CPlayerInterface.cpp 54 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 "Client.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 "GameEngine.h"
  28. #include "GameInstance.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 "windows/settings/SettingsMainWindow.h"
  55. #include "../lib/callback/CDynLibHandler.h"
  56. #include "../lib/CConfigHandler.h"
  57. #include "../lib/texts/CGeneralTextHandler.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/battle/CPlayerBattleCallback.h"
  70. #include "../lib/bonuses/Limiters.h"
  71. #include "../lib/bonuses/Propagators.h"
  72. #include "../lib/bonuses/Updaters.h"
  73. #include "../lib/callback/CCallback.h"
  74. #include "../lib/gameState/CGameState.h"
  75. #include "../lib/mapObjects/CGMarket.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/networkPacks/PacksForClient.h"
  81. #include "../lib/networkPacks/PacksForClientBattle.h"
  82. #include "../lib/networkPacks/PacksForServer.h"
  83. #include "../lib/pathfinder/CGPathNode.h"
  84. #include "../lib/pathfinder/PathfinderCache.h"
  85. #include "../lib/pathfinder/PathfinderOptions.h"
  86. #include "../lib/serializer/CTypeList.h"
  87. #include "../lib/serializer/ESerializationVersion.h"
  88. #include "../lib/spells/CSpellHandler.h"
  89. #include "../lib/texts/TextOperations.h"
  90. #include <boost/lexical_cast.hpp>
  91. // The macro below is used to mark functions that are called by client when game state changes.
  92. // They all assume that interface mutex is locked.
  93. #define EVENT_HANDLER_CALLED_BY_CLIENT
  94. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  97. localState(std::make_unique<PlayerLocalState>(*this)),
  98. movementController(std::make_unique<HeroMovementController>()),
  99. artifactController(std::make_unique<ArtifactsUIController>())
  100. {
  101. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  102. GAME->setInterfaceInstance(this);
  103. playerID=Player;
  104. human=true;
  105. battleInt.reset();
  106. castleInt = nullptr;
  107. makingTurn = false;
  108. showingDialog = new ConditionalWait();
  109. cingconsole = new CInGameConsole();
  110. autosaveCount = 0;
  111. isAutoFightOn = false;
  112. isAutoFightEndBattle = false;
  113. ignoreEvents = false;
  114. }
  115. CPlayerInterface::~CPlayerInterface()
  116. {
  117. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  118. delete showingDialog;
  119. delete cingconsole;
  120. if (GAME->interface() == this)
  121. GAME->setInterfaceInstance(nullptr);
  122. }
  123. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  124. {
  125. cb = CB;
  126. env = ENV;
  127. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  128. ENGINE->music().loadTerrainMusicThemes();
  129. initializeHeroTownList();
  130. adventureInt.reset(new AdventureMapInterface());
  131. }
  132. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  133. {
  134. return pathfinderCache->getPathsInfo(h);
  135. }
  136. void CPlayerInterface::invalidatePaths()
  137. {
  138. pathfinderCache->invalidatePaths();
  139. }
  140. void CPlayerInterface::closeAllDialogs()
  141. {
  142. // remove all active dialogs that do not expect query answer
  143. while(true)
  144. {
  145. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  146. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  147. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  148. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  149. if(adventureWindow != nullptr)
  150. break;
  151. if(infoWindow && infoWindow->ID != QueryID::NONE)
  152. break;
  153. if (settingsWindow)
  154. {
  155. settingsWindow->close();
  156. continue;
  157. }
  158. if (topWindow)
  159. topWindow->close();
  160. else
  161. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  162. }
  163. }
  164. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  165. {
  166. EVENT_HANDLER_CALLED_BY_CLIENT;
  167. if (player == playerID)
  168. {
  169. makingTurn = false;
  170. closeAllDialogs();
  171. // remove all pending dialogs that do not expect query answer
  172. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  173. return window->ID == QueryID::NONE;
  174. });
  175. }
  176. }
  177. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  178. {
  179. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  180. {
  181. // after map load - remove all active windows and replace them with adventure map
  182. ENGINE->windows().clear();
  183. ENGINE->windows().pushWindow(adventureInt);
  184. }
  185. EVENT_HANDLER_CALLED_BY_CLIENT;
  186. if (player != playerID && GAME->interface() == this)
  187. {
  188. waitWhileDialog();
  189. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  190. if (makingTurn == false)
  191. adventureInt->onEnemyTurnStarted(player, isHuman);
  192. }
  193. }
  194. void CPlayerInterface::performAutosave()
  195. {
  196. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  197. if(frequency > 0 && cb->getDate() % frequency == 0)
  198. {
  199. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  200. std::string prefix = std::string();
  201. if(usePrefix)
  202. {
  203. prefix = settings["general"]["savePrefix"].String();
  204. if(prefix.empty())
  205. {
  206. std::string name = cb->getMapHeader()->name.toString();
  207. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  208. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  209. auto const & isSymbolIllegal = [&](char c) {
  210. static const std::string forbiddenChars("\\/:*?\"<>| ");
  211. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  212. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  213. return charForbidden || charNonprintable;
  214. };
  215. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  216. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  217. }
  218. }
  219. autosaveCount++;
  220. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  221. if(autosaveCountLimit > 0)
  222. {
  223. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  224. autosaveCount %= autosaveCountLimit;
  225. }
  226. else
  227. {
  228. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  229. + std::to_string(cb->getDate(Date::WEEK))
  230. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  231. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  232. }
  233. }
  234. }
  235. void CPlayerInterface::gamePause(bool pause)
  236. {
  237. cb->gamePause(pause);
  238. }
  239. void CPlayerInterface::yourTurn(QueryID queryID)
  240. {
  241. closeAllDialogs();
  242. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  243. EVENT_HANDLER_CALLED_BY_CLIENT;
  244. int humanPlayersCount = 0;
  245. for(const auto & info : cb->getStartInfo()->playerInfos)
  246. if (info.second.isControlledByHuman())
  247. humanPlayersCount++;
  248. bool hotseatWait = humanPlayersCount > 1;
  249. GAME->setInterfaceInstance(this);
  250. NotificationHandler::notify("Your turn");
  251. if(settings["general"]["startTurnAutosave"].Bool())
  252. {
  253. performAutosave();
  254. }
  255. if (hotseatWait) //hot seat or MP message
  256. {
  257. adventureInt->onHotseatWaitStarted(playerID);
  258. makingTurn = true;
  259. std::string msg = LIBRARY->generaltexth->allTexts[13];
  260. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  261. std::vector<std::shared_ptr<CComponent>> cmp;
  262. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  263. showInfoDialog(msg, cmp);
  264. }
  265. else
  266. {
  267. makingTurn = true;
  268. adventureInt->onPlayerTurnStarted(playerID);
  269. }
  270. acceptTurn(queryID, hotseatWait);
  271. }
  272. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  273. {
  274. if (settings["session"]["autoSkip"].Bool())
  275. {
  276. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  277. iw->close();
  278. }
  279. if(hotseatWait)
  280. {
  281. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  282. adventureInt->onPlayerTurnStarted(playerID);
  283. }
  284. // warn player if he has no town
  285. if (cb->howManyTowns() == 0)
  286. {
  287. auto playerColor = *cb->getPlayerID();
  288. std::vector<Component> components;
  289. components.emplace_back(ComponentType::FLAG, playerColor);
  290. MetaString text;
  291. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  292. if(optDaysWithoutCastle)
  293. {
  294. auto daysWithoutCastle = optDaysWithoutCastle.value();
  295. if (daysWithoutCastle < 6)
  296. {
  297. 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.
  298. text.replaceName(playerColor);
  299. text.replaceNumber(7 - daysWithoutCastle);
  300. }
  301. else if (daysWithoutCastle == 6)
  302. {
  303. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  304. text.replaceName(playerColor);
  305. }
  306. showInfoDialogAndWait(components, text);
  307. }
  308. else
  309. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  310. }
  311. cb->selectionMade(0, queryID);
  312. movementController->onPlayerTurnStarted();
  313. }
  314. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  315. {
  316. EVENT_HANDLER_CALLED_BY_CLIENT;
  317. waitWhileDialog();
  318. if(GAME->interface() != this)
  319. return;
  320. //FIXME: read once and store
  321. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  322. return;
  323. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  324. if (!hero)
  325. return;
  326. movementController->onTryMoveHero(hero, details);
  327. }
  328. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  329. {
  330. EVENT_HANDLER_CALLED_BY_CLIENT;
  331. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  332. // if hero is not in town garrison
  333. if (vstd::contains(localState->getWanderingHeroes(), hero))
  334. localState->removeWanderingHero(hero);
  335. adventureInt->onHeroChanged(hero);
  336. localState->erasePath(hero);
  337. }
  338. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  339. {
  340. EVENT_HANDLER_CALLED_BY_CLIENT;
  341. if(town->tempOwner == playerID)
  342. {
  343. localState->removeOwnedTown(town);
  344. adventureInt->onTownChanged(town);
  345. }
  346. }
  347. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  348. {
  349. EVENT_HANDLER_CALLED_BY_CLIENT;
  350. if(start && visitedObj)
  351. {
  352. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  353. if (visitSound)
  354. ENGINE->sound().playSound(visitSound.value());
  355. }
  356. }
  357. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  358. {
  359. EVENT_HANDLER_CALLED_BY_CLIENT;
  360. localState->addWanderingHero(hero);
  361. adventureInt->onHeroChanged(hero);
  362. if(castleInt)
  363. ENGINE->sound().playSound(soundBase::newBuilding);
  364. }
  365. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  366. {
  367. if(castleInt)
  368. castleInt->close();
  369. castleInt = nullptr;
  370. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  371. ENGINE->windows().pushWindow(newCastleInt);
  372. }
  373. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  374. {
  375. EVENT_HANDLER_CALLED_BY_CLIENT;
  376. if (which == PrimarySkill::EXPERIENCE)
  377. {
  378. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  379. ctw->updateExperience();
  380. }
  381. else
  382. {
  383. adventureInt->onHeroChanged(hero);
  384. }
  385. }
  386. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  390. cuw->updateSecondarySkills();
  391. localState->verifyPath(hero);
  392. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  393. }
  394. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  395. {
  396. EVENT_HANDLER_CALLED_BY_CLIENT;
  397. adventureInt->onHeroChanged(hero);
  398. if (makingTurn && hero->tempOwner == playerID)
  399. adventureInt->onHeroChanged(hero);
  400. }
  401. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. if (makingTurn && hero->tempOwner == playerID)
  405. adventureInt->onHeroChanged(hero);
  406. invalidatePaths();
  407. }
  408. void CPlayerInterface::receivedResource()
  409. {
  410. EVENT_HANDLER_CALLED_BY_CLIENT;
  411. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  412. mw->updateResources();
  413. ENGINE->windows().totalRedraw();
  414. }
  415. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. waitWhileDialog();
  419. ENGINE->sound().playSound(soundBase::heroNewLevel);
  420. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  421. {
  422. cb->selectionMade(selection, queryID);
  423. });
  424. }
  425. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  426. {
  427. EVENT_HANDLER_CALLED_BY_CLIENT;
  428. waitWhileDialog();
  429. ENGINE->sound().playSound(soundBase::heroNewLevel);
  430. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  431. {
  432. cb->selectionMade(selection, queryID);
  433. });
  434. }
  435. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  439. {
  440. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  441. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  442. localState->removeWanderingHero(town->getGarrisonHero());
  443. }
  444. if(town->getVisitingHero()) //hero leaves garrison
  445. {
  446. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  447. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  448. localState->addWanderingHero(town->getVisitingHero());
  449. }
  450. adventureInt->onHeroChanged(nullptr);
  451. adventureInt->onTownChanged(town);
  452. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  453. if (cgh->holdsGarrison(town))
  454. cgh->updateGarrisons();
  455. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  456. ki->townChanged(town);
  457. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  458. ENGINE->windows().totalRedraw();
  459. }
  460. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  461. {
  462. EVENT_HANDLER_CALLED_BY_CLIENT;
  463. if (hero->tempOwner != playerID )
  464. return;
  465. waitWhileDialog();
  466. openTownWindow(town);
  467. }
  468. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  469. {
  470. std::vector<const CArmedInstance *> instances;
  471. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  472. instances.push_back(obj);
  473. if(id2 != ObjectInstanceID() && id2 != id1)
  474. {
  475. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  476. instances.push_back(obj);
  477. }
  478. garrisonsChanged(instances);
  479. }
  480. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  481. {
  482. for (auto object : objs)
  483. {
  484. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  485. auto * town = dynamic_cast<const CGTownInstance*>(object);
  486. if (town)
  487. adventureInt->onTownChanged(town);
  488. if (hero)
  489. {
  490. localState->verifyPath(hero);
  491. adventureInt->onHeroChanged(hero);
  492. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  493. adventureInt->onTownChanged(hero->getVisitedTown());
  494. }
  495. }
  496. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  497. if (cgh->holdsGarrisons(objs))
  498. cgh->updateGarrisons();
  499. ENGINE->windows().totalRedraw();
  500. }
  501. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  502. {
  503. EVENT_HANDLER_CALLED_BY_CLIENT;
  504. adventureInt->onTownChanged(town);
  505. if (castleInt)
  506. {
  507. castleInt->townlist->updateElement(town);
  508. if (castleInt->town == town)
  509. {
  510. switch(what)
  511. {
  512. case 1:
  513. castleInt->addBuilding(buildingID);
  514. break;
  515. case 2:
  516. castleInt->removeBuilding(buildingID);
  517. break;
  518. }
  519. }
  520. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  521. ENGINE->windows().totalRedraw();
  522. }
  523. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  524. cgh->buildChanged();
  525. }
  526. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  527. {
  528. movementController->onBattleStarted();
  529. waitForAllDialogs();
  530. }
  531. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  532. {
  533. EVENT_HANDLER_CALLED_BY_CLIENT;
  534. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  535. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  536. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  537. {
  538. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  539. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  540. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  541. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  542. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  543. isAutoFightOn = true;
  544. registerBattleInterface(autofightingAI);
  545. }
  546. waitForAllDialogs();
  547. BATTLE_EVENT_POSSIBLE_RETURN;
  548. }
  549. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  550. {
  551. EVENT_HANDLER_CALLED_BY_CLIENT;
  552. BATTLE_EVENT_POSSIBLE_RETURN;
  553. for(auto & info : units)
  554. {
  555. switch(info.operation)
  556. {
  557. case UnitChanges::EOperation::RESET_STATE:
  558. {
  559. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  560. if(!stack)
  561. {
  562. logGlobal->error("Invalid unit ID %d", info.id);
  563. continue;
  564. }
  565. battleInt->stackReset(stack);
  566. }
  567. break;
  568. case UnitChanges::EOperation::REMOVE:
  569. battleInt->stackRemoved(info.id);
  570. break;
  571. case UnitChanges::EOperation::ADD:
  572. {
  573. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  574. if(!unit)
  575. {
  576. logGlobal->error("Invalid unit ID %d", info.id);
  577. continue;
  578. }
  579. battleInt->stackAdded(unit);
  580. }
  581. break;
  582. default:
  583. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  584. break;
  585. }
  586. }
  587. }
  588. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  589. {
  590. EVENT_HANDLER_CALLED_BY_CLIENT;
  591. BATTLE_EVENT_POSSIBLE_RETURN;
  592. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  593. std::vector<ObstacleChanges> removedObstacles;
  594. for(auto & change : obstacles)
  595. {
  596. if(change.operation == BattleChanges::EOperation::ADD)
  597. {
  598. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  599. if(instance)
  600. newObstacles.push_back(instance);
  601. else
  602. logNetwork->error("Invalid obstacle instance %d", change.id);
  603. }
  604. if(change.operation == BattleChanges::EOperation::REMOVE)
  605. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  606. }
  607. if (!newObstacles.empty())
  608. battleInt->obstaclePlaced(newObstacles);
  609. if (!removedObstacles.empty())
  610. battleInt->obstacleRemoved(removedObstacles);
  611. battleInt->fieldController->redrawBackgroundWithHexes();
  612. }
  613. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. BATTLE_EVENT_POSSIBLE_RETURN;
  617. battleInt->stackIsCatapulting(ca);
  618. }
  619. 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
  620. {
  621. EVENT_HANDLER_CALLED_BY_CLIENT;
  622. BATTLE_EVENT_POSSIBLE_RETURN;
  623. battleInt->newRound();
  624. }
  625. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  626. {
  627. EVENT_HANDLER_CALLED_BY_CLIENT;
  628. BATTLE_EVENT_POSSIBLE_RETURN;
  629. battleInt->startAction(action);
  630. }
  631. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  632. {
  633. EVENT_HANDLER_CALLED_BY_CLIENT;
  634. BATTLE_EVENT_POSSIBLE_RETURN;
  635. battleInt->endAction(action);
  636. }
  637. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  638. {
  639. EVENT_HANDLER_CALLED_BY_CLIENT;
  640. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  641. assert(!cb->getBattle(battleID)->battleIsFinished());
  642. if (cb->getBattle(battleID)->battleIsFinished())
  643. {
  644. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  645. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  646. return ;
  647. }
  648. if (autofightingAI)
  649. {
  650. if (isAutoFightOn)
  651. {
  652. //FIXME: we want client rendering to proceed while AI is making actions
  653. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  654. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  655. autofightingAI->activeStack(battleID, stack);
  656. return;
  657. }
  658. unregisterBattleInterface(autofightingAI);
  659. }
  660. assert(battleInt);
  661. if(!battleInt)
  662. {
  663. // probably battle is finished already
  664. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  665. }
  666. battleInt->stackActivated(stack);
  667. }
  668. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  669. {
  670. EVENT_HANDLER_CALLED_BY_CLIENT;
  671. if(isAutoFightOn || autofightingAI)
  672. {
  673. isAutoFightOn = false;
  674. unregisterBattleInterface(autofightingAI);
  675. if(!battleInt)
  676. {
  677. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  678. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  679. if (allowManualReplay || isAutoFightEndBattle)
  680. {
  681. wnd->resultCallback = [this, queryID](ui32 selection)
  682. {
  683. cb->selectionMade(selection, queryID);
  684. };
  685. }
  686. isAutoFightEndBattle = false;
  687. ENGINE->windows().pushWindow(wnd);
  688. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  689. // Otherwise NewTurn causes freeze.
  690. waitWhileDialog();
  691. return;
  692. }
  693. }
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. battleInt->battleFinished(*br, queryID);
  696. }
  697. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  698. {
  699. EVENT_HANDLER_CALLED_BY_CLIENT;
  700. BATTLE_EVENT_POSSIBLE_RETURN;
  701. battleInt->displayBattleLog(lines);
  702. }
  703. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  704. {
  705. EVENT_HANDLER_CALLED_BY_CLIENT;
  706. BATTLE_EVENT_POSSIBLE_RETURN;
  707. battleInt->stackMoved(stack, dest, distance, teleport);
  708. }
  709. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  710. {
  711. EVENT_HANDLER_CALLED_BY_CLIENT;
  712. BATTLE_EVENT_POSSIBLE_RETURN;
  713. battleInt->spellCast(sc);
  714. }
  715. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  716. {
  717. EVENT_HANDLER_CALLED_BY_CLIENT;
  718. BATTLE_EVENT_POSSIBLE_RETURN;
  719. battleInt->battleStacksEffectsSet(sse);
  720. }
  721. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  722. {
  723. EVENT_HANDLER_CALLED_BY_CLIENT;
  724. BATTLE_EVENT_POSSIBLE_RETURN;
  725. battleInt->effectsController->battleTriggerEffect(bte);
  726. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  727. {
  728. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  729. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  730. }
  731. }
  732. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  733. {
  734. EVENT_HANDLER_CALLED_BY_CLIENT;
  735. BATTLE_EVENT_POSSIBLE_RETURN;
  736. std::vector<StackAttackedInfo> arg;
  737. for(auto & elem : bsa)
  738. {
  739. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  740. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  741. assert(defender);
  742. StackAttackedInfo info;
  743. info.defender = defender;
  744. info.attacker = attacker;
  745. info.damageDealt = elem.damageAmount;
  746. info.amountKilled = elem.killedAmount;
  747. info.spellEffect = SpellID::NONE;
  748. info.indirectAttack = ranged;
  749. info.killed = elem.killed();
  750. info.rebirth = elem.willRebirth();
  751. info.cloneKilled = elem.cloneKilled();
  752. info.fireShield = elem.fireShield();
  753. if (elem.isSpell())
  754. info.spellEffect = elem.spellID;
  755. arg.push_back(info);
  756. }
  757. battleInt->stacksAreAttacked(arg);
  758. }
  759. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  760. {
  761. EVENT_HANDLER_CALLED_BY_CLIENT;
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. StackAttackInfo info;
  764. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  765. info.defender = nullptr;
  766. info.indirectAttack = ba->shot();
  767. info.lucky = ba->lucky();
  768. info.unlucky = ba->unlucky();
  769. info.deathBlow = ba->deathBlow();
  770. info.lifeDrain = ba->lifeDrain();
  771. info.playCustomAnimation = ba->playCustomAnimation();
  772. info.tile = ba->tile;
  773. info.spellEffect = SpellID::NONE;
  774. if (ba->spellLike())
  775. info.spellEffect = ba->spellID;
  776. for(auto & elem : ba->bsa)
  777. {
  778. if(!elem.isSecondary())
  779. {
  780. assert(info.defender == nullptr);
  781. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  782. }
  783. else
  784. {
  785. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  786. }
  787. }
  788. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  789. assert(info.attacker != nullptr);
  790. battleInt->stackAttacking(info);
  791. }
  792. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  793. {
  794. EVENT_HANDLER_CALLED_BY_CLIENT;
  795. BATTLE_EVENT_POSSIBLE_RETURN;
  796. battleInt->gateStateChanged(state);
  797. }
  798. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  799. {
  800. EVENT_HANDLER_CALLED_BY_CLIENT;
  801. }
  802. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  803. {
  804. EVENT_HANDLER_CALLED_BY_CLIENT;
  805. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  806. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  807. if(autoTryHover || type == EInfoWindowMode::INFO)
  808. {
  809. waitWhileDialog(); //Fix for mantis #98
  810. adventureInt->showInfoBoxMessage(components, text, timer);
  811. // abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
  812. movementController->requestMovementAbort();
  813. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  814. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  815. return;
  816. }
  817. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  818. {
  819. return;
  820. }
  821. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  822. do
  823. {
  824. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  825. std::vector<std::shared_ptr<CComponent>> intComps;
  826. for (auto & component : sender)
  827. intComps.push_back(std::make_shared<CComponent>(component));
  828. showInfoDialog(text,intComps,soundID);
  829. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  830. }
  831. while(!vect.empty());
  832. }
  833. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  834. {
  835. std::vector<std::shared_ptr<CComponent>> intComps;
  836. intComps.push_back(component);
  837. showInfoDialog(text, intComps, soundBase::sound_todo);
  838. }
  839. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  840. {
  841. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  842. waitWhileDialog();
  843. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  844. {
  845. return;
  846. }
  847. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  848. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  849. {
  850. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  851. showingDialog->setBusy();
  852. movementController->requestMovementAbort(); // interrupt movement to show dialog
  853. ENGINE->windows().pushWindow(temp);
  854. }
  855. else
  856. {
  857. dialogs.push_back(temp);
  858. }
  859. }
  860. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  861. {
  862. EVENT_HANDLER_CALLED_BY_CLIENT;
  863. std::string str = text.toString();
  864. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  865. waitWhileDialog();
  866. }
  867. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  868. {
  869. waitWhileDialog();
  870. movementController->requestMovementAbort();
  871. GAME->interface()->showingDialog->setBusy();
  872. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  873. }
  874. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  875. {
  876. EVENT_HANDLER_CALLED_BY_CLIENT;
  877. waitWhileDialog();
  878. movementController->requestMovementAbort();
  879. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  880. if (!selection && cancel) //simple yes/no dialog
  881. {
  882. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  883. {
  884. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  885. return;
  886. }
  887. std::vector<std::shared_ptr<CComponent>> intComps;
  888. for (auto & component : components)
  889. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  890. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  891. }
  892. else if (selection)
  893. {
  894. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  895. for (auto & component : components)
  896. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  897. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  898. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  899. if (cancel)
  900. {
  901. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  902. }
  903. int charperline = 35;
  904. if (pom.size() > 1)
  905. charperline = 50;
  906. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  907. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  908. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  909. }
  910. }
  911. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  912. {
  913. EVENT_HANDLER_CALLED_BY_CLIENT;
  914. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  915. }
  916. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  920. std::map<ObjectInstanceID, int> townOrder;
  921. auto ownedTowns = localState->getOwnedTowns();
  922. for (int i = 0; i < ownedTowns.size(); ++i)
  923. townOrder[ownedTowns[i]->id] = i;
  924. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  925. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  926. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  927. return leftIndex < rightIndex;
  928. };
  929. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  930. auto selectCallback = [this, askID](int selection)
  931. {
  932. cb->sendQueryReply(selection, askID);
  933. };
  934. auto cancelCallback = [this, askID]()
  935. {
  936. cb->sendQueryReply(std::nullopt, askID);
  937. };
  938. const std::string localTitle = title.toString();
  939. const std::string localDescription = description.toString();
  940. std::vector<int> tempList;
  941. tempList.reserve(objectGuiOrdered.size());
  942. for(const auto & item : objectGuiOrdered)
  943. tempList.push_back(item.getNum());
  944. CComponent localIconC(icon);
  945. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  946. localIconC.removeChild(localIcon.get(), false);
  947. std::vector<std::shared_ptr<IImage>> images;
  948. for(const auto & obj : objectGuiOrdered)
  949. {
  950. if(!settings["general"]["enableUiEnhancements"].Bool())
  951. break;
  952. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  953. if(t)
  954. {
  955. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  956. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  957. images.push_back(image);
  958. }
  959. }
  960. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  961. wnd->onExit = cancelCallback;
  962. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  963. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  964. ENGINE->windows().pushWindow(wnd);
  965. }
  966. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  967. {
  968. EVENT_HANDLER_CALLED_BY_CLIENT;
  969. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  970. adventureInt->onMapTilesChanged(pos);
  971. }
  972. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  973. {
  974. EVENT_HANDLER_CALLED_BY_CLIENT;
  975. adventureInt->onMapTilesChanged(pos);
  976. }
  977. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  978. {
  979. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  980. }
  981. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  982. {
  983. EVENT_HANDLER_CALLED_BY_CLIENT;
  984. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  985. {
  986. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  987. fortScreen->creaturesChangedEventHandler();
  988. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  989. if(castleInterface->town == town)
  990. castleInterface->creaturesChangedEventHandler();
  991. if (townObj)
  992. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  993. ki->townChanged(townObj);
  994. }
  995. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  996. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  997. {
  998. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  999. if (crw->dwelling == town)
  1000. crw->availableCreaturesChanged();
  1001. }
  1002. }
  1003. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1004. {
  1005. EVENT_HANDLER_CALLED_BY_CLIENT;
  1006. if (bonus.type == BonusType::NONE)
  1007. return;
  1008. adventureInt->onHeroChanged(hero);
  1009. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1010. {
  1011. //recalculate paths because hero has lost bonus influencing pathfinding
  1012. localState->erasePath(hero);
  1013. }
  1014. }
  1015. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1016. {
  1017. LOG_TRACE(logGlobal);
  1018. if (!GAME->interface()->makingTurn)
  1019. return;
  1020. assert(h);
  1021. assert(!showingDialog->isBusy());
  1022. assert(dialogs.empty());
  1023. if (!h)
  1024. return; //can't find hero
  1025. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1026. if (showingDialog->isBusy() || !dialogs.empty())
  1027. return;
  1028. if (localState->isHeroSleeping(h))
  1029. localState->setHeroAwaken(h);
  1030. movementController->requestMovementStart(h, path);
  1031. }
  1032. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1036. if (movementController->isHeroMovingThroughGarrison(down, up))
  1037. {
  1038. onEnd();
  1039. return;
  1040. }
  1041. waitForAllDialogs();
  1042. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1043. cgw->quit->addCallback(onEnd);
  1044. ENGINE->windows().pushWindow(cgw);
  1045. }
  1046. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1047. {
  1048. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1049. movementController->onMoveHeroApplied();
  1050. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1051. movementController->onQueryReplyApplied();
  1052. }
  1053. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1054. {
  1055. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1056. }
  1057. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1058. {
  1059. EVENT_HANDLER_CALLED_BY_CLIENT;
  1060. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1061. }
  1062. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1063. {
  1064. if (sop->what == ObjProperty::OWNER)
  1065. {
  1066. const CGObjectInstance * obj = cb->getObj(sop->id);
  1067. if(obj->ID == Obj::TOWN)
  1068. {
  1069. auto town = static_cast<const CGTownInstance *>(obj);
  1070. if(obj->tempOwner == playerID)
  1071. {
  1072. localState->removeOwnedTown(town);
  1073. adventureInt->onTownChanged(town);
  1074. }
  1075. }
  1076. }
  1077. }
  1078. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1079. {
  1080. EVENT_HANDLER_CALLED_BY_CLIENT;
  1081. if (sop->what == ObjProperty::OWNER)
  1082. {
  1083. const CGObjectInstance * obj = cb->getObj(sop->id);
  1084. if(obj->ID == Obj::TOWN)
  1085. {
  1086. auto town = static_cast<const CGTownInstance *>(obj);
  1087. if(obj->tempOwner == playerID)
  1088. {
  1089. localState->addOwnedTown(town);
  1090. adventureInt->onTownChanged(town);
  1091. }
  1092. }
  1093. //redraw minimap if owner changed
  1094. std::set<int3> pos = obj->getBlockedPos();
  1095. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1096. adventureInt->onMapTilesChanged(upos);
  1097. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1098. }
  1099. }
  1100. void CPlayerInterface::initializeHeroTownList()
  1101. {
  1102. if(localState->getWanderingHeroes().empty())
  1103. {
  1104. for(auto & hero : cb->getHeroesInfo())
  1105. {
  1106. if(!hero->isGarrisoned())
  1107. localState->addWanderingHero(hero);
  1108. }
  1109. }
  1110. if(localState->getOwnedTowns().empty())
  1111. {
  1112. for(auto & town : cb->getTownsInfo())
  1113. localState->addOwnedTown(town);
  1114. }
  1115. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1116. if(adventureInt)
  1117. adventureInt->onHeroChanged(nullptr);
  1118. }
  1119. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1120. {
  1121. EVENT_HANDLER_CALLED_BY_CLIENT;
  1122. waitWhileDialog();
  1123. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1124. {
  1125. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1126. };
  1127. auto closeCb = [this, queryID]()
  1128. {
  1129. cb->selectionMade(0, queryID);
  1130. };
  1131. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1132. }
  1133. void CPlayerInterface::waitWhileDialog()
  1134. {
  1135. if (ENGINE->amIGuiThread())
  1136. {
  1137. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1138. return;
  1139. }
  1140. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1141. showingDialog->waitWhileBusy();
  1142. }
  1143. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. auto state = obj->shipyardStatus();
  1147. TResources cost;
  1148. obj->getBoatCost(cost);
  1149. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1150. }
  1151. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1152. {
  1153. EVENT_HANDLER_CALLED_BY_CLIENT;
  1154. //we might have built a boat in shipyard in opened town screen
  1155. if (obj->ID == Obj::BOAT
  1156. && GAME->interface()->castleInt
  1157. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1158. {
  1159. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1160. }
  1161. }
  1162. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. waitWhileDialog();
  1166. ENGINE->cursor().hide();
  1167. adventureInt->centerOnTile(pos);
  1168. if (focusTime)
  1169. {
  1170. ENGINE->windows().totalRedraw();
  1171. {
  1172. IgnoreEvents ignore(*this);
  1173. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1174. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1175. }
  1176. }
  1177. ENGINE->cursor().show();
  1178. }
  1179. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. if(playerID == initiator)
  1183. {
  1184. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1185. if (removalSound)
  1186. {
  1187. waitWhileDialog();
  1188. ENGINE->sound().playSound(removalSound.value());
  1189. }
  1190. }
  1191. GAME->map().waitForOngoingAnimations();
  1192. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1193. {
  1194. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1195. heroKilled(h);
  1196. }
  1197. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1198. {
  1199. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1200. townRemoved(t);
  1201. }
  1202. ENGINE->fakeMouseMove();
  1203. }
  1204. void CPlayerInterface::objectRemovedAfter()
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. adventureInt->onMapTilesChanged(boost::none);
  1208. // visiting or garrisoned hero removed - update window
  1209. if (castleInt)
  1210. castleInt->updateGarrisons();
  1211. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1212. ki->heroRemoved();
  1213. }
  1214. void CPlayerInterface::playerBlocked(int reason, bool start)
  1215. {
  1216. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1217. {
  1218. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false)
  1219. {
  1220. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1221. GAME->setInterfaceInstance(this);
  1222. adventureInt->onCurrentPlayerChanged(playerID);
  1223. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1224. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1225. std::vector<std::shared_ptr<CComponent>> cmp;
  1226. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1227. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1228. showInfoDialog(msg, cmp);
  1229. waitWhileDialog();
  1230. makingTurn = false;
  1231. }
  1232. }
  1233. }
  1234. void CPlayerInterface::update()
  1235. {
  1236. //if there are any waiting dialogs, show them
  1237. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1238. {
  1239. showingDialog->setBusy();
  1240. ENGINE->windows().pushWindow(dialogs.front());
  1241. dialogs.pop_front();
  1242. }
  1243. }
  1244. void CPlayerInterface::endNetwork()
  1245. {
  1246. showingDialog->requestTermination();
  1247. }
  1248. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1249. {
  1250. using namespace boost::filesystem;
  1251. using namespace boost::algorithm;
  1252. path gamesDir = VCMIDirs::get().userSavePath();
  1253. std::map<std::time_t, int> dates; //save number => datestamp
  1254. const directory_iterator enddir;
  1255. if (!exists(gamesDir))
  1256. create_directory(gamesDir);
  1257. else
  1258. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1259. {
  1260. if (is_regular_file(dir->status()))
  1261. {
  1262. std::string name = dir->path().filename().string();
  1263. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1264. {
  1265. char nr = name[namePrefix.size()];
  1266. if (std::isdigit(nr))
  1267. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1268. }
  1269. }
  1270. }
  1271. if (!dates.empty())
  1272. return (--dates.end())->second; //return latest file number
  1273. return 0;
  1274. }
  1275. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1276. {
  1277. EVENT_HANDLER_CALLED_BY_CLIENT;
  1278. if (player == playerID)
  1279. {
  1280. if (victoryLossCheckResult.loss())
  1281. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1282. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1283. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1284. if(!makingTurn)
  1285. {
  1286. makingTurn = true; //also needed for dialog to show with current implementation
  1287. waitForAllDialogs();
  1288. makingTurn = false;
  1289. }
  1290. else
  1291. waitForAllDialogs();
  1292. GAME->setInterfaceInstance(previousInterface);
  1293. }
  1294. }
  1295. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1296. {
  1297. EVENT_HANDLER_CALLED_BY_CLIENT;
  1298. }
  1299. void CPlayerInterface::showPuzzleMap()
  1300. {
  1301. EVENT_HANDLER_CALLED_BY_CLIENT;
  1302. waitWhileDialog();
  1303. //TODO: interface should not know the real position of Grail...
  1304. double ratio = 0;
  1305. int3 grailPos = cb->getGrailPos(&ratio);
  1306. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1307. }
  1308. void CPlayerInterface::viewWorldMap()
  1309. {
  1310. adventureInt->openWorldView();
  1311. }
  1312. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1313. {
  1314. EVENT_HANDLER_CALLED_BY_CLIENT;
  1315. if(ENGINE->windows().topWindow<CSpellWindow>())
  1316. ENGINE->windows().popWindows(1);
  1317. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1318. localState->erasePath(caster);
  1319. auto castSoundPath = spellID.toSpell()->getCastSound();
  1320. if(!castSoundPath.empty())
  1321. ENGINE->sound().playSound(castSoundPath);
  1322. }
  1323. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1324. {
  1325. int msgToShow = -1;
  1326. const auto diggingStatus = h->diggingStatus();
  1327. switch(diggingStatus)
  1328. {
  1329. case EDiggingStatus::CAN_DIG:
  1330. break;
  1331. case EDiggingStatus::LACK_OF_MOVEMENT:
  1332. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1333. break;
  1334. case EDiggingStatus::TILE_OCCUPIED:
  1335. msgToShow = 97; //Try searching on clear ground.
  1336. break;
  1337. case EDiggingStatus::WRONG_TERRAIN:
  1338. msgToShow = 60; ////Try looking on land!
  1339. break;
  1340. case EDiggingStatus::BACKPACK_IS_FULL:
  1341. msgToShow = 247; //Searching for the Grail is fruitless...
  1342. break;
  1343. default:
  1344. assert(0);
  1345. }
  1346. if(msgToShow < 0)
  1347. cb->dig(h);
  1348. else
  1349. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1350. }
  1351. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1352. {
  1353. EVENT_HANDLER_CALLED_BY_CLIENT;
  1354. BATTLE_EVENT_POSSIBLE_RETURN;
  1355. battleInt->newRoundFirst();
  1356. }
  1357. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1358. {
  1359. EVENT_HANDLER_CALLED_BY_CLIENT;
  1360. auto onWindowClosed = [this, queryID](){
  1361. cb->selectionMade(0, queryID);
  1362. };
  1363. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1364. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1366. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1367. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1368. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1369. else if (!market->availableModes().empty())
  1370. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1371. {
  1372. if(vstd::contains(market->availableModes(), mode))
  1373. {
  1374. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1375. break;
  1376. }
  1377. }
  1378. else
  1379. onWindowClosed();
  1380. }
  1381. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. auto onWindowClosed = [this, queryID](){
  1385. cb->selectionMade(0, queryID);
  1386. };
  1387. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1388. }
  1389. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1393. }
  1394. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1398. cmw->updateArtifacts();
  1399. }
  1400. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1401. {
  1402. EVENT_HANDLER_CALLED_BY_CLIENT;
  1403. auto onWindowClosed = [this, queryID](){
  1404. if (queryID != QueryID::NONE)
  1405. cb->selectionMade(0, queryID);
  1406. };
  1407. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1408. }
  1409. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1410. {
  1411. EVENT_HANDLER_CALLED_BY_CLIENT;
  1412. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1413. }
  1414. void CPlayerInterface::showQuestLog()
  1415. {
  1416. EVENT_HANDLER_CALLED_BY_CLIENT;
  1417. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1418. }
  1419. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1420. {
  1421. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1422. {
  1423. MetaString txt;
  1424. obj->getProblemText(txt);
  1425. showInfoDialog(txt.toString());
  1426. }
  1427. else
  1428. showShipyardDialog(obj);
  1429. }
  1430. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1431. {
  1432. artifactController->askToAssemble(al, true, true);
  1433. }
  1434. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1438. }
  1439. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1440. {
  1441. EVENT_HANDLER_CALLED_BY_CLIENT;
  1442. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1443. artifactController->artifactRemoved();
  1444. }
  1445. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1446. {
  1447. EVENT_HANDLER_CALLED_BY_CLIENT;
  1448. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1449. artifactController->artifactMoved();
  1450. }
  1451. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1452. {
  1453. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1454. }
  1455. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1456. {
  1457. EVENT_HANDLER_CALLED_BY_CLIENT;
  1458. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1459. artifactController->artifactAssembled();
  1460. }
  1461. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1462. {
  1463. EVENT_HANDLER_CALLED_BY_CLIENT;
  1464. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1465. artifactController->artifactDisassembled();
  1466. }
  1467. void CPlayerInterface::waitForAllDialogs()
  1468. {
  1469. if (!makingTurn)
  1470. return;
  1471. while(!dialogs.empty())
  1472. {
  1473. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1474. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1475. }
  1476. waitWhileDialog();
  1477. }
  1478. void CPlayerInterface::proposeLoadingGame()
  1479. {
  1480. showYesNoDialog(
  1481. LIBRARY->generaltexth->allTexts[68],
  1482. []()
  1483. {
  1484. GAME->server().endGameplay();
  1485. GAME->mainmenu()->menu->switchToTab("load");
  1486. },
  1487. nullptr
  1488. );
  1489. }
  1490. bool CPlayerInterface::capturedAllEvents()
  1491. {
  1492. if(movementController->isHeroMoving())
  1493. {
  1494. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1495. return true;
  1496. }
  1497. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1498. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1499. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1500. {
  1501. ENGINE->input().ignoreEventsUntilInput();
  1502. return true;
  1503. }
  1504. return false;
  1505. }
  1506. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1507. {
  1508. EVENT_HANDLER_CALLED_BY_CLIENT;
  1509. adventureInt->openWorldView(objectPositions, showTerrain );
  1510. }
  1511. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1512. {
  1513. return std::nullopt;
  1514. }
  1515. void CPlayerInterface::registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1516. {
  1517. autofightingAI = battleEvents;
  1518. GAME->server().client->registerBattleInterface(battleEvents, playerID);
  1519. }
  1520. void CPlayerInterface::unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1521. {
  1522. assert(battleEvents == autofightingAI);
  1523. GAME->server().client->unregisterBattleInterface(autofightingAI, playerID);
  1524. autofightingAI.reset();
  1525. }