419. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. if(town->garrisonHero) //wandering hero moved to the garrison
  423. {
  424. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  425. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  426. localState->removeWanderingHero(town->garrisonHero);
  427. }
  428. if(town->visitingHero) //hero leaves garrison
  429. {
  430. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  431. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  432. localState->addWanderingHero(town->visitingHero);
  433. }
  434. adventureInt->onHeroChanged(nullptr);
  435. adventureInt->onTownChanged(town);
  436. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  437. if (cgh->holdsGarrison(town))
  438. cgh->updateGarrisons();
  439. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  440. ki->townChanged(town);
  441. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  442. GH.windows().totalRedraw();
  443. }
  444. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  445. {
  446. EVENT_HANDLER_CALLED_BY_CLIENT;
  447. if (hero->tempOwner != playerID )
  448. return;
  449. waitWhileDialog();
  450. openTownWindow(town);
  451. }
  452. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  453. {
  454. std::vector<const CArmedInstance *> instances;
  455. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  456. instances.push_back(obj);
  457. if(id2 != ObjectInstanceID() && id2 != id1)
  458. {
  459. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  460. instances.push_back(obj);
  461. }
  462. garrisonsChanged(instances);
  463. }
  464. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  465. {
  466. for (auto object : objs)
  467. {
  468. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  469. auto * town = dynamic_cast<const CGTownInstance*>(object);
  470. if (town)
  471. adventureInt->onTownChanged(town);
  472. if (hero)
  473. {
  474. adventureInt->onHeroChanged(hero);
  475. if(hero->inTownGarrison && hero->visitedTown != town)
  476. adventureInt->onTownChanged(hero->visitedTown);
  477. }
  478. }
  479. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  480. if (cgh->holdsGarrisons(objs))
  481. cgh->updateGarrisons();
  482. GH.windows().totalRedraw();
  483. }
  484. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  485. {
  486. EVENT_HANDLER_CALLED_BY_CLIENT;
  487. adventureInt->onTownChanged(town);
  488. if (castleInt)
  489. {
  490. castleInt->townlist->updateElement(town);
  491. if (castleInt->town == town)
  492. {
  493. switch(what)
  494. {
  495. case 1:
  496. CCS->soundh->playSound(soundBase::newBuilding);
  497. castleInt->addBuilding(buildingID);
  498. break;
  499. case 2:
  500. castleInt->removeBuilding(buildingID);
  501. break;
  502. }
  503. }
  504. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  505. GH.windows().totalRedraw();
  506. }
  507. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  508. cgh->buildChanged();
  509. }
  510. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  511. {
  512. movementController->onBattleStarted();
  513. waitForAllDialogs();
  514. }
  515. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  516. {
  517. EVENT_HANDLER_CALLED_BY_CLIENT;
  518. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  519. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  520. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  521. {
  522. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  523. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  524. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  525. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  526. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  527. isAutoFightOn = true;
  528. cb->registerBattleInterface(autofightingAI);
  529. }
  530. waitForAllDialogs();
  531. BATTLE_EVENT_POSSIBLE_RETURN;
  532. }
  533. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  534. {
  535. EVENT_HANDLER_CALLED_BY_CLIENT;
  536. BATTLE_EVENT_POSSIBLE_RETURN;
  537. for(auto & info : units)
  538. {
  539. switch(info.operation)
  540. {
  541. case UnitChanges::EOperation::RESET_STATE:
  542. {
  543. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  544. if(!stack)
  545. {
  546. logGlobal->error("Invalid unit ID %d", info.id);
  547. continue;
  548. }
  549. battleInt->stackReset(stack);
  550. }
  551. break;
  552. case UnitChanges::EOperation::REMOVE:
  553. battleInt->stackRemoved(info.id);
  554. break;
  555. case UnitChanges::EOperation::ADD:
  556. {
  557. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  558. if(!unit)
  559. {
  560. logGlobal->error("Invalid unit ID %d", info.id);
  561. continue;
  562. }
  563. battleInt->stackAdded(unit);
  564. }
  565. break;
  566. default:
  567. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  568. break;
  569. }
  570. }
  571. }
  572. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  573. {
  574. EVENT_HANDLER_CALLED_BY_CLIENT;
  575. BATTLE_EVENT_POSSIBLE_RETURN;
  576. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  577. std::vector<ObstacleChanges> removedObstacles;
  578. for(auto & change : obstacles)
  579. {
  580. if(change.operation == BattleChanges::EOperation::ADD)
  581. {
  582. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  583. if(instance)
  584. newObstacles.push_back(instance);
  585. else
  586. logNetwork->error("Invalid obstacle instance %d", change.id);
  587. }
  588. if(change.operation == BattleChanges::EOperation::REMOVE)
  589. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  590. }
  591. if (!newObstacles.empty())
  592. battleInt->obstaclePlaced(newObstacles);
  593. if (!removedObstacles.empty())
  594. battleInt->obstacleRemoved(removedObstacles);
  595. battleInt->fieldController->redrawBackgroundWithHexes();
  596. }
  597. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. BATTLE_EVENT_POSSIBLE_RETURN;
  601. battleInt->stackIsCatapulting(ca);
  602. }
  603. 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
  604. {
  605. EVENT_HANDLER_CALLED_BY_CLIENT;
  606. BATTLE_EVENT_POSSIBLE_RETURN;
  607. battleInt->newRound();
  608. }
  609. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  610. {
  611. EVENT_HANDLER_CALLED_BY_CLIENT;
  612. BATTLE_EVENT_POSSIBLE_RETURN;
  613. battleInt->startAction(action);
  614. }
  615. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. battleInt->endAction(action);
  620. }
  621. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  625. assert(!cb->getBattle(battleID)->battleIsFinished());
  626. if (cb->getBattle(battleID)->battleIsFinished())
  627. {
  628. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  629. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  630. return ;
  631. }
  632. if (autofightingAI)
  633. {
  634. if (isAutoFightOn)
  635. {
  636. //FIXME: we want client rendering to proceed while AI is making actions
  637. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  638. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  639. autofightingAI->activeStack(battleID, stack);
  640. return;
  641. }
  642. cb->unregisterBattleInterface(autofightingAI);
  643. autofightingAI.reset();
  644. }
  645. assert(battleInt);
  646. if(!battleInt)
  647. {
  648. // probably battle is finished already
  649. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  650. }
  651. battleInt->stackActivated(stack);
  652. }
  653. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  654. {
  655. EVENT_HANDLER_CALLED_BY_CLIENT;
  656. if(isAutoFightOn || autofightingAI)
  657. {
  658. isAutoFightOn = false;
  659. cb->unregisterBattleInterface(autofightingAI);
  660. autofightingAI.reset();
  661. if(!battleInt)
  662. {
  663. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  664. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  665. if (allowManualReplay || isAutoFightEndBattle)
  666. {
  667. wnd->resultCallback = [=](ui32 selection)
  668. {
  669. cb->selectionMade(selection, queryID);
  670. };
  671. }
  672. isAutoFightEndBattle = false;
  673. GH.windows().pushWindow(wnd);
  674. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  675. // Otherwise NewTurn causes freeze.
  676. waitWhileDialog();
  677. return;
  678. }
  679. }
  680. BATTLE_EVENT_POSSIBLE_RETURN;
  681. battleInt->battleFinished(*br, queryID);
  682. }
  683. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. BATTLE_EVENT_POSSIBLE_RETURN;
  687. battleInt->displayBattleLog(lines);
  688. }
  689. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. battleInt->stackMoved(stack, dest, distance, teleport);
  694. }
  695. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  696. {
  697. EVENT_HANDLER_CALLED_BY_CLIENT;
  698. BATTLE_EVENT_POSSIBLE_RETURN;
  699. battleInt->spellCast(sc);
  700. }
  701. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. battleInt->battleStacksEffectsSet(sse);
  706. }
  707. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. battleInt->effectsController->battleTriggerEffect(bte);
  712. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  713. {
  714. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  715. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  716. }
  717. }
  718. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  719. {
  720. EVENT_HANDLER_CALLED_BY_CLIENT;
  721. BATTLE_EVENT_POSSIBLE_RETURN;
  722. std::vector<StackAttackedInfo> arg;
  723. for(auto & elem : bsa)
  724. {
  725. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  726. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  727. assert(defender);
  728. StackAttackedInfo info;
  729. info.defender = defender;
  730. info.attacker = attacker;
  731. info.damageDealt = elem.damageAmount;
  732. info.amountKilled = elem.killedAmount;
  733. info.spellEffect = SpellID::NONE;
  734. info.indirectAttack = ranged;
  735. info.killed = elem.killed();
  736. info.rebirth = elem.willRebirth();
  737. info.cloneKilled = elem.cloneKilled();
  738. info.fireShield = elem.fireShield();
  739. if (elem.isSpell())
  740. info.spellEffect = elem.spellID;
  741. arg.push_back(info);
  742. }
  743. battleInt->stacksAreAttacked(arg);
  744. }
  745. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. StackAttackInfo info;
  750. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  751. info.defender = nullptr;
  752. info.indirectAttack = ba->shot();
  753. info.lucky = ba->lucky();
  754. info.unlucky = ba->unlucky();
  755. info.deathBlow = ba->deathBlow();
  756. info.lifeDrain = ba->lifeDrain();
  757. info.tile = ba->tile;
  758. info.spellEffect = SpellID::NONE;
  759. if (ba->spellLike())
  760. info.spellEffect = ba->spellID;
  761. for(auto & elem : ba->bsa)
  762. {
  763. if(!elem.isSecondary())
  764. {
  765. assert(info.defender == nullptr);
  766. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  767. }
  768. else
  769. {
  770. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  771. }
  772. }
  773. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  774. assert(info.attacker != nullptr);
  775. battleInt->stackAttacking(info);
  776. }
  777. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. BATTLE_EVENT_POSSIBLE_RETURN;
  781. battleInt->gateStateChanged(state);
  782. }
  783. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. }
  787. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  788. {
  789. EVENT_HANDLER_CALLED_BY_CLIENT;
  790. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  791. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  792. if(autoTryHover || type == EInfoWindowMode::INFO)
  793. {
  794. waitWhileDialog(); //Fix for mantis #98
  795. adventureInt->showInfoBoxMessage(components, text, timer);
  796. // 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
  797. movementController->requestMovementAbort();
  798. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  799. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  800. return;
  801. }
  802. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  803. {
  804. return;
  805. }
  806. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  807. do
  808. {
  809. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  810. std::vector<std::shared_ptr<CComponent>> intComps;
  811. for (auto & component : sender)
  812. intComps.push_back(std::make_shared<CComponent>(component));
  813. showInfoDialog(text,intComps,soundID);
  814. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  815. }
  816. while(!vect.empty());
  817. }
  818. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  819. {
  820. std::vector<std::shared_ptr<CComponent>> intComps;
  821. intComps.push_back(component);
  822. showInfoDialog(text, intComps, soundBase::sound_todo);
  823. }
  824. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  825. {
  826. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  827. waitWhileDialog();
  828. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  829. {
  830. return;
  831. }
  832. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  833. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && GH.windows().count() > 0 && LOCPLINT == this)
  834. {
  835. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  836. showingDialog->setBusy();
  837. movementController->requestMovementAbort(); // interrupt movement to show dialog
  838. GH.windows().pushWindow(temp);
  839. }
  840. else
  841. {
  842. dialogs.push_back(temp);
  843. }
  844. }
  845. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  846. {
  847. EVENT_HANDLER_CALLED_BY_CLIENT;
  848. std::string str = text.toString();
  849. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  850. waitWhileDialog();
  851. }
  852. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  853. {
  854. movementController->requestMovementAbort();
  855. LOCPLINT->showingDialog->setBusy();
  856. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  857. }
  858. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  859. {
  860. EVENT_HANDLER_CALLED_BY_CLIENT;
  861. waitWhileDialog();
  862. movementController->requestMovementAbort();
  863. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  864. if (!selection && cancel) //simple yes/no dialog
  865. {
  866. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  867. {
  868. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  869. return;
  870. }
  871. std::vector<std::shared_ptr<CComponent>> intComps;
  872. for (auto & component : components)
  873. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  874. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  875. }
  876. else if (selection)
  877. {
  878. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  879. for (auto & component : components)
  880. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  881. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  882. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  883. if (cancel)
  884. {
  885. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  886. }
  887. int charperline = 35;
  888. if (pom.size() > 1)
  889. charperline = 50;
  890. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  891. intComps[0]->clickPressed(GH.getCursorPosition());
  892. intComps[0]->clickReleased(GH.getCursorPosition());
  893. }
  894. }
  895. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  896. {
  897. EVENT_HANDLER_CALLED_BY_CLIENT;
  898. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  899. }
  900. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  901. {
  902. EVENT_HANDLER_CALLED_BY_CLIENT;
  903. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  904. std::map<ObjectInstanceID, int> townOrder;
  905. auto ownedTowns = localState->getOwnedTowns();
  906. for (int i = 0; i < ownedTowns.size(); ++i)
  907. townOrder[ownedTowns[i]->id] = i;
  908. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  909. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  910. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  911. return leftIndex < rightIndex;
  912. };
  913. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  914. auto selectCallback = [=](int selection)
  915. {
  916. cb->sendQueryReply(selection, askID);
  917. };
  918. auto cancelCallback = [=]()
  919. {
  920. cb->sendQueryReply(std::nullopt, askID);
  921. };
  922. const std::string localTitle = title.toString();
  923. const std::string localDescription = description.toString();
  924. std::vector<int> tempList;
  925. tempList.reserve(objectGuiOrdered.size());
  926. for(const auto & item : objectGuiOrdered)
  927. tempList.push_back(item.getNum());
  928. CComponent localIconC(icon);
  929. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  930. localIconC.removeChild(localIcon.get(), false);
  931. std::vector<std::shared_ptr<IImage>> images;
  932. for(const auto & obj : objectGuiOrdered)
  933. {
  934. if(!settings["general"]["enableUiEnhancements"].Bool())
  935. break;
  936. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  937. if(t)
  938. {
  939. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  940. image->scaleTo(Point(35, 23));
  941. images.push_back(image);
  942. }
  943. }
  944. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  945. wnd->onExit = cancelCallback;
  946. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  947. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  948. GH.windows().pushWindow(wnd);
  949. }
  950. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  951. {
  952. EVENT_HANDLER_CALLED_BY_CLIENT;
  953. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  954. adventureInt->onMapTilesChanged(pos);
  955. }
  956. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  957. {
  958. EVENT_HANDLER_CALLED_BY_CLIENT;
  959. adventureInt->onMapTilesChanged(pos);
  960. }
  961. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  962. {
  963. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  964. }
  965. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  966. {
  967. EVENT_HANDLER_CALLED_BY_CLIENT;
  968. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  969. {
  970. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  971. fortScreen->creaturesChangedEventHandler();
  972. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  973. if(castleInterface->town == town)
  974. castleInterface->creaturesChangedEventHandler();
  975. if (townObj)
  976. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  977. ki->townChanged(townObj);
  978. }
  979. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  980. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  981. {
  982. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  983. if (crw->dwelling == town)
  984. crw->availableCreaturesChanged();
  985. }
  986. }
  987. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  988. {
  989. EVENT_HANDLER_CALLED_BY_CLIENT;
  990. if (bonus.type == BonusType::NONE)
  991. return;
  992. adventureInt->onHeroChanged(hero);
  993. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  994. {
  995. //recalculate paths because hero has lost bonus influencing pathfinding
  996. localState->erasePath(hero);
  997. }
  998. }
  999. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1000. {
  1001. LOG_TRACE(logGlobal);
  1002. if (!LOCPLINT->makingTurn)
  1003. return;
  1004. assert(h);
  1005. assert(!showingDialog->isBusy());
  1006. assert(dialogs.empty());
  1007. if (!h)
  1008. return; //can't find hero
  1009. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1010. if (showingDialog->isBusy() || !dialogs.empty())
  1011. return;
  1012. if (localState->isHeroSleeping(h))
  1013. localState->setHeroAwaken(h);
  1014. movementController->requestMovementStart(h, path);
  1015. }
  1016. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1017. {
  1018. EVENT_HANDLER_CALLED_BY_CLIENT;
  1019. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1020. if (movementController->isHeroMovingThroughGarrison(down, up))
  1021. {
  1022. onEnd();
  1023. return;
  1024. }
  1025. waitForAllDialogs();
  1026. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1027. cgw->quit->addCallback(onEnd);
  1028. GH.windows().pushWindow(cgw);
  1029. }
  1030. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1031. {
  1032. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1033. movementController->onMoveHeroApplied();
  1034. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1035. movementController->onQueryReplyApplied();
  1036. }
  1037. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1038. {
  1039. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1040. }
  1041. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1042. {
  1043. EVENT_HANDLER_CALLED_BY_CLIENT;
  1044. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1045. }
  1046. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1047. {
  1048. if (sop->what == ObjProperty::OWNER)
  1049. {
  1050. const CGObjectInstance * obj = cb->getObj(sop->id);
  1051. if(obj->ID == Obj::TOWN)
  1052. {
  1053. auto town = static_cast<const CGTownInstance *>(obj);
  1054. if(obj->tempOwner == playerID)
  1055. {
  1056. localState->removeOwnedTown(town);
  1057. adventureInt->onTownChanged(town);
  1058. }
  1059. }
  1060. }
  1061. }
  1062. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. if (sop->what == ObjProperty::OWNER)
  1066. {
  1067. const CGObjectInstance * obj = cb->getObj(sop->id);
  1068. if(obj->ID == Obj::TOWN)
  1069. {
  1070. auto town = static_cast<const CGTownInstance *>(obj);
  1071. if(obj->tempOwner == playerID)
  1072. {
  1073. localState->addOwnedTown(town);
  1074. adventureInt->onTownChanged(town);
  1075. }
  1076. }
  1077. //redraw minimap if owner changed
  1078. std::set<int3> pos = obj->getBlockedPos();
  1079. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1080. adventureInt->onMapTilesChanged(upos);
  1081. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1082. }
  1083. }
  1084. void CPlayerInterface::initializeHeroTownList()
  1085. {
  1086. if(localState->getWanderingHeroes().empty())
  1087. {
  1088. for(auto & hero : cb->getHeroesInfo())
  1089. {
  1090. if(!hero->inTownGarrison)
  1091. localState->addWanderingHero(hero);
  1092. }
  1093. }
  1094. if(localState->getOwnedTowns().empty())
  1095. {
  1096. for(auto & town : cb->getTownsInfo())
  1097. localState->addOwnedTown(town);
  1098. }
  1099. if(adventureInt)
  1100. adventureInt->onHeroChanged(nullptr);
  1101. }
  1102. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1103. {
  1104. EVENT_HANDLER_CALLED_BY_CLIENT;
  1105. waitWhileDialog();
  1106. auto recruitCb = [=](CreatureID id, int count)
  1107. {
  1108. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1109. };
  1110. auto closeCb = [=]()
  1111. {
  1112. cb->selectionMade(0, queryID);
  1113. };
  1114. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1115. }
  1116. void CPlayerInterface::waitWhileDialog()
  1117. {
  1118. if (GH.amIGuiThread())
  1119. {
  1120. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1121. return;
  1122. }
  1123. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1124. showingDialog->waitWhileBusy();
  1125. }
  1126. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1127. {
  1128. EVENT_HANDLER_CALLED_BY_CLIENT;
  1129. auto state = obj->shipyardStatus();
  1130. TResources cost;
  1131. obj->getBoatCost(cost);
  1132. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1133. }
  1134. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1135. {
  1136. EVENT_HANDLER_CALLED_BY_CLIENT;
  1137. //we might have built a boat in shipyard in opened town screen
  1138. if (obj->ID == Obj::BOAT
  1139. && LOCPLINT->castleInt
  1140. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1141. {
  1142. CCS->soundh->playSound(soundBase::newBuilding);
  1143. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1144. }
  1145. }
  1146. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1147. {
  1148. EVENT_HANDLER_CALLED_BY_CLIENT;
  1149. waitWhileDialog();
  1150. CCS->curh->hide();
  1151. adventureInt->centerOnTile(pos);
  1152. if (focusTime)
  1153. {
  1154. GH.windows().totalRedraw();
  1155. {
  1156. IgnoreEvents ignore(*this);
  1157. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1158. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1159. }
  1160. }
  1161. CCS->curh->show();
  1162. }
  1163. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1164. {
  1165. EVENT_HANDLER_CALLED_BY_CLIENT;
  1166. if(playerID == initiator)
  1167. {
  1168. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1169. if (removalSound)
  1170. {
  1171. waitWhileDialog();
  1172. CCS->soundh->playSound(removalSound.value());
  1173. }
  1174. }
  1175. CGI->mh->waitForOngoingAnimations();
  1176. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1177. {
  1178. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1179. heroKilled(h);
  1180. }
  1181. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1182. {
  1183. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1184. townRemoved(t);
  1185. }
  1186. GH.fakeMouseMove();
  1187. }
  1188. void CPlayerInterface::objectRemovedAfter()
  1189. {
  1190. EVENT_HANDLER_CALLED_BY_CLIENT;
  1191. adventureInt->onMapTilesChanged(boost::none);
  1192. // visiting or garrisoned hero removed - update window
  1193. if (castleInt)
  1194. castleInt->updateGarrisons();
  1195. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1196. ki->heroRemoved();
  1197. }
  1198. void CPlayerInterface::playerBlocked(int reason, bool start)
  1199. {
  1200. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1201. {
  1202. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1203. {
  1204. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1205. LOCPLINT = this;
  1206. GH.curInt = this;
  1207. adventureInt->onCurrentPlayerChanged(playerID);
  1208. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1209. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1210. std::vector<std::shared_ptr<CComponent>> cmp;
  1211. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1212. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1213. showInfoDialog(msg, cmp);
  1214. waitWhileDialog();
  1215. makingTurn = false;
  1216. }
  1217. }
  1218. }
  1219. void CPlayerInterface::update()
  1220. {
  1221. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1222. boost::shared_lock gsLock(CGameState::mutex);
  1223. // While mutexes were locked away we may be have stopped being the active interface
  1224. if (LOCPLINT != this)
  1225. return;
  1226. //if there are any waiting dialogs, show them
  1227. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1228. {
  1229. showingDialog->setBusy();
  1230. GH.windows().pushWindow(dialogs.front());
  1231. dialogs.pop_front();
  1232. }
  1233. assert(adventureInt);
  1234. // Handles mouse and key input
  1235. GH.handleEvents();
  1236. GH.windows().simpleRedraw();
  1237. }
  1238. void CPlayerInterface::endNetwork()
  1239. {
  1240. showingDialog->requestTermination();
  1241. }
  1242. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1243. {
  1244. using namespace boost::filesystem;
  1245. using namespace boost::algorithm;
  1246. path gamesDir = VCMIDirs::get().userSavePath();
  1247. std::map<std::time_t, int> dates; //save number => datestamp
  1248. const directory_iterator enddir;
  1249. if (!exists(gamesDir))
  1250. create_directory(gamesDir);
  1251. else
  1252. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1253. {
  1254. if (is_regular_file(dir->status()))
  1255. {
  1256. std::string name = dir->path().filename().string();
  1257. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1258. {
  1259. char nr = name[namePrefix.size()];
  1260. if (std::isdigit(nr))
  1261. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1262. }
  1263. }
  1264. }
  1265. if (!dates.empty())
  1266. return (--dates.end())->second; //return latest file number
  1267. return 0;
  1268. }
  1269. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1270. {
  1271. EVENT_HANDLER_CALLED_BY_CLIENT;
  1272. if (player == playerID)
  1273. {
  1274. if (victoryLossCheckResult.loss())
  1275. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1276. assert(GH.curInt == LOCPLINT);
  1277. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1278. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1279. GH.curInt = this; //waiting for dialogs requires this to get events
  1280. if(!makingTurn)
  1281. {
  1282. makingTurn = true; //also needed for dialog to show with current implementation
  1283. waitForAllDialogs();
  1284. makingTurn = false;
  1285. }
  1286. else
  1287. waitForAllDialogs();
  1288. GH.curInt = previousInterface;
  1289. LOCPLINT = previousInterface;
  1290. }
  1291. }
  1292. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1293. {
  1294. EVENT_HANDLER_CALLED_BY_CLIENT;
  1295. }
  1296. void CPlayerInterface::showPuzzleMap()
  1297. {
  1298. EVENT_HANDLER_CALLED_BY_CLIENT;
  1299. waitWhileDialog();
  1300. //TODO: interface should not know the real position of Grail...
  1301. double ratio = 0;
  1302. int3 grailPos = cb->getGrailPos(&ratio);
  1303. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1304. }
  1305. void CPlayerInterface::viewWorldMap()
  1306. {
  1307. adventureInt->openWorldView();
  1308. }
  1309. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1310. {
  1311. EVENT_HANDLER_CALLED_BY_CLIENT;
  1312. if(GH.windows().topWindow<CSpellWindow>())
  1313. GH.windows().popWindows(1);
  1314. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1315. localState->erasePath(caster);
  1316. auto castSoundPath = spellID.toSpell()->getCastSound();
  1317. if(!castSoundPath.empty())
  1318. CCS->soundh->playSound(castSoundPath);
  1319. }
  1320. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1321. {
  1322. int msgToShow = -1;
  1323. const auto diggingStatus = h->diggingStatus();
  1324. switch(diggingStatus)
  1325. {
  1326. case EDiggingStatus::CAN_DIG:
  1327. break;
  1328. case EDiggingStatus::LACK_OF_MOVEMENT:
  1329. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1330. break;
  1331. case EDiggingStatus::TILE_OCCUPIED:
  1332. msgToShow = 97; //Try searching on clear ground.
  1333. break;
  1334. case EDiggingStatus::WRONG_TERRAIN:
  1335. msgToShow = 60; ////Try looking on land!
  1336. break;
  1337. case EDiggingStatus::BACKPACK_IS_FULL:
  1338. msgToShow = 247; //Searching for the Grail is fruitless...
  1339. break;
  1340. default:
  1341. assert(0);
  1342. }
  1343. if(msgToShow < 0)
  1344. cb->dig(h);
  1345. else
  1346. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1347. }
  1348. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1349. {
  1350. EVENT_HANDLER_CALLED_BY_CLIENT;
  1351. BATTLE_EVENT_POSSIBLE_RETURN;
  1352. battleInt->newRoundFirst();
  1353. }
  1354. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1355. {
  1356. EVENT_HANDLER_CALLED_BY_CLIENT;
  1357. auto onWindowClosed = [this, queryID](){
  1358. cb->selectionMade(0, queryID);
  1359. };
  1360. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1361. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1362. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1363. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1364. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1365. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1366. else if (!market->availableModes().empty())
  1367. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1368. {
  1369. if(vstd::contains(market->availableModes(), mode))
  1370. {
  1371. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1372. break;
  1373. }
  1374. }
  1375. else
  1376. onWindowClosed();
  1377. }
  1378. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. auto onWindowClosed = [this, queryID](){
  1382. cb->selectionMade(0, queryID);
  1383. };
  1384. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1385. }
  1386. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1387. {
  1388. EVENT_HANDLER_CALLED_BY_CLIENT;
  1389. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1390. }
  1391. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1395. cmw->updateArtifacts();
  1396. }
  1397. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1398. {
  1399. EVENT_HANDLER_CALLED_BY_CLIENT;
  1400. auto onWindowClosed = [this, queryID](){
  1401. if (queryID != QueryID::NONE)
  1402. cb->selectionMade(0, queryID);
  1403. };
  1404. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1405. }
  1406. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1407. {
  1408. EVENT_HANDLER_CALLED_BY_CLIENT;
  1409. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1410. }
  1411. void CPlayerInterface::showQuestLog()
  1412. {
  1413. EVENT_HANDLER_CALLED_BY_CLIENT;
  1414. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1415. }
  1416. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1417. {
  1418. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1419. {
  1420. MetaString txt;
  1421. obj->getProblemText(txt);
  1422. showInfoDialog(txt.toString());
  1423. }
  1424. else
  1425. showShipyardDialog(obj);
  1426. }
  1427. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1428. {
  1429. artifactController->askToAssemble(al, true, true);
  1430. }
  1431. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1432. {
  1433. EVENT_HANDLER_CALLED_BY_CLIENT;
  1434. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1435. }
  1436. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1437. {
  1438. EVENT_HANDLER_CALLED_BY_CLIENT;
  1439. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1440. artifactController->artifactRemoved();
  1441. }
  1442. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1446. artifactController->artifactMoved();
  1447. }
  1448. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1449. {
  1450. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1451. }
  1452. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1453. {
  1454. EVENT_HANDLER_CALLED_BY_CLIENT;
  1455. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1456. artifactController->artifactAssembled();
  1457. }
  1458. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1459. {
  1460. EVENT_HANDLER_CALLED_BY_CLIENT;
  1461. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1462. artifactController->artifactDisassembled();
  1463. }
  1464. void CPlayerInterface::waitForAllDialogs()
  1465. {
  1466. if (!makingTurn)
  1467. return;
  1468. while(!dialogs.empty())
  1469. {
  1470. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1471. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1472. }
  1473. waitWhileDialog();
  1474. }
  1475. void CPlayerInterface::proposeLoadingGame()
  1476. {
  1477. showYesNoDialog(
  1478. CGI->generaltexth->allTexts[68],
  1479. []()
  1480. {
  1481. CSH->endGameplay();
  1482. CMM->menu->switchToTab("load");
  1483. },
  1484. nullptr
  1485. );
  1486. }
  1487. bool CPlayerInterface::capturedAllEvents()
  1488. {
  1489. if(movementController->isHeroMoving())
  1490. {
  1491. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1492. return true;
  1493. }
  1494. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1495. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1496. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1497. {
  1498. GH.input().ignoreEventsUntilInput();
  1499. return true;
  1500. }
  1501. return false;
  1502. }
  1503. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1504. {
  1505. EVENT_HANDLER_CALLED_BY_CLIENT;
  1506. adventureInt->openWorldView(objectPositions, showTerrain );
  1507. }
  1508. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1509. {
  1510. return std::nullopt;
  1511. }