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 "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mapView/mapHandler.h"
  34. #include "render/CAnimation.h"
  35. #include "render/IImage.h"
  36. #include "widgets/Buttons.h"
  37. #include "widgets/CComponent.h"
  38. #include "widgets/CGarrisonInt.h"
  39. #include "windows/CCastleInterface.h"
  40. #include "windows/CCreatureWindow.h"
  41. #include "windows/CHeroWindow.h"
  42. #include "windows/CKingdomInterface.h"
  43. #include "windows/CPuzzleWindow.h"
  44. #include "windows/CQuestLog.h"
  45. #include "windows/CSpellWindow.h"
  46. #include "windows/CTradeWindow.h"
  47. #include "windows/GUIClasses.h"
  48. #include "windows/InfoWindows.h"
  49. #include "../CCallback.h"
  50. #include "../lib/CArtHandler.h"
  51. #include "../lib/CConfigHandler.h"
  52. #include "../lib/CGeneralTextHandler.h"
  53. #include "../lib/CHeroHandler.h"
  54. #include "../lib/CPlayerState.h"
  55. #include "../lib/CStack.h"
  56. #include "../lib/CStopWatch.h"
  57. #include "../lib/CThreadHelper.h"
  58. #include "../lib/CTownHandler.h"
  59. #include "../lib/CondSh.h"
  60. #include "../lib/GameConstants.h"
  61. #include "../lib/JsonNode.h"
  62. #include "../lib/NetPacks.h" //todo: remove
  63. #include "../lib/NetPacksBase.h"
  64. #include "../lib/RoadHandler.h"
  65. #include "../lib/StartInfo.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "../lib/TextOperations.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/bonuses/CBonusSystemNode.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/gameState/CGameState.h"
  75. #include "../lib/mapObjects/CGTownInstance.h"
  76. #include "../lib/mapObjects/MiscObjects.h"
  77. #include "../lib/mapObjects/ObjectTemplate.h"
  78. #include "../lib/mapping/CMapHeader.h"
  79. #include "../lib/pathfinder/CGPathNode.h"
  80. #include "../lib/serializer/BinaryDeserializer.h"
  81. #include "../lib/serializer/BinarySerializer.h"
  82. #include "../lib/serializer/CTypeList.h"
  83. #include "../lib/spells/CSpellHandler.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. #define BATTLE_EVENT_POSSIBLE_RETURN \
  88. if (LOCPLINT != this) \
  89. return; \
  90. if (isAutoFightOn && !battleInt) \
  91. return;
  92. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  93. CPlayerInterface * LOCPLINT;
  94. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  95. struct HeroObjectRetriever
  96. {
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  98. {
  99. return h;
  100. }
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  102. {
  103. return nullptr;
  104. }
  105. };
  106. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  107. localState(std::make_unique<PlayerLocalState>(*this)),
  108. movementController(std::make_unique<HeroMovementController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt = nullptr;
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new CondSh<bool>(false);
  119. cingconsole = new CInGameConsole();
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. // always recreate advmap interface to avoid possible memory-corruption bugs
  141. adventureInt.reset(new AdventureMapInterface());
  142. }
  143. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  144. {
  145. EVENT_HANDLER_CALLED_BY_CLIENT;
  146. if (player == playerID)
  147. makingTurn = false;
  148. }
  149. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  150. {
  151. EVENT_HANDLER_CALLED_BY_CLIENT;
  152. movementController->onPlayerTurnStarted();
  153. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  154. {
  155. // after map load - remove all active windows and replace them with adventure map
  156. GH.windows().clear();
  157. GH.windows().pushWindow(adventureInt);
  158. }
  159. // close window from another player
  160. if(auto w = GH.windows().topWindow<CInfoWindow>())
  161. if(w->ID == QueryID::NONE && player != playerID)
  162. w->close();
  163. // remove all dialogs that do not expect query answer
  164. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  165. GH.windows().popWindows(1);
  166. if (player != playerID && LOCPLINT == this)
  167. {
  168. waitWhileDialog();
  169. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  170. adventureInt->onEnemyTurnStarted(player, isHuman);
  171. }
  172. }
  173. void CPlayerInterface::performAutosave()
  174. {
  175. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  176. if(frequency > 0 && cb->getDate() % frequency == 0)
  177. {
  178. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  179. std::string prefix = std::string();
  180. if(usePrefix)
  181. {
  182. prefix = settings["general"]["savePrefix"].String();
  183. if(prefix.empty())
  184. {
  185. std::string name = cb->getMapHeader()->name;
  186. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  187. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  188. std::string forbiddenChars("\\/:?\"<>| ");
  189. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  190. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  191. }
  192. }
  193. autosaveCount++;
  194. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  195. if(autosaveCountLimit > 0)
  196. {
  197. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  198. autosaveCount %= autosaveCountLimit;
  199. }
  200. else
  201. {
  202. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  203. + std::to_string(cb->getDate(Date::WEEK))
  204. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  205. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  206. }
  207. }
  208. }
  209. void CPlayerInterface::yourTurn(QueryID queryID)
  210. {
  211. EVENT_HANDLER_CALLED_BY_CLIENT;
  212. {
  213. LOCPLINT = this;
  214. GH.curInt = this;
  215. NotificationHandler::notify("Your turn");
  216. if(settings["general"]["startTurnAutosave"].Bool())
  217. {
  218. performAutosave();
  219. }
  220. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  221. {
  222. adventureInt->onHotseatWaitStarted(playerID);
  223. makingTurn = true;
  224. std::string msg = CGI->generaltexth->allTexts[13];
  225. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  226. std::vector<std::shared_ptr<CComponent>> cmp;
  227. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  228. showInfoDialog(msg, cmp);
  229. }
  230. else
  231. {
  232. makingTurn = true;
  233. adventureInt->onPlayerTurnStarted(playerID);
  234. }
  235. }
  236. acceptTurn(queryID);
  237. }
  238. void CPlayerInterface::acceptTurn(QueryID queryID)
  239. {
  240. if (settings["session"]["autoSkip"].Bool())
  241. {
  242. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  243. iw->close();
  244. }
  245. if(CSH->howManyPlayerInterfaces() > 1)
  246. {
  247. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  248. adventureInt->onPlayerTurnStarted(playerID);
  249. }
  250. // warn player if he has no town
  251. if (cb->howManyTowns() == 0)
  252. {
  253. auto playerColor = *cb->getPlayerID();
  254. std::vector<Component> components;
  255. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  256. MetaString text;
  257. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  258. if(optDaysWithoutCastle)
  259. {
  260. auto daysWithoutCastle = optDaysWithoutCastle.value();
  261. if (daysWithoutCastle < 6)
  262. {
  263. 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.
  264. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  265. text.replaceNumber(7 - daysWithoutCastle);
  266. }
  267. else if (daysWithoutCastle == 6)
  268. {
  269. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  270. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  271. }
  272. showInfoDialogAndWait(components, text);
  273. }
  274. else
  275. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  276. }
  277. cb->selectionMade(0, queryID);
  278. }
  279. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  280. {
  281. EVENT_HANDLER_CALLED_BY_CLIENT;
  282. waitWhileDialog();
  283. if(LOCPLINT != this)
  284. return;
  285. //FIXME: read once and store
  286. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  287. return;
  288. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  289. if (!hero)
  290. return;
  291. movementController->onTryMoveHero(hero, details);
  292. }
  293. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  294. {
  295. EVENT_HANDLER_CALLED_BY_CLIENT;
  296. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  297. // if hero is not in town garrison
  298. if (vstd::contains(localState->getWanderingHeroes(), hero))
  299. localState->removeWanderingHero(hero);
  300. adventureInt->onHeroChanged(hero);
  301. localState->erasePath(hero);
  302. }
  303. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  304. {
  305. EVENT_HANDLER_CALLED_BY_CLIENT;
  306. if(start && visitedObj)
  307. {
  308. if(visitedObj->getVisitSound())
  309. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  310. }
  311. }
  312. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  313. {
  314. EVENT_HANDLER_CALLED_BY_CLIENT;
  315. localState->addWanderingHero(hero);
  316. adventureInt->onHeroChanged(hero);
  317. }
  318. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  319. {
  320. if(castleInt)
  321. castleInt->close();
  322. castleInt = nullptr;
  323. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  324. GH.windows().pushWindow(newCastleInt);
  325. }
  326. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  327. {
  328. EVENT_HANDLER_CALLED_BY_CLIENT;
  329. if (which == PrimarySkill::EXPERIENCE)
  330. {
  331. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  332. ctw->setExpToLevel();
  333. }
  334. else
  335. adventureInt->onHeroChanged(hero);
  336. }
  337. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  338. {
  339. EVENT_HANDLER_CALLED_BY_CLIENT;
  340. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  341. cuw->redraw();
  342. }
  343. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  344. {
  345. EVENT_HANDLER_CALLED_BY_CLIENT;
  346. adventureInt->onHeroChanged(hero);
  347. if (makingTurn && hero->tempOwner == playerID)
  348. adventureInt->onHeroChanged(hero);
  349. }
  350. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. if (makingTurn && hero->tempOwner == playerID)
  354. adventureInt->onHeroChanged(hero);
  355. }
  356. void CPlayerInterface::receivedResource()
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  360. mw->resourceChanged();
  361. GH.windows().totalRedraw();
  362. }
  363. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. waitWhileDialog();
  367. CCS->soundh->playSound(soundBase::heroNewLevel);
  368. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  369. {
  370. cb->selectionMade(selection, queryID);
  371. });
  372. }
  373. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  374. {
  375. EVENT_HANDLER_CALLED_BY_CLIENT;
  376. waitWhileDialog();
  377. CCS->soundh->playSound(soundBase::heroNewLevel);
  378. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  379. {
  380. cb->selectionMade(selection, queryID);
  381. });
  382. }
  383. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. if(town->garrisonHero) //wandering hero moved to the garrison
  387. {
  388. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  389. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  390. localState->removeWanderingHero(town->garrisonHero);
  391. }
  392. if(town->visitingHero) //hero leaves garrison
  393. {
  394. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  395. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  396. localState->addWanderingHero(town->visitingHero);
  397. }
  398. adventureInt->onHeroChanged(nullptr);
  399. adventureInt->onTownChanged(town);
  400. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  401. gh->updateGarrisons();
  402. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  403. ki->townChanged(town);
  404. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  405. GH.windows().totalRedraw();
  406. }
  407. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. if (hero->tempOwner != playerID )
  411. return;
  412. waitWhileDialog();
  413. openTownWindow(town);
  414. }
  415. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  416. {
  417. std::vector<const CGObjectInstance *> instances;
  418. if(auto obj = cb->getObj(id1))
  419. instances.push_back(obj);
  420. if(id2 != ObjectInstanceID() && id2 != id1)
  421. {
  422. if(auto obj = cb->getObj(id2))
  423. instances.push_back(obj);
  424. }
  425. garrisonsChanged(instances);
  426. }
  427. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  428. {
  429. boost::unique_lock<boost::recursive_mutex> un(*pim);
  430. for (auto object : objs)
  431. {
  432. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  433. auto * town = dynamic_cast<const CGTownInstance*>(object);
  434. if (hero)
  435. {
  436. adventureInt->onHeroChanged(hero);
  437. if(hero->inTownGarrison)
  438. {
  439. adventureInt->onTownChanged(hero->visitedTown);
  440. }
  441. }
  442. if (town)
  443. adventureInt->onTownChanged(town);
  444. }
  445. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  446. cgh->updateGarrisons();
  447. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  448. {
  449. if (vstd::contains(objs, cmw->hero))
  450. cmw->garrisonChanged();
  451. }
  452. GH.windows().totalRedraw();
  453. }
  454. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  455. {
  456. EVENT_HANDLER_CALLED_BY_CLIENT;
  457. adventureInt->onTownChanged(town);
  458. if (castleInt)
  459. {
  460. castleInt->townlist->updateElement(town);
  461. if (castleInt->town == town)
  462. {
  463. switch(what)
  464. {
  465. case 1:
  466. CCS->soundh->playSound(soundBase::newBuilding);
  467. castleInt->addBuilding(buildingID);
  468. break;
  469. case 2:
  470. castleInt->removeBuilding(buildingID);
  471. break;
  472. }
  473. }
  474. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  475. GH.windows().totalRedraw();
  476. }
  477. }
  478. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  479. {
  480. movementController->onBattleStarted();
  481. //Don't wait for dialogs when we are non-active hot-seat player
  482. if (LOCPLINT == this)
  483. waitForAllDialogs();
  484. }
  485. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  486. {
  487. EVENT_HANDLER_CALLED_BY_CLIENT;
  488. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  489. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  490. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  491. {
  492. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  493. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  494. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  495. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  496. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  497. isAutoFightOn = true;
  498. cb->registerBattleInterface(autofightingAI);
  499. }
  500. //Don't wait for dialogs when we are non-active hot-seat player
  501. if (LOCPLINT == this)
  502. waitForAllDialogs();
  503. BATTLE_EVENT_POSSIBLE_RETURN;
  504. }
  505. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  506. {
  507. EVENT_HANDLER_CALLED_BY_CLIENT;
  508. BATTLE_EVENT_POSSIBLE_RETURN;
  509. for(auto & info : units)
  510. {
  511. switch(info.operation)
  512. {
  513. case UnitChanges::EOperation::RESET_STATE:
  514. {
  515. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  516. if(!stack)
  517. {
  518. logGlobal->error("Invalid unit ID %d", info.id);
  519. continue;
  520. }
  521. battleInt->stackReset(stack);
  522. }
  523. break;
  524. case UnitChanges::EOperation::REMOVE:
  525. battleInt->stackRemoved(info.id);
  526. break;
  527. case UnitChanges::EOperation::ADD:
  528. {
  529. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  530. if(!unit)
  531. {
  532. logGlobal->error("Invalid unit ID %d", info.id);
  533. continue;
  534. }
  535. battleInt->stackAdded(unit);
  536. }
  537. break;
  538. default:
  539. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  540. break;
  541. }
  542. }
  543. }
  544. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  545. {
  546. EVENT_HANDLER_CALLED_BY_CLIENT;
  547. BATTLE_EVENT_POSSIBLE_RETURN;
  548. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  549. std::vector<ObstacleChanges> removedObstacles;
  550. for(auto & change : obstacles)
  551. {
  552. if(change.operation == BattleChanges::EOperation::ADD)
  553. {
  554. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  555. if(instance)
  556. newObstacles.push_back(instance);
  557. else
  558. logNetwork->error("Invalid obstacle instance %d", change.id);
  559. }
  560. if(change.operation == BattleChanges::EOperation::REMOVE)
  561. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  562. }
  563. if (!newObstacles.empty())
  564. battleInt->obstaclePlaced(newObstacles);
  565. if (!removedObstacles.empty())
  566. battleInt->obstacleRemoved(removedObstacles);
  567. battleInt->fieldController->redrawBackgroundWithHexes();
  568. }
  569. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  570. {
  571. EVENT_HANDLER_CALLED_BY_CLIENT;
  572. BATTLE_EVENT_POSSIBLE_RETURN;
  573. battleInt->stackIsCatapulting(ca);
  574. }
  575. 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
  576. {
  577. EVENT_HANDLER_CALLED_BY_CLIENT;
  578. BATTLE_EVENT_POSSIBLE_RETURN;
  579. battleInt->newRound();
  580. }
  581. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  582. {
  583. EVENT_HANDLER_CALLED_BY_CLIENT;
  584. BATTLE_EVENT_POSSIBLE_RETURN;
  585. battleInt->startAction(action);
  586. }
  587. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  588. {
  589. EVENT_HANDLER_CALLED_BY_CLIENT;
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. battleInt->endAction(action);
  592. }
  593. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  597. assert(!cb->getBattle(battleID)->battleIsFinished());
  598. if (cb->getBattle(battleID)->battleIsFinished())
  599. {
  600. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  601. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  602. return ;
  603. }
  604. if (autofightingAI)
  605. {
  606. if (isAutoFightOn)
  607. {
  608. //FIXME: we want client rendering to proceed while AI is making actions
  609. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  610. auto unlockPim = vstd::makeUnlockGuard(*pim);
  611. autofightingAI->activeStack(battleID, stack);
  612. return;
  613. }
  614. cb->unregisterBattleInterface(autofightingAI);
  615. autofightingAI.reset();
  616. }
  617. assert(battleInt);
  618. if(!battleInt)
  619. {
  620. // probably battle is finished already
  621. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  622. }
  623. {
  624. boost::unique_lock<boost::recursive_mutex> un(*pim);
  625. battleInt->stackActivated(stack);
  626. //Regeneration & mana drain go there
  627. }
  628. }
  629. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  630. {
  631. EVENT_HANDLER_CALLED_BY_CLIENT;
  632. if(isAutoFightOn || autofightingAI)
  633. {
  634. isAutoFightOn = false;
  635. cb->unregisterBattleInterface(autofightingAI);
  636. autofightingAI.reset();
  637. if(!battleInt)
  638. {
  639. bool allowManualReplay = queryID != QueryID::NONE;
  640. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  641. if (allowManualReplay)
  642. {
  643. wnd->resultCallback = [=](ui32 selection)
  644. {
  645. cb->selectionMade(selection, queryID);
  646. };
  647. }
  648. GH.windows().pushWindow(wnd);
  649. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  650. // Otherwise NewTurn causes freeze.
  651. waitWhileDialog();
  652. return;
  653. }
  654. }
  655. BATTLE_EVENT_POSSIBLE_RETURN;
  656. battleInt->battleFinished(*br, queryID);
  657. }
  658. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  659. {
  660. EVENT_HANDLER_CALLED_BY_CLIENT;
  661. BATTLE_EVENT_POSSIBLE_RETURN;
  662. battleInt->displayBattleLog(lines);
  663. }
  664. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  665. {
  666. EVENT_HANDLER_CALLED_BY_CLIENT;
  667. BATTLE_EVENT_POSSIBLE_RETURN;
  668. battleInt->stackMoved(stack, dest, distance, teleport);
  669. }
  670. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  671. {
  672. EVENT_HANDLER_CALLED_BY_CLIENT;
  673. BATTLE_EVENT_POSSIBLE_RETURN;
  674. battleInt->spellCast(sc);
  675. }
  676. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  677. {
  678. EVENT_HANDLER_CALLED_BY_CLIENT;
  679. BATTLE_EVENT_POSSIBLE_RETURN;
  680. battleInt->battleStacksEffectsSet(sse);
  681. }
  682. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  683. {
  684. EVENT_HANDLER_CALLED_BY_CLIENT;
  685. BATTLE_EVENT_POSSIBLE_RETURN;
  686. battleInt->effectsController->battleTriggerEffect(bte);
  687. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  688. {
  689. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  690. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  691. }
  692. }
  693. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. std::vector<StackAttackedInfo> arg;
  698. for(auto & elem : bsa)
  699. {
  700. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  701. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  702. assert(defender);
  703. StackAttackedInfo info;
  704. info.defender = defender;
  705. info.attacker = attacker;
  706. info.damageDealt = elem.damageAmount;
  707. info.amountKilled = elem.killedAmount;
  708. info.spellEffect = SpellID::NONE;
  709. info.indirectAttack = ranged;
  710. info.killed = elem.killed();
  711. info.rebirth = elem.willRebirth();
  712. info.cloneKilled = elem.cloneKilled();
  713. info.fireShield = elem.fireShield();
  714. if (elem.isSpell())
  715. info.spellEffect = elem.spellID;
  716. arg.push_back(info);
  717. }
  718. battleInt->stacksAreAttacked(arg);
  719. }
  720. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. BATTLE_EVENT_POSSIBLE_RETURN;
  724. StackAttackInfo info;
  725. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  726. info.defender = nullptr;
  727. info.indirectAttack = ba->shot();
  728. info.lucky = ba->lucky();
  729. info.unlucky = ba->unlucky();
  730. info.deathBlow = ba->deathBlow();
  731. info.lifeDrain = ba->lifeDrain();
  732. info.tile = ba->tile;
  733. info.spellEffect = SpellID::NONE;
  734. if (ba->spellLike())
  735. info.spellEffect = ba->spellID;
  736. for(auto & elem : ba->bsa)
  737. {
  738. if(!elem.isSecondary())
  739. {
  740. assert(info.defender == nullptr);
  741. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  742. }
  743. else
  744. {
  745. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  746. }
  747. }
  748. assert(info.defender != nullptr);
  749. assert(info.attacker != nullptr);
  750. battleInt->stackAttacking(info);
  751. }
  752. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  753. {
  754. EVENT_HANDLER_CALLED_BY_CLIENT;
  755. BATTLE_EVENT_POSSIBLE_RETURN;
  756. battleInt->gateStateChanged(state);
  757. }
  758. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. }
  762. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  763. {
  764. EVENT_HANDLER_CALLED_BY_CLIENT;
  765. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  766. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  767. if(autoTryHover || type == EInfoWindowMode::INFO)
  768. {
  769. waitWhileDialog(); //Fix for mantis #98
  770. adventureInt->showInfoBoxMessage(components, text, timer);
  771. // 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
  772. movementController->requestMovementAbort();
  773. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  774. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  775. return;
  776. }
  777. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  778. {
  779. return;
  780. }
  781. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  782. do
  783. {
  784. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  785. std::vector<std::shared_ptr<CComponent>> intComps;
  786. for (auto & component : sender)
  787. intComps.push_back(std::make_shared<CComponent>(component));
  788. showInfoDialog(text,intComps,soundID);
  789. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  790. }
  791. while(!vect.empty());
  792. }
  793. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  794. {
  795. std::vector<std::shared_ptr<CComponent>> intComps;
  796. intComps.push_back(component);
  797. showInfoDialog(text, intComps, soundBase::sound_todo);
  798. }
  799. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  800. {
  801. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  802. waitWhileDialog();
  803. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  804. {
  805. return;
  806. }
  807. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  808. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  809. {
  810. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  811. showingDialog->set(true);
  812. movementController->requestMovementAbort(); // interrupt movement to show dialog
  813. GH.windows().pushWindow(temp);
  814. }
  815. else
  816. {
  817. dialogs.push_back(temp);
  818. }
  819. }
  820. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  821. {
  822. EVENT_HANDLER_CALLED_BY_CLIENT;
  823. std::string str = text.toString();
  824. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  825. waitWhileDialog();
  826. }
  827. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  828. {
  829. boost::unique_lock<boost::recursive_mutex> un(*pim);
  830. movementController->requestMovementAbort();
  831. LOCPLINT->showingDialog->setn(true);
  832. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  833. }
  834. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  835. {
  836. EVENT_HANDLER_CALLED_BY_CLIENT;
  837. waitWhileDialog();
  838. movementController->requestMovementAbort();
  839. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  840. if (!selection && cancel) //simple yes/no dialog
  841. {
  842. std::vector<std::shared_ptr<CComponent>> intComps;
  843. for (auto & component : components)
  844. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  845. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  846. }
  847. else if (selection)
  848. {
  849. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  850. for (auto & component : components)
  851. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  852. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  853. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  854. if (cancel)
  855. {
  856. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  857. }
  858. int charperline = 35;
  859. if (pom.size() > 1)
  860. charperline = 50;
  861. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  862. intComps[0]->clickPressed(GH.getCursorPosition());
  863. intComps[0]->clickReleased(GH.getCursorPosition());
  864. }
  865. }
  866. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  867. {
  868. EVENT_HANDLER_CALLED_BY_CLIENT;
  869. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  870. }
  871. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  872. {
  873. EVENT_HANDLER_CALLED_BY_CLIENT;
  874. auto selectCallback = [=](int selection)
  875. {
  876. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  877. reply.Integer() = selection;
  878. cb->sendQueryReply(reply, askID);
  879. };
  880. auto cancelCallback = [=]()
  881. {
  882. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  883. cb->sendQueryReply(reply, askID);
  884. };
  885. const std::string localTitle = title.toString();
  886. const std::string localDescription = description.toString();
  887. std::vector<int> tempList;
  888. tempList.reserve(objects.size());
  889. for(auto item : objects)
  890. tempList.push_back(item.getNum());
  891. CComponent localIconC(icon);
  892. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  893. localIconC.removeChild(localIcon.get(), false);
  894. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  895. wnd->onExit = cancelCallback;
  896. GH.windows().pushWindow(wnd);
  897. }
  898. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  902. adventureInt->onMapTilesChanged(pos);
  903. }
  904. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  905. {
  906. EVENT_HANDLER_CALLED_BY_CLIENT;
  907. adventureInt->onMapTilesChanged(pos);
  908. }
  909. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  910. {
  911. boost::unique_lock<boost::recursive_mutex> un(*pim);
  912. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  913. }
  914. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  915. {
  916. EVENT_HANDLER_CALLED_BY_CLIENT;
  917. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  918. {
  919. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  920. fortScreen->creaturesChangedEventHandler();
  921. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  922. if(castleInterface->town == town)
  923. castleInterface->creaturesChangedEventHandler();
  924. if (townObj)
  925. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  926. ki->townChanged(townObj);
  927. }
  928. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  929. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  930. {
  931. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  932. if (crw->dwelling == town)
  933. crw->availableCreaturesChanged();
  934. }
  935. }
  936. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  937. {
  938. EVENT_HANDLER_CALLED_BY_CLIENT;
  939. if (bonus.type == BonusType::NONE)
  940. return;
  941. adventureInt->onHeroChanged(hero);
  942. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  943. {
  944. //recalculate paths because hero has lost bonus influencing pathfinding
  945. localState->erasePath(hero);
  946. }
  947. }
  948. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. localState->serialize(h, version);
  952. }
  953. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. localState->serialize(h, version);
  957. firstCall = -1;
  958. }
  959. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  960. {
  961. assert(LOCPLINT->makingTurn);
  962. assert(h);
  963. assert(!showingDialog->get());
  964. assert(dialogs.empty());
  965. LOG_TRACE(logGlobal);
  966. if (!LOCPLINT->makingTurn)
  967. return;
  968. if (!h)
  969. return; //can't find hero
  970. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  971. if (showingDialog->get() || !dialogs.empty())
  972. return;
  973. if (localState->isHeroSleeping(h))
  974. localState->setHeroAwaken(h);
  975. movementController->requestMovementStart(h, path);
  976. }
  977. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  978. {
  979. EVENT_HANDLER_CALLED_BY_CLIENT;
  980. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  981. if (movementController->isHeroMovingThroughGarrison(down, up))
  982. {
  983. onEnd();
  984. return;
  985. }
  986. waitForAllDialogs();
  987. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  988. cgw->quit->addCallback(onEnd);
  989. GH.windows().pushWindow(cgw);
  990. }
  991. /**
  992. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  993. * into a combinational one on an artifact screen. Does not require the combination of
  994. * artifacts to be legal.
  995. */
  996. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  997. {
  998. std::string text = artifact->getDescriptionTranslated();
  999. text += "\n\n";
  1000. std::vector<std::shared_ptr<CComponent>> scs;
  1001. if(assembledArtifact)
  1002. {
  1003. // You possess all of the components to...
  1004. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1005. // Picture of assembled artifact at bottom.
  1006. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1007. scs.push_back(sc);
  1008. }
  1009. else
  1010. {
  1011. // Do you wish to disassemble this artifact?
  1012. text += CGI->generaltexth->allTexts[733];
  1013. }
  1014. showYesNoDialog(text, onYes, nullptr, scs);
  1015. }
  1016. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1017. {
  1018. if(pa->packType == typeList.getTypeID<MoveHero>())
  1019. movementController->onMoveHeroApplied();
  1020. if(pa->packType == typeList.getTypeID<QueryReply>())
  1021. movementController->onQueryReplyApplied();
  1022. }
  1023. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1024. {
  1025. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1026. }
  1027. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1028. {
  1029. EVENT_HANDLER_CALLED_BY_CLIENT;
  1030. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1031. }
  1032. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1033. {
  1034. if (sop->what == ObjProperty::OWNER)
  1035. {
  1036. const CGObjectInstance * obj = cb->getObj(sop->id);
  1037. if(obj->ID == Obj::TOWN)
  1038. {
  1039. auto town = static_cast<const CGTownInstance *>(obj);
  1040. if(obj->tempOwner == playerID)
  1041. {
  1042. localState->removeOwnedTown(town);
  1043. adventureInt->onTownChanged(town);
  1044. }
  1045. }
  1046. }
  1047. }
  1048. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1049. {
  1050. EVENT_HANDLER_CALLED_BY_CLIENT;
  1051. if (sop->what == ObjProperty::OWNER)
  1052. {
  1053. const CGObjectInstance * obj = cb->getObj(sop->id);
  1054. if(obj->ID == Obj::TOWN)
  1055. {
  1056. auto town = static_cast<const CGTownInstance *>(obj);
  1057. if(obj->tempOwner == playerID)
  1058. {
  1059. localState->addOwnedTown(town);
  1060. adventureInt->onTownChanged(town);
  1061. }
  1062. }
  1063. //redraw minimap if owner changed
  1064. std::set<int3> pos = obj->getBlockedPos();
  1065. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1066. adventureInt->onMapTilesChanged(upos);
  1067. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1068. }
  1069. }
  1070. void CPlayerInterface::initializeHeroTownList()
  1071. {
  1072. if(localState->getWanderingHeroes().empty())
  1073. {
  1074. for(auto & hero : cb->getHeroesInfo())
  1075. {
  1076. if(!hero->inTownGarrison)
  1077. localState->addWanderingHero(hero);
  1078. }
  1079. }
  1080. if(localState->getOwnedTowns().empty())
  1081. {
  1082. for(auto & town : cb->getTownsInfo())
  1083. localState->addOwnedTown(town);
  1084. }
  1085. if(adventureInt)
  1086. adventureInt->onHeroChanged(nullptr);
  1087. }
  1088. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1089. {
  1090. EVENT_HANDLER_CALLED_BY_CLIENT;
  1091. waitWhileDialog();
  1092. auto recruitCb = [=](CreatureID id, int count)
  1093. {
  1094. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1095. };
  1096. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1097. }
  1098. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1099. {
  1100. if (GH.amIGuiThread())
  1101. {
  1102. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1103. return;
  1104. }
  1105. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1106. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1107. while(showingDialog->data)
  1108. showingDialog->cond.wait(un);
  1109. }
  1110. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1111. {
  1112. EVENT_HANDLER_CALLED_BY_CLIENT;
  1113. auto state = obj->shipyardStatus();
  1114. TResources cost;
  1115. obj->getBoatCost(cost);
  1116. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1117. }
  1118. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1119. {
  1120. EVENT_HANDLER_CALLED_BY_CLIENT;
  1121. //we might have built a boat in shipyard in opened town screen
  1122. if (obj->ID == Obj::BOAT
  1123. && LOCPLINT->castleInt
  1124. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1125. {
  1126. CCS->soundh->playSound(soundBase::newBuilding);
  1127. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1128. }
  1129. }
  1130. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1131. {
  1132. EVENT_HANDLER_CALLED_BY_CLIENT;
  1133. waitWhileDialog();
  1134. CCS->curh->hide();
  1135. adventureInt->centerOnTile(pos);
  1136. if (focusTime)
  1137. {
  1138. GH.windows().totalRedraw();
  1139. {
  1140. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1141. IgnoreEvents ignore(*this);
  1142. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1143. }
  1144. }
  1145. CCS->curh->show();
  1146. }
  1147. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1148. {
  1149. EVENT_HANDLER_CALLED_BY_CLIENT;
  1150. if(playerID == initiator && obj->getRemovalSound())
  1151. {
  1152. waitWhileDialog();
  1153. CCS->soundh->playSound(obj->getRemovalSound().value());
  1154. }
  1155. CGI->mh->waitForOngoingAnimations();
  1156. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1157. {
  1158. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1159. heroKilled(h);
  1160. }
  1161. GH.fakeMouseMove();
  1162. }
  1163. void CPlayerInterface::objectRemovedAfter()
  1164. {
  1165. EVENT_HANDLER_CALLED_BY_CLIENT;
  1166. adventureInt->onMapTilesChanged(boost::none);
  1167. // visiting or garrisoned hero removed - update window
  1168. if (castleInt)
  1169. castleInt->updateGarrisons();
  1170. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1171. ki->heroRemoved();
  1172. }
  1173. void CPlayerInterface::playerBlocked(int reason, bool start)
  1174. {
  1175. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1176. {
  1177. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1178. {
  1179. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1180. LOCPLINT = this;
  1181. GH.curInt = this;
  1182. adventureInt->onCurrentPlayerChanged(playerID);
  1183. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1184. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1185. std::vector<std::shared_ptr<CComponent>> cmp;
  1186. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1187. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1188. showInfoDialog(msg, cmp);
  1189. makingTurn = false;
  1190. }
  1191. }
  1192. }
  1193. void CPlayerInterface::update()
  1194. {
  1195. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1196. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1197. // While mutexes were locked away we may be have stopped being the active interface
  1198. if (LOCPLINT != this)
  1199. return;
  1200. //if there are any waiting dialogs, show them
  1201. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1202. {
  1203. showingDialog->set(true);
  1204. GH.windows().pushWindow(dialogs.front());
  1205. dialogs.pop_front();
  1206. }
  1207. assert(adventureInt);
  1208. // Handles mouse and key input
  1209. GH.handleEvents();
  1210. GH.windows().simpleRedraw();
  1211. }
  1212. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1213. {
  1214. using namespace boost::filesystem;
  1215. using namespace boost::algorithm;
  1216. path gamesDir = VCMIDirs::get().userSavePath();
  1217. std::map<std::time_t, int> dates; //save number => datestamp
  1218. const directory_iterator enddir;
  1219. if (!exists(gamesDir))
  1220. create_directory(gamesDir);
  1221. else
  1222. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1223. {
  1224. if (is_regular_file(dir->status()))
  1225. {
  1226. std::string name = dir->path().filename().string();
  1227. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1228. {
  1229. char nr = name[namePrefix.size()];
  1230. if (std::isdigit(nr))
  1231. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1232. }
  1233. }
  1234. }
  1235. if (!dates.empty())
  1236. return (--dates.end())->second; //return latest file number
  1237. return 0;
  1238. }
  1239. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1240. {
  1241. EVENT_HANDLER_CALLED_BY_CLIENT;
  1242. if (player == playerID)
  1243. {
  1244. if (victoryLossCheckResult.loss())
  1245. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1246. assert(GH.curInt == LOCPLINT);
  1247. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1248. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1249. GH.curInt = this; //waiting for dialogs requires this to get events
  1250. if(!makingTurn)
  1251. {
  1252. makingTurn = true; //also needed for dialog to show with current implementation
  1253. waitForAllDialogs();
  1254. makingTurn = false;
  1255. }
  1256. else
  1257. waitForAllDialogs();
  1258. GH.curInt = previousInterface;
  1259. LOCPLINT = previousInterface;
  1260. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1261. {
  1262. if(adventureInt)
  1263. {
  1264. GH.windows().popWindows(GH.windows().count());
  1265. adventureInt.reset();
  1266. }
  1267. }
  1268. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1269. {
  1270. // end game if current human player has won
  1271. CSH->sendClientDisconnecting();
  1272. requestReturningToMainMenu(true);
  1273. }
  1274. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1275. {
  1276. //all human players eliminated
  1277. CSH->sendClientDisconnecting();
  1278. requestReturningToMainMenu(false);
  1279. }
  1280. if (GH.curInt == this)
  1281. GH.curInt = nullptr;
  1282. }
  1283. }
  1284. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. }
  1288. void CPlayerInterface::showPuzzleMap()
  1289. {
  1290. EVENT_HANDLER_CALLED_BY_CLIENT;
  1291. waitWhileDialog();
  1292. //TODO: interface should not know the real position of Grail...
  1293. double ratio = 0;
  1294. int3 grailPos = cb->getGrailPos(&ratio);
  1295. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1296. }
  1297. void CPlayerInterface::viewWorldMap()
  1298. {
  1299. adventureInt->openWorldView();
  1300. }
  1301. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. if(GH.windows().topWindow<CSpellWindow>())
  1305. GH.windows().popWindows(1);
  1306. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1307. localState->erasePath(caster);
  1308. auto castSoundPath = spellID.toSpell()->getCastSound();
  1309. if(!castSoundPath.empty())
  1310. CCS->soundh->playSound(castSoundPath);
  1311. }
  1312. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1313. {
  1314. int msgToShow = -1;
  1315. const auto diggingStatus = h->diggingStatus();
  1316. switch(diggingStatus)
  1317. {
  1318. case EDiggingStatus::CAN_DIG:
  1319. break;
  1320. case EDiggingStatus::LACK_OF_MOVEMENT:
  1321. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1322. break;
  1323. case EDiggingStatus::TILE_OCCUPIED:
  1324. msgToShow = 97; //Try searching on clear ground.
  1325. break;
  1326. case EDiggingStatus::WRONG_TERRAIN:
  1327. msgToShow = 60; ////Try looking on land!
  1328. break;
  1329. case EDiggingStatus::BACKPACK_IS_FULL:
  1330. msgToShow = 247; //Searching for the Grail is fruitless...
  1331. break;
  1332. default:
  1333. assert(0);
  1334. }
  1335. if(msgToShow < 0)
  1336. cb->dig(h);
  1337. else
  1338. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1339. }
  1340. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1341. {
  1342. EVENT_HANDLER_CALLED_BY_CLIENT;
  1343. BATTLE_EVENT_POSSIBLE_RETURN;
  1344. battleInt->newRoundFirst();
  1345. }
  1346. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1347. {
  1348. EVENT_HANDLER_CALLED_BY_CLIENT;
  1349. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1350. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1351. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1352. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1353. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1354. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1355. else if(!market->availableModes().empty())
  1356. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1357. }
  1358. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1359. {
  1360. EVENT_HANDLER_CALLED_BY_CLIENT;
  1361. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1362. }
  1363. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1364. {
  1365. EVENT_HANDLER_CALLED_BY_CLIENT;
  1366. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1367. }
  1368. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1372. cmw->artifactsChanged(false);
  1373. }
  1374. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1378. }
  1379. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1383. }
  1384. void CPlayerInterface::showQuestLog()
  1385. {
  1386. EVENT_HANDLER_CALLED_BY_CLIENT;
  1387. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1388. }
  1389. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1390. {
  1391. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1392. {
  1393. MetaString txt;
  1394. obj->getProblemText(txt);
  1395. showInfoDialog(txt.toString());
  1396. }
  1397. else
  1398. showShipyardDialog(obj);
  1399. }
  1400. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1401. {
  1402. if(won && cb->getStartInfo()->campState)
  1403. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1404. else
  1405. {
  1406. GH.dispatchMainThread(
  1407. []()
  1408. {
  1409. CSH->endGameplay();
  1410. GH.defActionsDef = 63;
  1411. CMM->menu->switchToTab("main");
  1412. }
  1413. );
  1414. }
  1415. }
  1416. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1417. {
  1418. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1419. if(hero)
  1420. {
  1421. auto art = hero->getArt(al.slot);
  1422. if(art == nullptr)
  1423. {
  1424. logGlobal->error("artifact location %d points to nothing",
  1425. al.slot.num);
  1426. return;
  1427. }
  1428. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1429. }
  1430. }
  1431. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1432. {
  1433. EVENT_HANDLER_CALLED_BY_CLIENT;
  1434. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1435. adventureInt->onHeroChanged(hero);
  1436. }
  1437. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1438. {
  1439. EVENT_HANDLER_CALLED_BY_CLIENT;
  1440. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1441. adventureInt->onHeroChanged(hero);
  1442. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1443. artWin->artifactRemoved(al);
  1444. waitWhileDialog();
  1445. }
  1446. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1450. adventureInt->onHeroChanged(hero);
  1451. bool redraw = true;
  1452. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1453. if(numOfMovedArts != 0)
  1454. {
  1455. numOfMovedArts--;
  1456. if(numOfMovedArts != 0)
  1457. redraw = false;
  1458. }
  1459. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1460. artWin->artifactMoved(src, dst, redraw);
  1461. waitWhileDialog();
  1462. }
  1463. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1464. {
  1465. numOfMovedArts = numOfArts;
  1466. }
  1467. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1468. {
  1469. EVENT_HANDLER_CALLED_BY_CLIENT;
  1470. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1471. adventureInt->onHeroChanged(hero);
  1472. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1473. artWin->artifactAssembled(al);
  1474. }
  1475. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1479. adventureInt->onHeroChanged(hero);
  1480. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1481. artWin->artifactDisassembled(al);
  1482. }
  1483. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1484. {
  1485. while(!dialogs.empty())
  1486. {
  1487. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1488. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1489. }
  1490. waitWhileDialog(unlockPim);
  1491. }
  1492. void CPlayerInterface::proposeLoadingGame()
  1493. {
  1494. showYesNoDialog(
  1495. CGI->generaltexth->allTexts[68],
  1496. []()
  1497. {
  1498. GH.dispatchMainThread(
  1499. []()
  1500. {
  1501. CSH->endGameplay();
  1502. GH.defActionsDef = 63;
  1503. CMM->menu->switchToTab("load");
  1504. }
  1505. );
  1506. },
  1507. nullptr
  1508. );
  1509. }
  1510. bool CPlayerInterface::capturedAllEvents()
  1511. {
  1512. if(movementController->isHeroMoving())
  1513. {
  1514. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1515. return true;
  1516. }
  1517. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1518. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1519. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1520. {
  1521. GH.input().ignoreEventsUntilInput();
  1522. return true;
  1523. }
  1524. return false;
  1525. }
  1526. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1527. {
  1528. EVENT_HANDLER_CALLED_BY_CLIENT;
  1529. adventureInt->openWorldView(objectPositions, showTerrain );
  1530. }
  1531. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1532. {
  1533. return std::nullopt;
  1534. }