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