CPlayerInterface.cpp 52 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CServerHandler.h"
  16. #include "HeroMovementController.h"
  17. #include "PlayerLocalState.h"
  18. #include "adventureMap/AdventureMapInterface.h"
  19. #include "adventureMap/CInGameConsole.h"
  20. #include "adventureMap/CList.h"
  21. #include "battle/BattleEffectsController.h"
  22. #include "battle/BattleFieldController.h"
  23. #include "battle/BattleInterface.h"
  24. #include "battle/BattleInterfaceClasses.h"
  25. #include "battle/BattleWindow.h"
  26. #include "eventsSDL/InputHandler.h"
  27. #include "eventsSDL/NotificationHandler.h"
  28. #include "gui/CGuiHandler.h"
  29. #include "gui/CursorHandler.h"
  30. #include "gui/WindowHandler.h"
  31. #include "mainmenu/CMainMenu.h"
  32. #include "mainmenu/CHighScoreScreen.h"
  33. #include "mapView/mapHandler.h"
  34. #include "media/IMusicPlayer.h"
  35. #include "media/ISoundPlayer.h"
  36. #include "render/CAnimation.h"
  37. #include "render/IImage.h"
  38. #include "render/IRenderHandler.h"
  39. #include "widgets/Buttons.h"
  40. #include "widgets/CComponent.h"
  41. #include "widgets/CGarrisonInt.h"
  42. #include "windows/CCastleInterface.h"
  43. #include "windows/CCreatureWindow.h"
  44. #include "windows/CExchangeWindow.h"
  45. #include "windows/CHeroWindow.h"
  46. #include "windows/CKingdomInterface.h"
  47. #include "windows/CMarketWindow.h"
  48. #include "windows/CPuzzleWindow.h"
  49. #include "windows/CQuestLog.h"
  50. #include "windows/CSpellWindow.h"
  51. #include "windows/CTutorialWindow.h"
  52. #include "windows/GUIClasses.h"
  53. #include "windows/InfoWindows.h"
  54. #include "../CCallback.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/texts/CGeneralTextHandler.h"
  57. #include "../lib/CHeroHandler.h"
  58. #include "../lib/CPlayerState.h"
  59. #include "../lib/CRandomGenerator.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/CStopWatch.h"
  62. #include "../lib/CThreadHelper.h"
  63. #include "../lib/GameConstants.h"
  64. #include "../lib/RoadHandler.h"
  65. #include "../lib/StartInfo.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "../lib/UnlockGuard.h"
  68. #include "../lib/VCMIDirs.h"
  69. #include "../lib/bonuses/Limiters.h"
  70. #include "../lib/bonuses/Propagators.h"
  71. #include "../lib/bonuses/Updaters.h"
  72. #include "../lib/gameState/CGameState.h"
  73. #include "../lib/mapObjects/CGMarket.h"
  74. #include "../lib/mapObjects/CGTownInstance.h"
  75. #include "../lib/mapObjects/MiscObjects.h"
  76. #include "../lib/mapObjects/ObjectTemplate.h"
  77. #include "../lib/mapping/CMapHeader.h"
  78. #include "../lib/networkPacks/PacksForClient.h"
  79. #include "../lib/networkPacks/PacksForClientBattle.h"
  80. #include "../lib/networkPacks/PacksForServer.h"
  81. #include "../lib/pathfinder/CGPathNode.h"
  82. #include "../lib/serializer/BinaryDeserializer.h"
  83. #include "../lib/serializer/BinarySerializer.h"
  84. #include "../lib/serializer/CTypeList.h"
  85. #include "../lib/spells/CSpellHandler.h"
  86. #include "../lib/texts/TextOperations.h"
  87. // The macro below is used to mark functions that are called by client when game state changes.
  88. // They all assume that interface mutex is locked.
  89. #define EVENT_HANDLER_CALLED_BY_CLIENT
  90. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  91. CPlayerInterface * LOCPLINT;
  92. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  93. struct HeroObjectRetriever
  94. {
  95. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  96. {
  97. return h;
  98. }
  99. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  100. {
  101. return nullptr;
  102. }
  103. };
  104. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  105. localState(std::make_unique<PlayerLocalState>(*this)),
  106. movementController(std::make_unique<HeroMovementController>()),
  107. artifactController(std::make_unique<ArtifactsUIController>())
  108. {
  109. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  110. LOCPLINT = this;
  111. playerID=Player;
  112. human=true;
  113. battleInt.reset();
  114. castleInt = nullptr;
  115. makingTurn = false;
  116. showingDialog = new ConditionalWait();
  117. cingconsole = new CInGameConsole();
  118. autosaveCount = 0;
  119. isAutoFightOn = false;
  120. isAutoFightEndBattle = false;
  121. ignoreEvents = false;
  122. }
  123. CPlayerInterface::~CPlayerInterface()
  124. {
  125. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  126. delete showingDialog;
  127. delete cingconsole;
  128. if (LOCPLINT == this)
  129. LOCPLINT = nullptr;
  130. }
  131. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  132. {
  133. cb = CB;
  134. env = ENV;
  135. CCS->musich->loadTerrainMusicThemes();
  136. initializeHeroTownList();
  137. adventureInt.reset(new AdventureMapInterface());
  138. }
  139. void CPlayerInterface::closeAllDialogs()
  140. {
  141. // remove all active dialogs that do not expect query answer
  142. for (;;)
  143. {
  144. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  145. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  146. if(adventureWindow != nullptr)
  147. break;
  148. if(infoWindow && infoWindow->ID != QueryID::NONE)
  149. break;
  150. if (infoWindow)
  151. infoWindow->close();
  152. else
  153. GH.windows().popWindows(1);
  154. }
  155. if(castleInt)
  156. castleInt->close();
  157. castleInt = nullptr;
  158. }
  159. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  160. {
  161. EVENT_HANDLER_CALLED_BY_CLIENT;
  162. if (player == playerID)
  163. {
  164. makingTurn = false;
  165. closeAllDialogs();
  166. // remove all pending dialogs that do not expect query answer
  167. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  168. return window->ID == QueryID::NONE;
  169. });
  170. }
  171. }
  172. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  173. {
  174. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  175. {
  176. // after map load - remove all active windows and replace them with adventure map
  177. GH.windows().clear();
  178. GH.windows().pushWindow(adventureInt);
  179. }
  180. EVENT_HANDLER_CALLED_BY_CLIENT;
  181. if (player != playerID && LOCPLINT == this)
  182. {
  183. waitWhileDialog();
  184. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  185. if (makingTurn == false)
  186. adventureInt->onEnemyTurnStarted(player, isHuman);
  187. }
  188. }
  189. void CPlayerInterface::performAutosave()
  190. {
  191. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  192. if(frequency > 0 && cb->getDate() % frequency == 0)
  193. {
  194. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  195. std::string prefix = std::string();
  196. if(usePrefix)
  197. {
  198. prefix = settings["general"]["savePrefix"].String();
  199. if(prefix.empty())
  200. {
  201. std::string name = cb->getMapHeader()->name.toString();
  202. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  203. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  204. auto const & isSymbolIllegal = [&](char c) {
  205. static const std::string forbiddenChars("\\/:*?\"<>| ");
  206. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  207. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  208. return charForbidden || charNonprintable;
  209. };
  210. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  211. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  212. }
  213. }
  214. autosaveCount++;
  215. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  216. if(autosaveCountLimit > 0)
  217. {
  218. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  219. autosaveCount %= autosaveCountLimit;
  220. }
  221. else
  222. {
  223. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  224. + std::to_string(cb->getDate(Date::WEEK))
  225. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  226. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  227. }
  228. }
  229. }
  230. void CPlayerInterface::gamePause(bool pause)
  231. {
  232. cb->gamePause(pause);
  233. }
  234. void CPlayerInterface::yourTurn(QueryID queryID)
  235. {
  236. closeAllDialogs();
  237. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  238. EVENT_HANDLER_CALLED_BY_CLIENT;
  239. int humanPlayersCount = 0;
  240. for(const auto & info : cb->getStartInfo()->playerInfos)
  241. if (info.second.isControlledByHuman())
  242. humanPlayersCount++;
  243. bool hotseatWait = humanPlayersCount > 1;
  244. LOCPLINT = this;
  245. GH.curInt = this;
  246. NotificationHandler::notify("Your turn");
  247. if(settings["general"]["startTurnAutosave"].Bool())
  248. {
  249. performAutosave();
  250. }
  251. if (hotseatWait) //hot seat or MP message
  252. {
  253. adventureInt->onHotseatWaitStarted(playerID);
  254. makingTurn = true;
  255. std::string msg = CGI->generaltexth->allTexts[13];
  256. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  257. std::vector<std::shared_ptr<CComponent>> cmp;
  258. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  259. showInfoDialog(msg, cmp);
  260. }
  261. else
  262. {
  263. makingTurn = true;
  264. adventureInt->onPlayerTurnStarted(playerID);
  265. }
  266. acceptTurn(queryID, hotseatWait);
  267. }
  268. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  269. {
  270. if (settings["session"]["autoSkip"].Bool())
  271. {
  272. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  273. iw->close();
  274. }
  275. if(hotseatWait)
  276. {
  277. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  278. adventureInt->onPlayerTurnStarted(playerID);
  279. }
  280. // warn player if he has no town
  281. if (cb->howManyTowns() == 0)
  282. {
  283. auto playerColor = *cb->getPlayerID();
  284. std::vector<Component> components;
  285. components.emplace_back(ComponentType::FLAG, playerColor);
  286. MetaString text;
  287. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  288. if(optDaysWithoutCastle)
  289. {
  290. auto daysWithoutCastle = optDaysWithoutCastle.value();
  291. if (daysWithoutCastle < 6)
  292. {
  293. 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.
  294. text.replaceName(playerColor);
  295. text.replaceNumber(7 - daysWithoutCastle);
  296. }
  297. else if (daysWithoutCastle == 6)
  298. {
  299. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  300. text.replaceName(playerColor);
  301. }
  302. showInfoDialogAndWait(components, text);
  303. }
  304. else
  305. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  306. }
  307. cb->selectionMade(0, queryID);
  308. movementController->onPlayerTurnStarted();
  309. }
  310. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  311. {
  312. EVENT_HANDLER_CALLED_BY_CLIENT;
  313. waitWhileDialog();
  314. if(LOCPLINT != this)
  315. return;
  316. //FIXME: read once and store
  317. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  318. return;
  319. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  320. if (!hero)
  321. return;
  322. movementController->onTryMoveHero(hero, details);
  323. }
  324. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  325. {
  326. EVENT_HANDLER_CALLED_BY_CLIENT;
  327. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  328. // if hero is not in town garrison
  329. if (vstd::contains(localState->getWanderingHeroes(), hero))
  330. localState->removeWanderingHero(hero);
  331. adventureInt->onHeroChanged(hero);
  332. localState->erasePath(hero);
  333. }
  334. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  335. {
  336. EVENT_HANDLER_CALLED_BY_CLIENT;
  337. if(start && visitedObj)
  338. {
  339. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  340. if (visitSound)
  341. CCS->soundh->playSound(visitSound.value());
  342. }
  343. }
  344. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. localState->addWanderingHero(hero);
  348. adventureInt->onHeroChanged(hero);
  349. }
  350. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  351. {
  352. if(castleInt)
  353. castleInt->close();
  354. castleInt = nullptr;
  355. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  356. GH.windows().pushWindow(newCastleInt);
  357. }
  358. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. if (which == PrimarySkill::EXPERIENCE)
  362. {
  363. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  364. ctw->updateExperience();
  365. }
  366. else
  367. {
  368. adventureInt->onHeroChanged(hero);
  369. }
  370. }
  371. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  375. cuw->updateSecondarySkills();
  376. }
  377. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  378. {
  379. EVENT_HANDLER_CALLED_BY_CLIENT;
  380. adventureInt->onHeroChanged(hero);
  381. if (makingTurn && hero->tempOwner == playerID)
  382. adventureInt->onHeroChanged(hero);
  383. }
  384. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  385. {
  386. EVENT_HANDLER_CALLED_BY_CLIENT;
  387. if (makingTurn && hero->tempOwner == playerID)
  388. adventureInt->onHeroChanged(hero);
  389. }
  390. void CPlayerInterface::receivedResource()
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  394. mw->updateResources();
  395. GH.windows().totalRedraw();
  396. }
  397. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. waitWhileDialog();
  401. CCS->soundh->playSound(soundBase::heroNewLevel);
  402. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  403. {
  404. cb->selectionMade(selection, queryID);
  405. });
  406. }
  407. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. waitWhileDialog();
  411. CCS->soundh->playSound(soundBase::heroNewLevel);
  412. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  413. {
  414. cb->selectionMade(selection, queryID);
  415. });
  416. }
  417. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. if(town->garrisonHero) //wandering hero moved to the garrison
  421. {
  422. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  423. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  424. localState->removeWanderingHero(town->garrisonHero);
  425. }
  426. if(town->visitingHero) //hero leaves garrison
  427. {
  428. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  429. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  430. localState->addWanderingHero(town->visitingHero);
  431. }
  432. adventureInt->onHeroChanged(nullptr);
  433. adventureInt->onTownChanged(town);
  434. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  435. if (cgh->holdsGarrison(town))
  436. cgh->updateGarrisons();
  437. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  438. ki->townChanged(town);
  439. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  440. GH.windows().totalRedraw();
  441. }
  442. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. if (hero->tempOwner != playerID )
  446. return;
  447. waitWhileDialog();
  448. openTownWindow(town);
  449. }
  450. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  451. {
  452. std::vector<const CArmedInstance *> instances;
  453. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  454. instances.push_back(obj);
  455. if(id2 != ObjectInstanceID() && id2 != id1)
  456. {
  457. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  458. instances.push_back(obj);
  459. }
  460. garrisonsChanged(instances);
  461. }
  462. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  463. {
  464. for (auto object : objs)
  465. {
  466. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  467. auto * town = dynamic_cast<const CGTownInstance*>(object);
  468. if (town)
  469. adventureInt->onTownChanged(town);
  470. if (hero)
  471. {
  472. adventureInt->onHeroChanged(hero);
  473. if(hero->inTownGarrison && hero->visitedTown != town)
  474. adventureInt->onTownChanged(hero->visitedTown);
  475. }
  476. }
  477. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  478. if (cgh->holdsGarrisons(objs))
  479. cgh->updateGarrisons();
  480. GH.windows().totalRedraw();
  481. }
  482. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. adventureInt->onTownChanged(town);
  486. if (castleInt)
  487. {
  488. castleInt->townlist->updateElement(town);
  489. if (castleInt->town == town)
  490. {
  491. switch(what)
  492. {
  493. case 1:
  494. CCS->soundh->playSound(soundBase::newBuilding);
  495. castleInt->addBuilding(buildingID);
  496. break;
  497. case 2:
  498. castleInt->removeBuilding(buildingID);
  499. break;
  500. }
  501. }
  502. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  503. GH.windows().totalRedraw();
  504. }
  505. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  506. cgh->buildChanged();
  507. }
  508. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  509. {
  510. movementController->onBattleStarted();
  511. waitForAllDialogs();
  512. }
  513. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  514. {
  515. EVENT_HANDLER_CALLED_BY_CLIENT;
  516. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  517. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  518. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  519. {
  520. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  521. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  522. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  523. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  524. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  525. isAutoFightOn = true;
  526. cb->registerBattleInterface(autofightingAI);
  527. }
  528. waitForAllDialogs();
  529. BATTLE_EVENT_POSSIBLE_RETURN;
  530. }
  531. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  532. {
  533. EVENT_HANDLER_CALLED_BY_CLIENT;
  534. BATTLE_EVENT_POSSIBLE_RETURN;
  535. for(auto & info : units)
  536. {
  537. switch(info.operation)
  538. {
  539. case UnitChanges::EOperation::RESET_STATE:
  540. {
  541. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  542. if(!stack)
  543. {
  544. logGlobal->error("Invalid unit ID %d", info.id);
  545. continue;
  546. }
  547. battleInt->stackReset(stack);
  548. }
  549. break;
  550. case UnitChanges::EOperation::REMOVE:
  551. battleInt->stackRemoved(info.id);
  552. break;
  553. case UnitChanges::EOperation::ADD:
  554. {
  555. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  556. if(!unit)
  557. {
  558. logGlobal->error("Invalid unit ID %d", info.id);
  559. continue;
  560. }
  561. battleInt->stackAdded(unit);
  562. }
  563. break;
  564. default:
  565. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  566. break;
  567. }
  568. }
  569. }
  570. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  571. {
  572. EVENT_HANDLER_CALLED_BY_CLIENT;
  573. BATTLE_EVENT_POSSIBLE_RETURN;
  574. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  575. std::vector<ObstacleChanges> removedObstacles;
  576. for(auto & change : obstacles)
  577. {
  578. if(change.operation == BattleChanges::EOperation::ADD)
  579. {
  580. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  581. if(instance)
  582. newObstacles.push_back(instance);
  583. else
  584. logNetwork->error("Invalid obstacle instance %d", change.id);
  585. }
  586. if(change.operation == BattleChanges::EOperation::REMOVE)
  587. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  588. }
  589. if (!newObstacles.empty())
  590. battleInt->obstaclePlaced(newObstacles);
  591. if (!removedObstacles.empty())
  592. battleInt->obstacleRemoved(removedObstacles);
  593. battleInt->fieldController->redrawBackgroundWithHexes();
  594. }
  595. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. battleInt->stackIsCatapulting(ca);
  600. }
  601. 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
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. battleInt->newRound();
  606. }
  607. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. BATTLE_EVENT_POSSIBLE_RETURN;
  611. battleInt->startAction(action);
  612. }
  613. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. BATTLE_EVENT_POSSIBLE_RETURN;
  617. battleInt->endAction(action);
  618. }
  619. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  620. {
  621. EVENT_HANDLER_CALLED_BY_CLIENT;
  622. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  623. assert(!cb->getBattle(battleID)->battleIsFinished());
  624. if (cb->getBattle(battleID)->battleIsFinished())
  625. {
  626. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  627. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  628. return ;
  629. }
  630. if (autofightingAI)
  631. {
  632. if (isAutoFightOn)
  633. {
  634. //FIXME: we want client rendering to proceed while AI is making actions
  635. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  636. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  637. autofightingAI->activeStack(battleID, stack);
  638. return;
  639. }
  640. cb->unregisterBattleInterface(autofightingAI);
  641. autofightingAI.reset();
  642. }
  643. assert(battleInt);
  644. if(!battleInt)
  645. {
  646. // probably battle is finished already
  647. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  648. }
  649. battleInt->stackActivated(stack);
  650. }
  651. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  652. {
  653. EVENT_HANDLER_CALLED_BY_CLIENT;
  654. if(isAutoFightOn || autofightingAI)
  655. {
  656. isAutoFightOn = false;
  657. cb->unregisterBattleInterface(autofightingAI);
  658. autofightingAI.reset();
  659. if(!battleInt)
  660. {
  661. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  662. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  663. if (allowManualReplay || isAutoFightEndBattle)
  664. {
  665. wnd->resultCallback = [=](ui32 selection)
  666. {
  667. cb->selectionMade(selection, queryID);
  668. };
  669. }
  670. isAutoFightEndBattle = false;
  671. GH.windows().pushWindow(wnd);
  672. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  673. // Otherwise NewTurn causes freeze.
  674. waitWhileDialog();
  675. return;
  676. }
  677. }
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->battleFinished(*br, queryID);
  680. }
  681. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->displayBattleLog(lines);
  686. }
  687. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->stackMoved(stack, dest, distance, teleport);
  692. }
  693. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->spellCast(sc);
  698. }
  699. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  700. {
  701. EVENT_HANDLER_CALLED_BY_CLIENT;
  702. BATTLE_EVENT_POSSIBLE_RETURN;
  703. battleInt->battleStacksEffectsSet(sse);
  704. }
  705. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  706. {
  707. EVENT_HANDLER_CALLED_BY_CLIENT;
  708. BATTLE_EVENT_POSSIBLE_RETURN;
  709. battleInt->effectsController->battleTriggerEffect(bte);
  710. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  711. {
  712. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  713. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  714. }
  715. }
  716. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. BATTLE_EVENT_POSSIBLE_RETURN;
  720. std::vector<StackAttackedInfo> arg;
  721. for(auto & elem : bsa)
  722. {
  723. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  724. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  725. assert(defender);
  726. StackAttackedInfo info;
  727. info.defender = defender;
  728. info.attacker = attacker;
  729. info.damageDealt = elem.damageAmount;
  730. info.amountKilled = elem.killedAmount;
  731. info.spellEffect = SpellID::NONE;
  732. info.indirectAttack = ranged;
  733. info.killed = elem.killed();
  734. info.rebirth = elem.willRebirth();
  735. info.cloneKilled = elem.cloneKilled();
  736. info.fireShield = elem.fireShield();
  737. if (elem.isSpell())
  738. info.spellEffect = elem.spellID;
  739. arg.push_back(info);
  740. }
  741. battleInt->stacksAreAttacked(arg);
  742. }
  743. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  744. {
  745. EVENT_HANDLER_CALLED_BY_CLIENT;
  746. BATTLE_EVENT_POSSIBLE_RETURN;
  747. StackAttackInfo info;
  748. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  749. info.defender = nullptr;
  750. info.indirectAttack = ba->shot();
  751. info.lucky = ba->lucky();
  752. info.unlucky = ba->unlucky();
  753. info.deathBlow = ba->deathBlow();
  754. info.lifeDrain = ba->lifeDrain();
  755. info.tile = ba->tile;
  756. info.spellEffect = SpellID::NONE;
  757. if (ba->spellLike())
  758. info.spellEffect = ba->spellID;
  759. for(auto & elem : ba->bsa)
  760. {
  761. if(!elem.isSecondary())
  762. {
  763. assert(info.defender == nullptr);
  764. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  765. }
  766. else
  767. {
  768. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  769. }
  770. }
  771. assert(info.defender != nullptr);
  772. assert(info.attacker != nullptr);
  773. battleInt->stackAttacking(info);
  774. }
  775. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. BATTLE_EVENT_POSSIBLE_RETURN;
  779. battleInt->gateStateChanged(state);
  780. }
  781. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  782. {
  783. EVENT_HANDLER_CALLED_BY_CLIENT;
  784. }
  785. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  786. {
  787. EVENT_HANDLER_CALLED_BY_CLIENT;
  788. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  789. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  790. if(autoTryHover || type == EInfoWindowMode::INFO)
  791. {
  792. waitWhileDialog(); //Fix for mantis #98
  793. adventureInt->showInfoBoxMessage(components, text, timer);
  794. // 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
  795. movementController->requestMovementAbort();
  796. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  797. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  798. return;
  799. }
  800. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  801. {
  802. return;
  803. }
  804. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  805. do
  806. {
  807. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  808. std::vector<std::shared_ptr<CComponent>> intComps;
  809. for (auto & component : sender)
  810. intComps.push_back(std::make_shared<CComponent>(component));
  811. showInfoDialog(text,intComps,soundID);
  812. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  813. }
  814. while(!vect.empty());
  815. }
  816. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  817. {
  818. std::vector<std::shared_ptr<CComponent>> intComps;
  819. intComps.push_back(component);
  820. showInfoDialog(text, intComps, soundBase::sound_todo);
  821. }
  822. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  823. {
  824. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  825. waitWhileDialog();
  826. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  827. {
  828. return;
  829. }
  830. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  831. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && GH.windows().count() > 0 && LOCPLINT == this)
  832. {
  833. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  834. showingDialog->setBusy();
  835. movementController->requestMovementAbort(); // interrupt movement to show dialog
  836. GH.windows().pushWindow(temp);
  837. }
  838. else
  839. {
  840. dialogs.push_back(temp);
  841. }
  842. }
  843. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  844. {
  845. EVENT_HANDLER_CALLED_BY_CLIENT;
  846. std::string str = text.toString();
  847. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  848. waitWhileDialog();
  849. }
  850. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  851. {
  852. movementController->requestMovementAbort();
  853. LOCPLINT->showingDialog->setBusy();
  854. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  855. }
  856. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  857. {
  858. EVENT_HANDLER_CALLED_BY_CLIENT;
  859. waitWhileDialog();
  860. movementController->requestMovementAbort();
  861. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  862. if (!selection && cancel) //simple yes/no dialog
  863. {
  864. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  865. {
  866. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  867. return;
  868. }
  869. std::vector<std::shared_ptr<CComponent>> intComps;
  870. for (auto & component : components)
  871. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  872. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  873. }
  874. else if (selection)
  875. {
  876. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  877. for (auto & component : components)
  878. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  879. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  880. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  881. if (cancel)
  882. {
  883. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  884. }
  885. int charperline = 35;
  886. if (pom.size() > 1)
  887. charperline = 50;
  888. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  889. intComps[0]->clickPressed(GH.getCursorPosition());
  890. intComps[0]->clickReleased(GH.getCursorPosition());
  891. }
  892. }
  893. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  894. {
  895. EVENT_HANDLER_CALLED_BY_CLIENT;
  896. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  897. }
  898. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  902. std::map<ObjectInstanceID, int> townOrder;
  903. auto ownedTowns = localState->getOwnedTowns();
  904. for (int i = 0; i < ownedTowns.size(); ++i)
  905. townOrder[ownedTowns[i]->id] = i;
  906. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  907. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  908. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  909. return leftIndex < rightIndex;
  910. };
  911. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  912. auto selectCallback = [=](int selection)
  913. {
  914. cb->sendQueryReply(selection, askID);
  915. };
  916. auto cancelCallback = [=]()
  917. {
  918. cb->sendQueryReply(std::nullopt, askID);
  919. };
  920. const std::string localTitle = title.toString();
  921. const std::string localDescription = description.toString();
  922. std::vector<int> tempList;
  923. tempList.reserve(objectGuiOrdered.size());
  924. for(const auto & item : objectGuiOrdered)
  925. tempList.push_back(item.getNum());
  926. CComponent localIconC(icon);
  927. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  928. localIconC.removeChild(localIcon.get(), false);
  929. std::vector<std::shared_ptr<IImage>> images;
  930. for(const auto & obj : objectGuiOrdered)
  931. {
  932. if(!settings["general"]["enableUiEnhancements"].Bool())
  933. break;
  934. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  935. if(t)
  936. {
  937. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  938. image->scaleTo(Point(35, 23));
  939. images.push_back(image);
  940. }
  941. }
  942. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  943. wnd->onExit = cancelCallback;
  944. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  945. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  946. GH.windows().pushWindow(wnd);
  947. }
  948. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  952. adventureInt->onMapTilesChanged(pos);
  953. }
  954. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  955. {
  956. EVENT_HANDLER_CALLED_BY_CLIENT;
  957. adventureInt->onMapTilesChanged(pos);
  958. }
  959. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  960. {
  961. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  962. }
  963. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  964. {
  965. EVENT_HANDLER_CALLED_BY_CLIENT;
  966. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  967. {
  968. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  969. fortScreen->creaturesChangedEventHandler();
  970. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  971. if(castleInterface->town == town)
  972. castleInterface->creaturesChangedEventHandler();
  973. if (townObj)
  974. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  975. ki->townChanged(townObj);
  976. }
  977. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  978. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  979. {
  980. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  981. if (crw->dwelling == town)
  982. crw->availableCreaturesChanged();
  983. }
  984. }
  985. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. if (bonus.type == BonusType::NONE)
  989. return;
  990. adventureInt->onHeroChanged(hero);
  991. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  992. {
  993. //recalculate paths because hero has lost bonus influencing pathfinding
  994. localState->erasePath(hero);
  995. }
  996. }
  997. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  998. {
  999. LOG_TRACE(logGlobal);
  1000. if (!LOCPLINT->makingTurn)
  1001. return;
  1002. assert(h);
  1003. assert(!showingDialog->isBusy());
  1004. assert(dialogs.empty());
  1005. if (!h)
  1006. return; //can't find hero
  1007. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1008. if (showingDialog->isBusy() || !dialogs.empty())
  1009. return;
  1010. if (localState->isHeroSleeping(h))
  1011. localState->setHeroAwaken(h);
  1012. movementController->requestMovementStart(h, path);
  1013. }
  1014. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1015. {
  1016. EVENT_HANDLER_CALLED_BY_CLIENT;
  1017. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1018. if (movementController->isHeroMovingThroughGarrison(down, up))
  1019. {
  1020. onEnd();
  1021. return;
  1022. }
  1023. waitForAllDialogs();
  1024. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1025. cgw->quit->addCallback(onEnd);
  1026. GH.windows().pushWindow(cgw);
  1027. }
  1028. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1029. {
  1030. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1031. movementController->onMoveHeroApplied();
  1032. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1033. movementController->onQueryReplyApplied();
  1034. }
  1035. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1036. {
  1037. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1038. }
  1039. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1040. {
  1041. EVENT_HANDLER_CALLED_BY_CLIENT;
  1042. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1043. }
  1044. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1045. {
  1046. if (sop->what == ObjProperty::OWNER)
  1047. {
  1048. const CGObjectInstance * obj = cb->getObj(sop->id);
  1049. if(obj->ID == Obj::TOWN)
  1050. {
  1051. auto town = static_cast<const CGTownInstance *>(obj);
  1052. if(obj->tempOwner == playerID)
  1053. {
  1054. localState->removeOwnedTown(town);
  1055. adventureInt->onTownChanged(town);
  1056. }
  1057. }
  1058. }
  1059. }
  1060. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1061. {
  1062. EVENT_HANDLER_CALLED_BY_CLIENT;
  1063. if (sop->what == ObjProperty::OWNER)
  1064. {
  1065. const CGObjectInstance * obj = cb->getObj(sop->id);
  1066. if(obj->ID == Obj::TOWN)
  1067. {
  1068. auto town = static_cast<const CGTownInstance *>(obj);
  1069. if(obj->tempOwner == playerID)
  1070. {
  1071. localState->addOwnedTown(town);
  1072. adventureInt->onTownChanged(town);
  1073. }
  1074. }
  1075. //redraw minimap if owner changed
  1076. std::set<int3> pos = obj->getBlockedPos();
  1077. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1078. adventureInt->onMapTilesChanged(upos);
  1079. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1080. }
  1081. }
  1082. void CPlayerInterface::initializeHeroTownList()
  1083. {
  1084. if(localState->getWanderingHeroes().empty())
  1085. {
  1086. for(auto & hero : cb->getHeroesInfo())
  1087. {
  1088. if(!hero->inTownGarrison)
  1089. localState->addWanderingHero(hero);
  1090. }
  1091. }
  1092. if(localState->getOwnedTowns().empty())
  1093. {
  1094. for(auto & town : cb->getTownsInfo())
  1095. localState->addOwnedTown(town);
  1096. }
  1097. if(adventureInt)
  1098. adventureInt->onHeroChanged(nullptr);
  1099. }
  1100. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1101. {
  1102. EVENT_HANDLER_CALLED_BY_CLIENT;
  1103. waitWhileDialog();
  1104. auto recruitCb = [=](CreatureID id, int count)
  1105. {
  1106. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1107. };
  1108. auto closeCb = [=]()
  1109. {
  1110. cb->selectionMade(0, queryID);
  1111. };
  1112. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1113. }
  1114. void CPlayerInterface::waitWhileDialog()
  1115. {
  1116. if (GH.amIGuiThread())
  1117. {
  1118. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1119. return;
  1120. }
  1121. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1122. showingDialog->waitWhileBusy();
  1123. }
  1124. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1125. {
  1126. EVENT_HANDLER_CALLED_BY_CLIENT;
  1127. auto state = obj->shipyardStatus();
  1128. TResources cost;
  1129. obj->getBoatCost(cost);
  1130. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1131. }
  1132. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1133. {
  1134. EVENT_HANDLER_CALLED_BY_CLIENT;
  1135. //we might have built a boat in shipyard in opened town screen
  1136. if (obj->ID == Obj::BOAT
  1137. && LOCPLINT->castleInt
  1138. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1139. {
  1140. CCS->soundh->playSound(soundBase::newBuilding);
  1141. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1142. }
  1143. }
  1144. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. waitWhileDialog();
  1148. CCS->curh->hide();
  1149. adventureInt->centerOnTile(pos);
  1150. if (focusTime)
  1151. {
  1152. GH.windows().totalRedraw();
  1153. {
  1154. IgnoreEvents ignore(*this);
  1155. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1156. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1157. }
  1158. }
  1159. CCS->curh->show();
  1160. }
  1161. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1162. {
  1163. EVENT_HANDLER_CALLED_BY_CLIENT;
  1164. if(playerID == initiator)
  1165. {
  1166. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1167. if (removalSound)
  1168. {
  1169. waitWhileDialog();
  1170. CCS->soundh->playSound(removalSound.value());
  1171. }
  1172. }
  1173. CGI->mh->waitForOngoingAnimations();
  1174. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1175. {
  1176. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1177. heroKilled(h);
  1178. }
  1179. GH.fakeMouseMove();
  1180. }
  1181. void CPlayerInterface::objectRemovedAfter()
  1182. {
  1183. EVENT_HANDLER_CALLED_BY_CLIENT;
  1184. adventureInt->onMapTilesChanged(boost::none);
  1185. // visiting or garrisoned hero removed - update window
  1186. if (castleInt)
  1187. castleInt->updateGarrisons();
  1188. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1189. ki->heroRemoved();
  1190. }
  1191. void CPlayerInterface::playerBlocked(int reason, bool start)
  1192. {
  1193. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1194. {
  1195. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1196. {
  1197. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1198. LOCPLINT = this;
  1199. GH.curInt = this;
  1200. adventureInt->onCurrentPlayerChanged(playerID);
  1201. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1202. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1203. std::vector<std::shared_ptr<CComponent>> cmp;
  1204. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1205. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1206. showInfoDialog(msg, cmp);
  1207. makingTurn = false;
  1208. }
  1209. }
  1210. }
  1211. void CPlayerInterface::update()
  1212. {
  1213. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1214. boost::shared_lock gsLock(CGameState::mutex);
  1215. // While mutexes were locked away we may be have stopped being the active interface
  1216. if (LOCPLINT != this)
  1217. return;
  1218. //if there are any waiting dialogs, show them
  1219. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1220. {
  1221. showingDialog->setBusy();
  1222. GH.windows().pushWindow(dialogs.front());
  1223. dialogs.pop_front();
  1224. }
  1225. assert(adventureInt);
  1226. // Handles mouse and key input
  1227. GH.handleEvents();
  1228. GH.windows().simpleRedraw();
  1229. }
  1230. void CPlayerInterface::endNetwork()
  1231. {
  1232. showingDialog->requestTermination();
  1233. }
  1234. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1235. {
  1236. using namespace boost::filesystem;
  1237. using namespace boost::algorithm;
  1238. path gamesDir = VCMIDirs::get().userSavePath();
  1239. std::map<std::time_t, int> dates; //save number => datestamp
  1240. const directory_iterator enddir;
  1241. if (!exists(gamesDir))
  1242. create_directory(gamesDir);
  1243. else
  1244. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1245. {
  1246. if (is_regular_file(dir->status()))
  1247. {
  1248. std::string name = dir->path().filename().string();
  1249. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1250. {
  1251. char nr = name[namePrefix.size()];
  1252. if (std::isdigit(nr))
  1253. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1254. }
  1255. }
  1256. }
  1257. if (!dates.empty())
  1258. return (--dates.end())->second; //return latest file number
  1259. return 0;
  1260. }
  1261. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1262. {
  1263. EVENT_HANDLER_CALLED_BY_CLIENT;
  1264. if (player == playerID)
  1265. {
  1266. if (victoryLossCheckResult.loss())
  1267. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1268. assert(GH.curInt == LOCPLINT);
  1269. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1270. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1271. GH.curInt = this; //waiting for dialogs requires this to get events
  1272. if(!makingTurn)
  1273. {
  1274. makingTurn = true; //also needed for dialog to show with current implementation
  1275. waitForAllDialogs();
  1276. makingTurn = false;
  1277. }
  1278. else
  1279. waitForAllDialogs();
  1280. GH.curInt = previousInterface;
  1281. LOCPLINT = previousInterface;
  1282. }
  1283. }
  1284. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. }
  1288. void CPlayerInterface::showPuzzleMap()
  1289. {
  1290. EVENT_HANDLER_CALLED_BY_CLIENT;
  1291. waitWhileDialog();
  1292. //TODO: interface should not know the real position of Grail...
  1293. double ratio = 0;
  1294. int3 grailPos = cb->getGrailPos(&ratio);
  1295. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1296. }
  1297. void CPlayerInterface::viewWorldMap()
  1298. {
  1299. adventureInt->openWorldView();
  1300. }
  1301. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. if(GH.windows().topWindow<CSpellWindow>())
  1305. GH.windows().popWindows(1);
  1306. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1307. localState->erasePath(caster);
  1308. auto castSoundPath = spellID.toSpell()->getCastSound();
  1309. if(!castSoundPath.empty())
  1310. CCS->soundh->playSound(castSoundPath);
  1311. }
  1312. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1313. {
  1314. int msgToShow = -1;
  1315. const auto diggingStatus = h->diggingStatus();
  1316. switch(diggingStatus)
  1317. {
  1318. case EDiggingStatus::CAN_DIG:
  1319. break;
  1320. case EDiggingStatus::LACK_OF_MOVEMENT:
  1321. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1322. break;
  1323. case EDiggingStatus::TILE_OCCUPIED:
  1324. msgToShow = 97; //Try searching on clear ground.
  1325. break;
  1326. case EDiggingStatus::WRONG_TERRAIN:
  1327. msgToShow = 60; ////Try looking on land!
  1328. break;
  1329. case EDiggingStatus::BACKPACK_IS_FULL:
  1330. msgToShow = 247; //Searching for the Grail is fruitless...
  1331. break;
  1332. default:
  1333. assert(0);
  1334. }
  1335. if(msgToShow < 0)
  1336. cb->dig(h);
  1337. else
  1338. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1339. }
  1340. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1341. {
  1342. EVENT_HANDLER_CALLED_BY_CLIENT;
  1343. BATTLE_EVENT_POSSIBLE_RETURN;
  1344. battleInt->newRoundFirst();
  1345. }
  1346. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1347. {
  1348. EVENT_HANDLER_CALLED_BY_CLIENT;
  1349. auto onWindowClosed = [this, queryID](){
  1350. cb->selectionMade(0, queryID);
  1351. };
  1352. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1353. {
  1354. // compatibility check, safe to remove for 1.6
  1355. // 1.4 saves loaded in 1.5 will not be able to visit Altar of Sacrifice due to Altar now requiring different map object class
  1356. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1357. onWindowClosed();
  1358. return;
  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. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1368. }
  1369. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1370. {
  1371. EVENT_HANDLER_CALLED_BY_CLIENT;
  1372. auto onWindowClosed = [this, queryID](){
  1373. cb->selectionMade(0, queryID);
  1374. };
  1375. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1376. }
  1377. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1381. }
  1382. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1386. cmw->updateArtifacts();
  1387. }
  1388. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. auto onWindowClosed = [this, queryID](){
  1392. if (queryID != QueryID::NONE)
  1393. cb->selectionMade(0, queryID);
  1394. };
  1395. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1396. }
  1397. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1398. {
  1399. EVENT_HANDLER_CALLED_BY_CLIENT;
  1400. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1401. }
  1402. void CPlayerInterface::showQuestLog()
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1406. }
  1407. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1408. {
  1409. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1410. {
  1411. MetaString txt;
  1412. obj->getProblemText(txt);
  1413. showInfoDialog(txt.toString());
  1414. }
  1415. else
  1416. showShipyardDialog(obj);
  1417. }
  1418. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1419. {
  1420. artifactController->askToAssemble(al, true, true);
  1421. }
  1422. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1423. {
  1424. EVENT_HANDLER_CALLED_BY_CLIENT;
  1425. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1426. }
  1427. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1428. {
  1429. EVENT_HANDLER_CALLED_BY_CLIENT;
  1430. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1431. artifactController->artifactRemoved();
  1432. }
  1433. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1434. {
  1435. EVENT_HANDLER_CALLED_BY_CLIENT;
  1436. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1437. artifactController->artifactMoved();
  1438. }
  1439. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1440. {
  1441. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1442. }
  1443. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1444. {
  1445. EVENT_HANDLER_CALLED_BY_CLIENT;
  1446. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1447. artifactController->artifactAssembled();
  1448. }
  1449. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1450. {
  1451. EVENT_HANDLER_CALLED_BY_CLIENT;
  1452. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1453. artifactController->artifactDisassembled();
  1454. }
  1455. void CPlayerInterface::waitForAllDialogs()
  1456. {
  1457. if (!makingTurn)
  1458. return;
  1459. while(!dialogs.empty())
  1460. {
  1461. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1462. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1463. }
  1464. waitWhileDialog();
  1465. }
  1466. void CPlayerInterface::proposeLoadingGame()
  1467. {
  1468. showYesNoDialog(
  1469. CGI->generaltexth->allTexts[68],
  1470. []()
  1471. {
  1472. CSH->endGameplay();
  1473. CMM->menu->switchToTab("load");
  1474. },
  1475. nullptr
  1476. );
  1477. }
  1478. bool CPlayerInterface::capturedAllEvents()
  1479. {
  1480. if(movementController->isHeroMoving())
  1481. {
  1482. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1483. return true;
  1484. }
  1485. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1486. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1487. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1488. {
  1489. GH.input().ignoreEventsUntilInput();
  1490. return true;
  1491. }
  1492. return false;
  1493. }
  1494. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1495. {
  1496. EVENT_HANDLER_CALLED_BY_CLIENT;
  1497. adventureInt->openWorldView(objectPositions, showTerrain );
  1498. }
  1499. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1500. {
  1501. return std::nullopt;
  1502. }