CPlayerInterface.cpp 53 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 "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CAltarWindow.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CHeroWindow.h"
  44. #include "windows/CKingdomInterface.h"
  45. #include "windows/CPuzzleWindow.h"
  46. #include "windows/CQuestLog.h"
  47. #include "windows/CSpellWindow.h"
  48. #include "windows/CTradeWindow.h"
  49. #include "windows/GUIClasses.h"
  50. #include "windows/InfoWindows.h"
  51. #include "../CCallback.h"
  52. #include "../lib/CArtHandler.h"
  53. #include "../lib/CConfigHandler.h"
  54. #include "../lib/CGeneralTextHandler.h"
  55. #include "../lib/CHeroHandler.h"
  56. #include "../lib/CPlayerState.h"
  57. #include "../lib/CStack.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/CThreadHelper.h"
  60. #include "../lib/CTownHandler.h"
  61. #include "../lib/CondSh.h"
  62. #include "../lib/GameConstants.h"
  63. #include "../lib/JsonNode.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/networkPacks/PacksForClient.h"
  80. #include "../lib/networkPacks/PacksForClientBattle.h"
  81. #include "../lib/networkPacks/PacksForServer.h"
  82. #include "../lib/pathfinder/CGPathNode.h"
  83. #include "../lib/serializer/BinaryDeserializer.h"
  84. #include "../lib/serializer/BinarySerializer.h"
  85. #include "../lib/serializer/CTypeList.h"
  86. #include "../lib/spells/CSpellHandler.h"
  87. // The macro below is used to mark functions that are called by client when game state changes.
  88. // They all assume that interface mutex is locked.
  89. #define EVENT_HANDLER_CALLED_BY_CLIENT
  90. #define BATTLE_EVENT_POSSIBLE_RETURN \
  91. if (LOCPLINT != this) \
  92. return; \
  93. if (isAutoFightOn && !battleInt) \
  94. return;
  95. CPlayerInterface * LOCPLINT;
  96. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  97. struct HeroObjectRetriever
  98. {
  99. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  100. {
  101. return h;
  102. }
  103. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  104. {
  105. return nullptr;
  106. }
  107. };
  108. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  109. localState(std::make_unique<PlayerLocalState>(*this)),
  110. movementController(std::make_unique<HeroMovementController>())
  111. {
  112. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  113. GH.defActionsDef = 0;
  114. LOCPLINT = this;
  115. playerID=Player;
  116. human=true;
  117. battleInt = nullptr;
  118. castleInt = nullptr;
  119. makingTurn = false;
  120. showingDialog = new CondSh<bool>(false);
  121. cingconsole = new CInGameConsole();
  122. firstCall = 1; //if loading will be overwritten in serialize
  123. autosaveCount = 0;
  124. isAutoFightOn = false;
  125. ignoreEvents = false;
  126. numOfMovedArts = 0;
  127. }
  128. CPlayerInterface::~CPlayerInterface()
  129. {
  130. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  131. delete showingDialog;
  132. delete cingconsole;
  133. if (LOCPLINT == this)
  134. LOCPLINT = nullptr;
  135. }
  136. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  137. {
  138. cb = CB;
  139. env = ENV;
  140. CCS->musich->loadTerrainMusicThemes();
  141. initializeHeroTownList();
  142. adventureInt.reset(new AdventureMapInterface());
  143. }
  144. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  145. {
  146. EVENT_HANDLER_CALLED_BY_CLIENT;
  147. if (player == playerID)
  148. {
  149. makingTurn = false;
  150. // remove all active dialogs that do not expect query answer
  151. for (;;)
  152. {
  153. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  154. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  155. if(adventureWindow != nullptr)
  156. break;
  157. if(infoWindow && infoWindow->ID != QueryID::NONE)
  158. break;
  159. if (infoWindow)
  160. infoWindow->close();
  161. else
  162. GH.windows().popWindows(1);
  163. }
  164. // remove all pending dialogs that do not expect query answer
  165. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  166. return window->ID == QueryID::NONE;
  167. });
  168. }
  169. }
  170. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  171. {
  172. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  173. {
  174. // after map load - remove all active windows and replace them with adventure map
  175. GH.windows().clear();
  176. GH.windows().pushWindow(adventureInt);
  177. }
  178. EVENT_HANDLER_CALLED_BY_CLIENT;
  179. if (player != playerID && LOCPLINT == this)
  180. {
  181. waitWhileDialog();
  182. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  183. if (makingTurn == false)
  184. adventureInt->onEnemyTurnStarted(player, isHuman);
  185. }
  186. }
  187. void CPlayerInterface::performAutosave()
  188. {
  189. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  190. if(frequency > 0 && cb->getDate() % frequency == 0)
  191. {
  192. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  193. std::string prefix = std::string();
  194. if(usePrefix)
  195. {
  196. prefix = settings["general"]["savePrefix"].String();
  197. if(prefix.empty())
  198. {
  199. std::string name = cb->getMapHeader()->name.toString();
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. std::string forbiddenChars("\\/:?\"<>| ");
  203. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  204. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  205. }
  206. }
  207. autosaveCount++;
  208. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  209. if(autosaveCountLimit > 0)
  210. {
  211. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  212. autosaveCount %= autosaveCountLimit;
  213. }
  214. else
  215. {
  216. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  217. + std::to_string(cb->getDate(Date::WEEK))
  218. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  219. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  220. }
  221. }
  222. }
  223. void CPlayerInterface::gamePause(bool pause)
  224. {
  225. cb->gamePause(pause);
  226. }
  227. void CPlayerInterface::yourTurn(QueryID queryID)
  228. {
  229. EVENT_HANDLER_CALLED_BY_CLIENT;
  230. {
  231. LOCPLINT = this;
  232. GH.curInt = this;
  233. NotificationHandler::notify("Your turn");
  234. if(settings["general"]["startTurnAutosave"].Bool())
  235. {
  236. performAutosave();
  237. }
  238. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  239. {
  240. adventureInt->onHotseatWaitStarted(playerID);
  241. makingTurn = true;
  242. std::string msg = CGI->generaltexth->allTexts[13];
  243. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  244. std::vector<std::shared_ptr<CComponent>> cmp;
  245. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  246. showInfoDialog(msg, cmp);
  247. }
  248. else
  249. {
  250. makingTurn = true;
  251. adventureInt->onPlayerTurnStarted(playerID);
  252. }
  253. }
  254. acceptTurn(queryID);
  255. }
  256. void CPlayerInterface::acceptTurn(QueryID queryID)
  257. {
  258. if (settings["session"]["autoSkip"].Bool())
  259. {
  260. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  261. iw->close();
  262. }
  263. if(CSH->howManyPlayerInterfaces() > 1)
  264. {
  265. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  266. adventureInt->onPlayerTurnStarted(playerID);
  267. }
  268. // warn player if he has no town
  269. if (cb->howManyTowns() == 0)
  270. {
  271. auto playerColor = *cb->getPlayerID();
  272. std::vector<Component> components;
  273. components.emplace_back(ComponentType::FLAG, playerColor);
  274. MetaString text;
  275. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  276. if(optDaysWithoutCastle)
  277. {
  278. auto daysWithoutCastle = optDaysWithoutCastle.value();
  279. if (daysWithoutCastle < 6)
  280. {
  281. 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.
  282. text.replaceName(playerColor);
  283. text.replaceNumber(7 - daysWithoutCastle);
  284. }
  285. else if (daysWithoutCastle == 6)
  286. {
  287. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  288. text.replaceName(playerColor);
  289. }
  290. showInfoDialogAndWait(components, text);
  291. }
  292. else
  293. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  294. }
  295. cb->selectionMade(0, queryID);
  296. movementController->onPlayerTurnStarted();
  297. }
  298. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  299. {
  300. EVENT_HANDLER_CALLED_BY_CLIENT;
  301. waitWhileDialog();
  302. if(LOCPLINT != this)
  303. return;
  304. //FIXME: read once and store
  305. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  306. return;
  307. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  308. if (!hero)
  309. return;
  310. movementController->onTryMoveHero(hero, details);
  311. }
  312. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  313. {
  314. EVENT_HANDLER_CALLED_BY_CLIENT;
  315. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  316. // if hero is not in town garrison
  317. if (vstd::contains(localState->getWanderingHeroes(), hero))
  318. localState->removeWanderingHero(hero);
  319. adventureInt->onHeroChanged(hero);
  320. localState->erasePath(hero);
  321. }
  322. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  323. {
  324. EVENT_HANDLER_CALLED_BY_CLIENT;
  325. if(start && visitedObj)
  326. {
  327. if(visitedObj->getVisitSound())
  328. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  329. }
  330. }
  331. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  332. {
  333. EVENT_HANDLER_CALLED_BY_CLIENT;
  334. localState->addWanderingHero(hero);
  335. adventureInt->onHeroChanged(hero);
  336. }
  337. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  338. {
  339. if(castleInt)
  340. castleInt->close();
  341. castleInt = nullptr;
  342. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  343. GH.windows().pushWindow(newCastleInt);
  344. }
  345. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  346. {
  347. EVENT_HANDLER_CALLED_BY_CLIENT;
  348. if (which == PrimarySkill::EXPERIENCE)
  349. {
  350. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  351. ctw->updateExpToLevel();
  352. }
  353. else
  354. adventureInt->onHeroChanged(hero);
  355. }
  356. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  360. cuw->redraw();
  361. }
  362. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  363. {
  364. EVENT_HANDLER_CALLED_BY_CLIENT;
  365. adventureInt->onHeroChanged(hero);
  366. if (makingTurn && hero->tempOwner == playerID)
  367. adventureInt->onHeroChanged(hero);
  368. }
  369. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. if (makingTurn && hero->tempOwner == playerID)
  373. adventureInt->onHeroChanged(hero);
  374. }
  375. void CPlayerInterface::receivedResource()
  376. {
  377. EVENT_HANDLER_CALLED_BY_CLIENT;
  378. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  379. mw->resourceChanged();
  380. GH.windows().totalRedraw();
  381. }
  382. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. waitWhileDialog();
  386. CCS->soundh->playSound(soundBase::heroNewLevel);
  387. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  388. {
  389. cb->selectionMade(selection, queryID);
  390. });
  391. }
  392. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. waitWhileDialog();
  396. CCS->soundh->playSound(soundBase::heroNewLevel);
  397. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  398. {
  399. cb->selectionMade(selection, queryID);
  400. });
  401. }
  402. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. if(town->garrisonHero) //wandering hero moved to the garrison
  406. {
  407. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  408. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  409. localState->removeWanderingHero(town->garrisonHero);
  410. }
  411. if(town->visitingHero) //hero leaves garrison
  412. {
  413. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  414. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  415. localState->addWanderingHero(town->visitingHero);
  416. }
  417. adventureInt->onHeroChanged(nullptr);
  418. adventureInt->onTownChanged(town);
  419. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  420. gh->updateGarrisons();
  421. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  422. ki->townChanged(town);
  423. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  424. GH.windows().totalRedraw();
  425. }
  426. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. if (hero->tempOwner != playerID )
  430. return;
  431. waitWhileDialog();
  432. openTownWindow(town);
  433. }
  434. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  435. {
  436. std::vector<const CGObjectInstance *> instances;
  437. if(auto obj = cb->getObj(id1))
  438. instances.push_back(obj);
  439. if(id2 != ObjectInstanceID() && id2 != id1)
  440. {
  441. if(auto obj = cb->getObj(id2))
  442. instances.push_back(obj);
  443. }
  444. garrisonsChanged(instances);
  445. }
  446. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  447. {
  448. for (auto object : objs)
  449. {
  450. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  451. auto * town = dynamic_cast<const CGTownInstance*>(object);
  452. if (hero)
  453. {
  454. adventureInt->onHeroChanged(hero);
  455. if(hero->inTownGarrison)
  456. {
  457. adventureInt->onTownChanged(hero->visitedTown);
  458. }
  459. }
  460. if (town)
  461. adventureInt->onTownChanged(town);
  462. }
  463. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  464. cgh->updateGarrisons();
  465. for (auto cmw : GH.windows().findWindows<CAltarWindow>())
  466. {
  467. if(vstd::contains(objs, cmw->getHero()))
  468. cmw->updateGarrison();
  469. }
  470. GH.windows().totalRedraw();
  471. }
  472. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. adventureInt->onTownChanged(town);
  476. if (castleInt)
  477. {
  478. castleInt->townlist->updateElement(town);
  479. if (castleInt->town == town)
  480. {
  481. switch(what)
  482. {
  483. case 1:
  484. CCS->soundh->playSound(soundBase::newBuilding);
  485. castleInt->addBuilding(buildingID);
  486. break;
  487. case 2:
  488. castleInt->removeBuilding(buildingID);
  489. break;
  490. }
  491. }
  492. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  493. GH.windows().totalRedraw();
  494. }
  495. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  496. cgh->buildChanged();
  497. }
  498. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  499. {
  500. movementController->onBattleStarted();
  501. //Don't wait for dialogs when we are non-active hot-seat player
  502. if (LOCPLINT == this)
  503. waitForAllDialogs();
  504. }
  505. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  506. {
  507. EVENT_HANDLER_CALLED_BY_CLIENT;
  508. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  509. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  510. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  511. {
  512. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  513. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  514. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  515. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  516. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  517. isAutoFightOn = true;
  518. cb->registerBattleInterface(autofightingAI);
  519. }
  520. //Don't wait for dialogs when we are non-active hot-seat player
  521. if (LOCPLINT == this)
  522. waitForAllDialogs();
  523. BATTLE_EVENT_POSSIBLE_RETURN;
  524. }
  525. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  526. {
  527. EVENT_HANDLER_CALLED_BY_CLIENT;
  528. BATTLE_EVENT_POSSIBLE_RETURN;
  529. for(auto & info : units)
  530. {
  531. switch(info.operation)
  532. {
  533. case UnitChanges::EOperation::RESET_STATE:
  534. {
  535. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  536. if(!stack)
  537. {
  538. logGlobal->error("Invalid unit ID %d", info.id);
  539. continue;
  540. }
  541. battleInt->stackReset(stack);
  542. }
  543. break;
  544. case UnitChanges::EOperation::REMOVE:
  545. battleInt->stackRemoved(info.id);
  546. break;
  547. case UnitChanges::EOperation::ADD:
  548. {
  549. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  550. if(!unit)
  551. {
  552. logGlobal->error("Invalid unit ID %d", info.id);
  553. continue;
  554. }
  555. battleInt->stackAdded(unit);
  556. }
  557. break;
  558. default:
  559. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  560. break;
  561. }
  562. }
  563. }
  564. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  565. {
  566. EVENT_HANDLER_CALLED_BY_CLIENT;
  567. BATTLE_EVENT_POSSIBLE_RETURN;
  568. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  569. std::vector<ObstacleChanges> removedObstacles;
  570. for(auto & change : obstacles)
  571. {
  572. if(change.operation == BattleChanges::EOperation::ADD)
  573. {
  574. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  575. if(instance)
  576. newObstacles.push_back(instance);
  577. else
  578. logNetwork->error("Invalid obstacle instance %d", change.id);
  579. }
  580. if(change.operation == BattleChanges::EOperation::REMOVE)
  581. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  582. }
  583. if (!newObstacles.empty())
  584. battleInt->obstaclePlaced(newObstacles);
  585. if (!removedObstacles.empty())
  586. battleInt->obstacleRemoved(removedObstacles);
  587. battleInt->fieldController->redrawBackgroundWithHexes();
  588. }
  589. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. battleInt->stackIsCatapulting(ca);
  594. }
  595. 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
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. battleInt->newRound();
  600. }
  601. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. battleInt->startAction(action);
  606. }
  607. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. BATTLE_EVENT_POSSIBLE_RETURN;
  611. battleInt->endAction(action);
  612. }
  613. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  617. assert(!cb->getBattle(battleID)->battleIsFinished());
  618. if (cb->getBattle(battleID)->battleIsFinished())
  619. {
  620. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  621. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  622. return ;
  623. }
  624. if (autofightingAI)
  625. {
  626. if (isAutoFightOn)
  627. {
  628. //FIXME: we want client rendering to proceed while AI is making actions
  629. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  630. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  631. autofightingAI->activeStack(battleID, stack);
  632. return;
  633. }
  634. cb->unregisterBattleInterface(autofightingAI);
  635. autofightingAI.reset();
  636. }
  637. assert(battleInt);
  638. if(!battleInt)
  639. {
  640. // probably battle is finished already
  641. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  642. }
  643. battleInt->stackActivated(stack);
  644. }
  645. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  646. {
  647. EVENT_HANDLER_CALLED_BY_CLIENT;
  648. if(isAutoFightOn || autofightingAI)
  649. {
  650. isAutoFightOn = false;
  651. cb->unregisterBattleInterface(autofightingAI);
  652. autofightingAI.reset();
  653. if(!battleInt)
  654. {
  655. bool allowManualReplay = queryID != QueryID::NONE;
  656. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  657. if (allowManualReplay)
  658. {
  659. wnd->resultCallback = [=](ui32 selection)
  660. {
  661. cb->selectionMade(selection, queryID);
  662. };
  663. }
  664. GH.windows().pushWindow(wnd);
  665. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  666. // Otherwise NewTurn causes freeze.
  667. waitWhileDialog();
  668. return;
  669. }
  670. }
  671. BATTLE_EVENT_POSSIBLE_RETURN;
  672. battleInt->battleFinished(*br, queryID);
  673. }
  674. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. battleInt->displayBattleLog(lines);
  679. }
  680. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->stackMoved(stack, dest, distance, teleport);
  685. }
  686. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. battleInt->spellCast(sc);
  691. }
  692. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. battleInt->battleStacksEffectsSet(sse);
  697. }
  698. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. battleInt->effectsController->battleTriggerEffect(bte);
  703. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  704. {
  705. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  706. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  707. }
  708. }
  709. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  710. {
  711. EVENT_HANDLER_CALLED_BY_CLIENT;
  712. BATTLE_EVENT_POSSIBLE_RETURN;
  713. std::vector<StackAttackedInfo> arg;
  714. for(auto & elem : bsa)
  715. {
  716. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  717. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  718. assert(defender);
  719. StackAttackedInfo info;
  720. info.defender = defender;
  721. info.attacker = attacker;
  722. info.damageDealt = elem.damageAmount;
  723. info.amountKilled = elem.killedAmount;
  724. info.spellEffect = SpellID::NONE;
  725. info.indirectAttack = ranged;
  726. info.killed = elem.killed();
  727. info.rebirth = elem.willRebirth();
  728. info.cloneKilled = elem.cloneKilled();
  729. info.fireShield = elem.fireShield();
  730. if (elem.isSpell())
  731. info.spellEffect = elem.spellID;
  732. arg.push_back(info);
  733. }
  734. battleInt->stacksAreAttacked(arg);
  735. }
  736. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  737. {
  738. EVENT_HANDLER_CALLED_BY_CLIENT;
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. StackAttackInfo info;
  741. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  742. info.defender = nullptr;
  743. info.indirectAttack = ba->shot();
  744. info.lucky = ba->lucky();
  745. info.unlucky = ba->unlucky();
  746. info.deathBlow = ba->deathBlow();
  747. info.lifeDrain = ba->lifeDrain();
  748. info.tile = ba->tile;
  749. info.spellEffect = SpellID::NONE;
  750. if (ba->spellLike())
  751. info.spellEffect = ba->spellID;
  752. for(auto & elem : ba->bsa)
  753. {
  754. if(!elem.isSecondary())
  755. {
  756. assert(info.defender == nullptr);
  757. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  758. }
  759. else
  760. {
  761. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  762. }
  763. }
  764. assert(info.defender != nullptr);
  765. assert(info.attacker != nullptr);
  766. battleInt->stackAttacking(info);
  767. }
  768. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. BATTLE_EVENT_POSSIBLE_RETURN;
  772. battleInt->gateStateChanged(state);
  773. }
  774. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  775. {
  776. EVENT_HANDLER_CALLED_BY_CLIENT;
  777. }
  778. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  779. {
  780. EVENT_HANDLER_CALLED_BY_CLIENT;
  781. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  782. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  783. if(autoTryHover || type == EInfoWindowMode::INFO)
  784. {
  785. waitWhileDialog(); //Fix for mantis #98
  786. adventureInt->showInfoBoxMessage(components, text, timer);
  787. // 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
  788. movementController->requestMovementAbort();
  789. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  790. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  791. return;
  792. }
  793. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  794. {
  795. return;
  796. }
  797. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  798. do
  799. {
  800. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  801. std::vector<std::shared_ptr<CComponent>> intComps;
  802. for (auto & component : sender)
  803. intComps.push_back(std::make_shared<CComponent>(component));
  804. showInfoDialog(text,intComps,soundID);
  805. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  806. }
  807. while(!vect.empty());
  808. }
  809. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  810. {
  811. std::vector<std::shared_ptr<CComponent>> intComps;
  812. intComps.push_back(component);
  813. showInfoDialog(text, intComps, soundBase::sound_todo);
  814. }
  815. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  816. {
  817. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  818. waitWhileDialog();
  819. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  820. {
  821. return;
  822. }
  823. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  824. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  825. {
  826. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  827. showingDialog->set(true);
  828. movementController->requestMovementAbort(); // interrupt movement to show dialog
  829. GH.windows().pushWindow(temp);
  830. }
  831. else
  832. {
  833. dialogs.push_back(temp);
  834. }
  835. }
  836. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. std::string str = text.toString();
  840. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  841. waitWhileDialog();
  842. }
  843. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  844. {
  845. movementController->requestMovementAbort();
  846. LOCPLINT->showingDialog->setn(true);
  847. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  848. }
  849. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  850. {
  851. EVENT_HANDLER_CALLED_BY_CLIENT;
  852. waitWhileDialog();
  853. movementController->requestMovementAbort();
  854. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  855. if (!selection && cancel) //simple yes/no dialog
  856. {
  857. std::vector<std::shared_ptr<CComponent>> intComps;
  858. for (auto & component : components)
  859. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  860. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  861. }
  862. else if (selection)
  863. {
  864. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  865. for (auto & component : components)
  866. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  867. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  868. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  869. if (cancel)
  870. {
  871. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  872. }
  873. int charperline = 35;
  874. if (pom.size() > 1)
  875. charperline = 50;
  876. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  877. intComps[0]->clickPressed(GH.getCursorPosition());
  878. intComps[0]->clickReleased(GH.getCursorPosition());
  879. }
  880. }
  881. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  882. {
  883. EVENT_HANDLER_CALLED_BY_CLIENT;
  884. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  885. }
  886. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  887. {
  888. EVENT_HANDLER_CALLED_BY_CLIENT;
  889. auto selectCallback = [=](int selection)
  890. {
  891. cb->sendQueryReply(selection, askID);
  892. };
  893. auto cancelCallback = [=]()
  894. {
  895. cb->sendQueryReply(std::nullopt, askID);
  896. };
  897. const std::string localTitle = title.toString();
  898. const std::string localDescription = description.toString();
  899. std::vector<int> tempList;
  900. tempList.reserve(objects.size());
  901. for(auto item : objects)
  902. tempList.push_back(item.getNum());
  903. CComponent localIconC(icon);
  904. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  905. localIconC.removeChild(localIcon.get(), false);
  906. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  907. wnd->onExit = cancelCallback;
  908. GH.windows().pushWindow(wnd);
  909. }
  910. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  911. {
  912. EVENT_HANDLER_CALLED_BY_CLIENT;
  913. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  914. adventureInt->onMapTilesChanged(pos);
  915. }
  916. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. adventureInt->onMapTilesChanged(pos);
  920. }
  921. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  922. {
  923. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  924. }
  925. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  926. {
  927. EVENT_HANDLER_CALLED_BY_CLIENT;
  928. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  929. {
  930. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  931. fortScreen->creaturesChangedEventHandler();
  932. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  933. if(castleInterface->town == town)
  934. castleInterface->creaturesChangedEventHandler();
  935. if (townObj)
  936. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  937. ki->townChanged(townObj);
  938. }
  939. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  940. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  941. {
  942. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  943. if (crw->dwelling == town)
  944. crw->availableCreaturesChanged();
  945. }
  946. }
  947. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. if (bonus.type == BonusType::NONE)
  951. return;
  952. adventureInt->onHeroChanged(hero);
  953. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  954. {
  955. //recalculate paths because hero has lost bonus influencing pathfinding
  956. localState->erasePath(hero);
  957. }
  958. }
  959. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  960. {
  961. EVENT_HANDLER_CALLED_BY_CLIENT;
  962. localState->serialize(h, version);
  963. }
  964. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. localState->serialize(h, version);
  968. firstCall = -1;
  969. }
  970. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  971. {
  972. assert(LOCPLINT->makingTurn);
  973. assert(h);
  974. assert(!showingDialog->get());
  975. assert(dialogs.empty());
  976. LOG_TRACE(logGlobal);
  977. if (!LOCPLINT->makingTurn)
  978. return;
  979. if (!h)
  980. return; //can't find hero
  981. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  982. if (showingDialog->get() || !dialogs.empty())
  983. return;
  984. if (localState->isHeroSleeping(h))
  985. localState->setHeroAwaken(h);
  986. movementController->requestMovementStart(h, path);
  987. }
  988. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  989. {
  990. EVENT_HANDLER_CALLED_BY_CLIENT;
  991. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  992. if (movementController->isHeroMovingThroughGarrison(down, up))
  993. {
  994. onEnd();
  995. return;
  996. }
  997. waitForAllDialogs();
  998. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  999. cgw->quit->addCallback(onEnd);
  1000. GH.windows().pushWindow(cgw);
  1001. }
  1002. /**
  1003. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1004. * into a combinational one on an artifact screen. Does not require the combination of
  1005. * artifacts to be legal.
  1006. */
  1007. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1008. {
  1009. std::string text = artifact->getDescriptionTranslated();
  1010. text += "\n\n";
  1011. std::vector<std::shared_ptr<CComponent>> scs;
  1012. if(assembledArtifact)
  1013. {
  1014. // You possess all of the components to...
  1015. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1016. // Picture of assembled artifact at bottom.
  1017. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1018. scs.push_back(sc);
  1019. }
  1020. else
  1021. {
  1022. // Do you wish to disassemble this artifact?
  1023. text += CGI->generaltexth->allTexts[733];
  1024. }
  1025. showYesNoDialog(text, onYes, nullptr, scs);
  1026. }
  1027. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1028. {
  1029. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1030. movementController->onMoveHeroApplied();
  1031. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1032. movementController->onQueryReplyApplied();
  1033. }
  1034. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1035. {
  1036. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1037. }
  1038. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1042. }
  1043. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1044. {
  1045. if (sop->what == ObjProperty::OWNER)
  1046. {
  1047. const CGObjectInstance * obj = cb->getObj(sop->id);
  1048. if(obj->ID == Obj::TOWN)
  1049. {
  1050. auto town = static_cast<const CGTownInstance *>(obj);
  1051. if(obj->tempOwner == playerID)
  1052. {
  1053. localState->removeOwnedTown(town);
  1054. adventureInt->onTownChanged(town);
  1055. }
  1056. }
  1057. }
  1058. }
  1059. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. if (sop->what == ObjProperty::OWNER)
  1063. {
  1064. const CGObjectInstance * obj = cb->getObj(sop->id);
  1065. if(obj->ID == Obj::TOWN)
  1066. {
  1067. auto town = static_cast<const CGTownInstance *>(obj);
  1068. if(obj->tempOwner == playerID)
  1069. {
  1070. localState->addOwnedTown(town);
  1071. adventureInt->onTownChanged(town);
  1072. }
  1073. }
  1074. //redraw minimap if owner changed
  1075. std::set<int3> pos = obj->getBlockedPos();
  1076. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1077. adventureInt->onMapTilesChanged(upos);
  1078. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1079. }
  1080. }
  1081. void CPlayerInterface::initializeHeroTownList()
  1082. {
  1083. if(localState->getWanderingHeroes().empty())
  1084. {
  1085. for(auto & hero : cb->getHeroesInfo())
  1086. {
  1087. if(!hero->inTownGarrison)
  1088. localState->addWanderingHero(hero);
  1089. }
  1090. }
  1091. if(localState->getOwnedTowns().empty())
  1092. {
  1093. for(auto & town : cb->getTownsInfo())
  1094. localState->addOwnedTown(town);
  1095. }
  1096. if(adventureInt)
  1097. adventureInt->onHeroChanged(nullptr);
  1098. }
  1099. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1100. {
  1101. EVENT_HANDLER_CALLED_BY_CLIENT;
  1102. waitWhileDialog();
  1103. auto recruitCb = [=](CreatureID id, int count)
  1104. {
  1105. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1106. };
  1107. auto closeCb = [=]()
  1108. {
  1109. cb->selectionMade(0, queryID);
  1110. };
  1111. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1112. }
  1113. void CPlayerInterface::waitWhileDialog()
  1114. {
  1115. if (GH.amIGuiThread())
  1116. {
  1117. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1118. return;
  1119. }
  1120. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1121. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1122. while(showingDialog->data)
  1123. showingDialog->cond.wait(un);
  1124. }
  1125. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1126. {
  1127. EVENT_HANDLER_CALLED_BY_CLIENT;
  1128. auto state = obj->shipyardStatus();
  1129. TResources cost;
  1130. obj->getBoatCost(cost);
  1131. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1132. }
  1133. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1134. {
  1135. EVENT_HANDLER_CALLED_BY_CLIENT;
  1136. //we might have built a boat in shipyard in opened town screen
  1137. if (obj->ID == Obj::BOAT
  1138. && LOCPLINT->castleInt
  1139. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1140. {
  1141. CCS->soundh->playSound(soundBase::newBuilding);
  1142. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1143. }
  1144. }
  1145. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1146. {
  1147. EVENT_HANDLER_CALLED_BY_CLIENT;
  1148. waitWhileDialog();
  1149. CCS->curh->hide();
  1150. adventureInt->centerOnTile(pos);
  1151. if (focusTime)
  1152. {
  1153. GH.windows().totalRedraw();
  1154. {
  1155. IgnoreEvents ignore(*this);
  1156. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1157. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1158. }
  1159. }
  1160. CCS->curh->show();
  1161. }
  1162. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. if(playerID == initiator && obj->getRemovalSound())
  1166. {
  1167. waitWhileDialog();
  1168. CCS->soundh->playSound(obj->getRemovalSound().value());
  1169. }
  1170. CGI->mh->waitForOngoingAnimations();
  1171. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1172. {
  1173. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1174. heroKilled(h);
  1175. }
  1176. GH.fakeMouseMove();
  1177. }
  1178. void CPlayerInterface::objectRemovedAfter()
  1179. {
  1180. EVENT_HANDLER_CALLED_BY_CLIENT;
  1181. adventureInt->onMapTilesChanged(boost::none);
  1182. // visiting or garrisoned hero removed - update window
  1183. if (castleInt)
  1184. castleInt->updateGarrisons();
  1185. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1186. ki->heroRemoved();
  1187. }
  1188. void CPlayerInterface::playerBlocked(int reason, bool start)
  1189. {
  1190. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1191. {
  1192. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1193. {
  1194. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1195. LOCPLINT = this;
  1196. GH.curInt = this;
  1197. adventureInt->onCurrentPlayerChanged(playerID);
  1198. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1199. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1200. std::vector<std::shared_ptr<CComponent>> cmp;
  1201. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1202. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1203. showInfoDialog(msg, cmp);
  1204. makingTurn = false;
  1205. }
  1206. }
  1207. }
  1208. void CPlayerInterface::update()
  1209. {
  1210. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1211. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1212. // While mutexes were locked away we may be have stopped being the active interface
  1213. if (LOCPLINT != this)
  1214. return;
  1215. //if there are any waiting dialogs, show them
  1216. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1217. {
  1218. showingDialog->set(true);
  1219. GH.windows().pushWindow(dialogs.front());
  1220. dialogs.pop_front();
  1221. }
  1222. assert(adventureInt);
  1223. // Handles mouse and key input
  1224. GH.handleEvents();
  1225. GH.windows().simpleRedraw();
  1226. }
  1227. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1228. {
  1229. using namespace boost::filesystem;
  1230. using namespace boost::algorithm;
  1231. path gamesDir = VCMIDirs::get().userSavePath();
  1232. std::map<std::time_t, int> dates; //save number => datestamp
  1233. const directory_iterator enddir;
  1234. if (!exists(gamesDir))
  1235. create_directory(gamesDir);
  1236. else
  1237. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1238. {
  1239. if (is_regular_file(dir->status()))
  1240. {
  1241. std::string name = dir->path().filename().string();
  1242. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1243. {
  1244. char nr = name[namePrefix.size()];
  1245. if (std::isdigit(nr))
  1246. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1247. }
  1248. }
  1249. }
  1250. if (!dates.empty())
  1251. return (--dates.end())->second; //return latest file number
  1252. return 0;
  1253. }
  1254. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1255. {
  1256. EVENT_HANDLER_CALLED_BY_CLIENT;
  1257. if (player == playerID)
  1258. {
  1259. if (victoryLossCheckResult.loss())
  1260. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1261. assert(GH.curInt == LOCPLINT);
  1262. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1263. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1264. GH.curInt = this; //waiting for dialogs requires this to get events
  1265. if(!makingTurn)
  1266. {
  1267. makingTurn = true; //also needed for dialog to show with current implementation
  1268. waitForAllDialogs();
  1269. makingTurn = false;
  1270. }
  1271. else
  1272. waitForAllDialogs();
  1273. GH.curInt = previousInterface;
  1274. LOCPLINT = previousInterface;
  1275. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1276. {
  1277. if(adventureInt)
  1278. {
  1279. GH.windows().popWindows(GH.windows().count());
  1280. adventureInt.reset();
  1281. }
  1282. }
  1283. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1284. {
  1285. // end game if current human player has won
  1286. CSH->sendClientDisconnecting();
  1287. requestReturningToMainMenu(true);
  1288. }
  1289. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1290. {
  1291. //all human players eliminated
  1292. CSH->sendClientDisconnecting();
  1293. requestReturningToMainMenu(false);
  1294. }
  1295. if (GH.curInt == this)
  1296. GH.curInt = nullptr;
  1297. }
  1298. }
  1299. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1300. {
  1301. EVENT_HANDLER_CALLED_BY_CLIENT;
  1302. }
  1303. void CPlayerInterface::showPuzzleMap()
  1304. {
  1305. EVENT_HANDLER_CALLED_BY_CLIENT;
  1306. waitWhileDialog();
  1307. //TODO: interface should not know the real position of Grail...
  1308. double ratio = 0;
  1309. int3 grailPos = cb->getGrailPos(&ratio);
  1310. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1311. }
  1312. void CPlayerInterface::viewWorldMap()
  1313. {
  1314. adventureInt->openWorldView();
  1315. }
  1316. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1317. {
  1318. EVENT_HANDLER_CALLED_BY_CLIENT;
  1319. if(GH.windows().topWindow<CSpellWindow>())
  1320. GH.windows().popWindows(1);
  1321. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1322. localState->erasePath(caster);
  1323. auto castSoundPath = spellID.toSpell()->getCastSound();
  1324. if(!castSoundPath.empty())
  1325. CCS->soundh->playSound(castSoundPath);
  1326. }
  1327. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1328. {
  1329. int msgToShow = -1;
  1330. const auto diggingStatus = h->diggingStatus();
  1331. switch(diggingStatus)
  1332. {
  1333. case EDiggingStatus::CAN_DIG:
  1334. break;
  1335. case EDiggingStatus::LACK_OF_MOVEMENT:
  1336. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1337. break;
  1338. case EDiggingStatus::TILE_OCCUPIED:
  1339. msgToShow = 97; //Try searching on clear ground.
  1340. break;
  1341. case EDiggingStatus::WRONG_TERRAIN:
  1342. msgToShow = 60; ////Try looking on land!
  1343. break;
  1344. case EDiggingStatus::BACKPACK_IS_FULL:
  1345. msgToShow = 247; //Searching for the Grail is fruitless...
  1346. break;
  1347. default:
  1348. assert(0);
  1349. }
  1350. if(msgToShow < 0)
  1351. cb->dig(h);
  1352. else
  1353. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1354. }
  1355. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1356. {
  1357. EVENT_HANDLER_CALLED_BY_CLIENT;
  1358. BATTLE_EVENT_POSSIBLE_RETURN;
  1359. battleInt->newRoundFirst();
  1360. }
  1361. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1362. {
  1363. EVENT_HANDLER_CALLED_BY_CLIENT;
  1364. auto onWindowClosed = [this, queryID](){
  1365. cb->selectionMade(0, queryID);
  1366. };
  1367. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1368. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1369. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1370. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1371. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1372. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1373. else if(!market->availableModes().empty())
  1374. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1375. }
  1376. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1377. {
  1378. EVENT_HANDLER_CALLED_BY_CLIENT;
  1379. auto onWindowClosed = [this, queryID](){
  1380. cb->selectionMade(0, queryID);
  1381. };
  1382. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1383. }
  1384. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1385. {
  1386. EVENT_HANDLER_CALLED_BY_CLIENT;
  1387. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1388. }
  1389. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1393. cmw->artifactsChanged(false);
  1394. }
  1395. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. auto onWindowClosed = [this, queryID](){
  1399. cb->selectionMade(0, queryID);
  1400. };
  1401. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1402. }
  1403. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1404. {
  1405. EVENT_HANDLER_CALLED_BY_CLIENT;
  1406. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1407. }
  1408. void CPlayerInterface::showQuestLog()
  1409. {
  1410. EVENT_HANDLER_CALLED_BY_CLIENT;
  1411. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1412. }
  1413. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1414. {
  1415. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1416. {
  1417. MetaString txt;
  1418. obj->getProblemText(txt);
  1419. showInfoDialog(txt.toString());
  1420. }
  1421. else
  1422. showShipyardDialog(obj);
  1423. }
  1424. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1425. {
  1426. HighScoreParameter param;
  1427. param.difficulty = cb->getStartInfo()->difficulty;
  1428. param.day = cb->getDate();
  1429. param.townAmount = cb->howManyTowns();
  1430. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1431. param.hasGrail = false;
  1432. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1433. if(h->hasArt(ArtifactID::GRAIL))
  1434. param.hasGrail = true;
  1435. for(const CGTownInstance * t : cb->getTownsInfo())
  1436. if(t->builtBuildings.count(BuildingID::GRAIL))
  1437. param.hasGrail = true;
  1438. param.allDefeated = true;
  1439. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1440. {
  1441. auto ps = cb->getPlayerState(player, false);
  1442. if(ps && player != *cb->getPlayerID())
  1443. if(!ps->checkVanquished())
  1444. param.allDefeated = false;
  1445. }
  1446. param.scenarioName = cb->getMapHeader()->name.toString();
  1447. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1448. HighScoreCalculation highScoreCalc;
  1449. highScoreCalc.parameters.push_back(param);
  1450. highScoreCalc.isCampaign = false;
  1451. if(won && cb->getStartInfo()->campState)
  1452. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1453. else
  1454. {
  1455. GH.dispatchMainThread(
  1456. [won, highScoreCalc]()
  1457. {
  1458. CSH->endGameplay();
  1459. GH.defActionsDef = 63;
  1460. CMM->menu->switchToTab("main");
  1461. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1462. }
  1463. );
  1464. }
  1465. }
  1466. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1467. {
  1468. if(auto hero = cb->getHero(al.artHolder))
  1469. {
  1470. auto art = hero->getArt(al.slot);
  1471. if(art == nullptr)
  1472. {
  1473. logGlobal->error("artifact location %d points to nothing",
  1474. al.slot.num);
  1475. return;
  1476. }
  1477. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1478. }
  1479. }
  1480. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1481. {
  1482. EVENT_HANDLER_CALLED_BY_CLIENT;
  1483. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1484. }
  1485. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1486. {
  1487. EVENT_HANDLER_CALLED_BY_CLIENT;
  1488. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1489. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1490. artWin->artifactRemoved(al);
  1491. waitWhileDialog();
  1492. }
  1493. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1494. {
  1495. EVENT_HANDLER_CALLED_BY_CLIENT;
  1496. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1497. bool redraw = true;
  1498. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1499. if(numOfMovedArts != 0)
  1500. {
  1501. numOfMovedArts--;
  1502. if(numOfMovedArts != 0)
  1503. redraw = false;
  1504. }
  1505. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1506. artWin->artifactMoved(src, dst, redraw);
  1507. waitWhileDialog();
  1508. }
  1509. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1510. {
  1511. numOfMovedArts = numOfArts;
  1512. }
  1513. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1514. {
  1515. EVENT_HANDLER_CALLED_BY_CLIENT;
  1516. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1517. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1518. artWin->artifactAssembled(al);
  1519. }
  1520. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1521. {
  1522. EVENT_HANDLER_CALLED_BY_CLIENT;
  1523. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1524. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1525. artWin->artifactDisassembled(al);
  1526. }
  1527. void CPlayerInterface::waitForAllDialogs()
  1528. {
  1529. while(!dialogs.empty())
  1530. {
  1531. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1532. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1533. }
  1534. waitWhileDialog();
  1535. }
  1536. void CPlayerInterface::proposeLoadingGame()
  1537. {
  1538. showYesNoDialog(
  1539. CGI->generaltexth->allTexts[68],
  1540. []()
  1541. {
  1542. GH.dispatchMainThread(
  1543. []()
  1544. {
  1545. CSH->endGameplay();
  1546. GH.defActionsDef = 63;
  1547. CMM->menu->switchToTab("load");
  1548. }
  1549. );
  1550. },
  1551. nullptr
  1552. );
  1553. }
  1554. bool CPlayerInterface::capturedAllEvents()
  1555. {
  1556. if(movementController->isHeroMoving())
  1557. {
  1558. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1559. return true;
  1560. }
  1561. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1562. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1563. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1564. {
  1565. GH.input().ignoreEventsUntilInput();
  1566. return true;
  1567. }
  1568. return false;
  1569. }
  1570. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1571. {
  1572. EVENT_HANDLER_CALLED_BY_CLIENT;
  1573. adventureInt->openWorldView(objectPositions, showTerrain );
  1574. }
  1575. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1576. {
  1577. return std::nullopt;
  1578. }