CPlayerInterface.cpp 54 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "Client.h"
  14. #include "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleInterfaceClasses.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "GameEngine.h"
  28. #include "GameInstance.h"
  29. #include "gui/CursorHandler.h"
  30. #include "gui/WindowHandler.h"
  31. #include "mainmenu/CMainMenu.h"
  32. #include "mainmenu/CHighScoreScreen.h"
  33. #include "mapView/mapHandler.h"
  34. #include "media/IMusicPlayer.h"
  35. #include "media/ISoundPlayer.h"
  36. #include "render/CAnimation.h"
  37. #include "render/IImage.h"
  38. #include "render/IRenderHandler.h"
  39. #include "render/IScreenHandler.h"
  40. #include "widgets/Buttons.h"
  41. #include "widgets/CComponent.h"
  42. #include "widgets/CGarrisonInt.h"
  43. #include "windows/CCastleInterface.h"
  44. #include "windows/CCreatureWindow.h"
  45. #include "windows/CExchangeWindow.h"
  46. #include "windows/CHeroWindow.h"
  47. #include "windows/CKingdomInterface.h"
  48. #include "windows/CMarketWindow.h"
  49. #include "windows/CPuzzleWindow.h"
  50. #include "windows/CQuestLog.h"
  51. #include "windows/CSpellWindow.h"
  52. #include "windows/CTutorialWindow.h"
  53. #include "windows/GUIClasses.h"
  54. #include "windows/InfoWindows.h"
  55. #include "windows/settings/SettingsMainWindow.h"
  56. #include "../lib/callback/CDynLibHandler.h"
  57. #include "../lib/CConfigHandler.h"
  58. #include "../lib/texts/CGeneralTextHandler.h"
  59. #include "../lib/CPlayerState.h"
  60. #include "../lib/CRandomGenerator.h"
  61. #include "../lib/CStack.h"
  62. #include "../lib/CStopWatch.h"
  63. #include "../lib/CThreadHelper.h"
  64. #include "../lib/GameConstants.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/battle/CPlayerBattleCallback.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/callback/CCallback.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGMarket.h"
  77. #include "../lib/mapObjects/CGTownInstance.h"
  78. #include "../lib/mapObjects/MiscObjects.h"
  79. #include "../lib/mapObjects/ObjectTemplate.h"
  80. #include "../lib/mapping/CMapHeader.h"
  81. #include "../lib/networkPacks/PacksForClient.h"
  82. #include "../lib/networkPacks/PacksForClientBattle.h"
  83. #include "../lib/networkPacks/PacksForServer.h"
  84. #include "../lib/pathfinder/CGPathNode.h"
  85. #include "../lib/pathfinder/PathfinderCache.h"
  86. #include "../lib/pathfinder/PathfinderOptions.h"
  87. #include "../lib/serializer/CTypeList.h"
  88. #include "../lib/serializer/ESerializationVersion.h"
  89. #include "../lib/spells/CSpellHandler.h"
  90. #include "../lib/texts/TextOperations.h"
  91. #include <boost/lexical_cast.hpp>
  92. // The macro below is used to mark functions that are called by client when game state changes.
  93. // They all assume that interface mutex is locked.
  94. #define EVENT_HANDLER_CALLED_BY_CLIENT
  95. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  96. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  97. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  98. localState(std::make_unique<PlayerLocalState>(*this)),
  99. movementController(std::make_unique<HeroMovementController>()),
  100. artifactController(std::make_unique<ArtifactsUIController>())
  101. {
  102. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  103. GAME->setInterfaceInstance(this);
  104. playerID=Player;
  105. human=true;
  106. battleInt.reset();
  107. castleInt = nullptr;
  108. makingTurn = false;
  109. showingDialog = new ConditionalWait();
  110. cingconsole = new CInGameConsole();
  111. autosaveCount = 0;
  112. isAutoFightOn = false;
  113. isAutoFightEndBattle = false;
  114. ignoreEvents = false;
  115. }
  116. CPlayerInterface::~CPlayerInterface()
  117. {
  118. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  119. delete showingDialog;
  120. delete cingconsole;
  121. if (GAME->interface() == this)
  122. GAME->setInterfaceInstance(nullptr);
  123. }
  124. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  125. {
  126. cb = CB;
  127. env = ENV;
  128. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  129. ENGINE->music().loadTerrainMusicThemes();
  130. initializeHeroTownList();
  131. adventureInt.reset(new AdventureMapInterface());
  132. }
  133. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  134. {
  135. return pathfinderCache->getPathsInfo(h);
  136. }
  137. void CPlayerInterface::invalidatePaths()
  138. {
  139. pathfinderCache->invalidatePaths();
  140. }
  141. void CPlayerInterface::closeAllDialogs()
  142. {
  143. // remove all active dialogs that do not expect query answer
  144. while(true)
  145. {
  146. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  147. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  148. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  149. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  150. if(adventureWindow != nullptr)
  151. break;
  152. if(infoWindow && infoWindow->ID != QueryID::NONE)
  153. break;
  154. if (settingsWindow)
  155. {
  156. settingsWindow->close();
  157. continue;
  158. }
  159. if (topWindow)
  160. topWindow->close();
  161. else
  162. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  163. }
  164. }
  165. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  166. {
  167. EVENT_HANDLER_CALLED_BY_CLIENT;
  168. if (player == playerID)
  169. {
  170. makingTurn = false;
  171. closeAllDialogs();
  172. // remove all pending dialogs that do not expect query answer
  173. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  174. return window->ID == QueryID::NONE;
  175. });
  176. }
  177. }
  178. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  179. {
  180. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  181. {
  182. // after map load - remove all active windows and replace them with adventure map
  183. ENGINE->windows().clear();
  184. ENGINE->windows().pushWindow(adventureInt);
  185. }
  186. EVENT_HANDLER_CALLED_BY_CLIENT;
  187. if (player != playerID && GAME->interface() == this)
  188. {
  189. waitWhileDialog();
  190. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  191. if (makingTurn == false)
  192. adventureInt->onEnemyTurnStarted(player, isHuman);
  193. }
  194. }
  195. void CPlayerInterface::performAutosave()
  196. {
  197. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  198. if(frequency > 0 && cb->getDate() % frequency == 0)
  199. {
  200. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  201. std::string prefix = std::string();
  202. if(usePrefix)
  203. {
  204. prefix = settings["general"]["savePrefix"].String();
  205. if(prefix.empty())
  206. {
  207. std::string name = cb->getMapHeader()->name.toString();
  208. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  209. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  210. auto const & isSymbolIllegal = [&](char c) {
  211. static const std::string forbiddenChars("\\/:*?\"<>| ");
  212. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  213. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  214. return charForbidden || charNonprintable;
  215. };
  216. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  217. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  218. }
  219. }
  220. autosaveCount++;
  221. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  222. if(autosaveCountLimit > 0)
  223. {
  224. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  225. autosaveCount %= autosaveCountLimit;
  226. }
  227. else
  228. {
  229. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  230. + std::to_string(cb->getDate(Date::WEEK))
  231. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  232. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  233. }
  234. }
  235. }
  236. void CPlayerInterface::gamePause(bool pause)
  237. {
  238. cb->gamePause(pause);
  239. }
  240. void CPlayerInterface::yourTurn(QueryID queryID)
  241. {
  242. closeAllDialogs();
  243. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  244. EVENT_HANDLER_CALLED_BY_CLIENT;
  245. int humanPlayersCount = 0;
  246. for(const auto & info : cb->getStartInfo()->playerInfos)
  247. if (info.second.isControlledByHuman())
  248. humanPlayersCount++;
  249. bool hotseatWait = humanPlayersCount > 1;
  250. GAME->setInterfaceInstance(this);
  251. NotificationHandler::notify("Your turn");
  252. if(settings["general"]["startTurnAutosave"].Bool())
  253. {
  254. performAutosave();
  255. }
  256. if (hotseatWait) //hot seat or MP message
  257. {
  258. adventureInt->onHotseatWaitStarted(playerID);
  259. makingTurn = true;
  260. std::string msg = LIBRARY->generaltexth->allTexts[13];
  261. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  262. std::vector<std::shared_ptr<CComponent>> cmp;
  263. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  264. showInfoDialog(msg, cmp);
  265. }
  266. else
  267. {
  268. makingTurn = true;
  269. adventureInt->onPlayerTurnStarted(playerID);
  270. }
  271. acceptTurn(queryID, hotseatWait);
  272. }
  273. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  274. {
  275. if (settings["session"]["autoSkip"].Bool())
  276. {
  277. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  278. iw->close();
  279. }
  280. if(hotseatWait)
  281. {
  282. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  283. adventureInt->onPlayerTurnStarted(playerID);
  284. }
  285. // warn player if he has no town
  286. if (cb->howManyTowns() == 0)
  287. {
  288. auto playerColor = *cb->getPlayerID();
  289. std::vector<Component> components;
  290. components.emplace_back(ComponentType::FLAG, playerColor);
  291. MetaString text;
  292. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  293. if(optDaysWithoutCastle)
  294. {
  295. auto daysWithoutCastle = optDaysWithoutCastle.value();
  296. if (daysWithoutCastle < 6)
  297. {
  298. 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.
  299. text.replaceName(playerColor);
  300. text.replaceNumber(7 - daysWithoutCastle);
  301. }
  302. else if (daysWithoutCastle == 6)
  303. {
  304. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  305. text.replaceName(playerColor);
  306. }
  307. showInfoDialogAndWait(components, text);
  308. }
  309. else
  310. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  311. }
  312. cb->selectionMade(0, queryID);
  313. movementController->onPlayerTurnStarted();
  314. }
  315. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  316. {
  317. EVENT_HANDLER_CALLED_BY_CLIENT;
  318. waitWhileDialog();
  319. if(GAME->interface() != this)
  320. return;
  321. //FIXME: read once and store
  322. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  323. return;
  324. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  325. if (!hero)
  326. return;
  327. movementController->onTryMoveHero(hero, details);
  328. }
  329. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  330. {
  331. EVENT_HANDLER_CALLED_BY_CLIENT;
  332. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  333. // if hero is not in town garrison
  334. if (vstd::contains(localState->getWanderingHeroes(), hero))
  335. localState->removeWanderingHero(hero);
  336. adventureInt->onHeroChanged(hero);
  337. localState->erasePath(hero);
  338. }
  339. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  340. {
  341. EVENT_HANDLER_CALLED_BY_CLIENT;
  342. if(town->tempOwner == playerID)
  343. {
  344. localState->removeOwnedTown(town);
  345. adventureInt->onTownChanged(town);
  346. }
  347. }
  348. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  349. {
  350. EVENT_HANDLER_CALLED_BY_CLIENT;
  351. if(start && visitedObj)
  352. {
  353. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  354. if (visitSound)
  355. ENGINE->sound().playSound(visitSound.value());
  356. }
  357. }
  358. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. localState->addWanderingHero(hero);
  362. adventureInt->onHeroChanged(hero);
  363. if(castleInt)
  364. ENGINE->sound().playSound(soundBase::newBuilding);
  365. }
  366. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  367. {
  368. if(castleInt)
  369. castleInt->close();
  370. castleInt = nullptr;
  371. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  372. ENGINE->windows().pushWindow(newCastleInt);
  373. }
  374. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. if (which == PrimarySkill::EXPERIENCE)
  378. {
  379. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  380. ctw->updateExperience();
  381. }
  382. else
  383. {
  384. adventureInt->onHeroChanged(hero);
  385. }
  386. }
  387. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  391. cuw->updateSecondarySkills();
  392. localState->verifyPath(hero);
  393. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  394. }
  395. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. adventureInt->onHeroChanged(hero);
  399. if (makingTurn && hero->tempOwner == playerID)
  400. adventureInt->onHeroChanged(hero);
  401. }
  402. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. if (makingTurn && hero->tempOwner == playerID)
  406. adventureInt->onHeroChanged(hero);
  407. invalidatePaths();
  408. }
  409. void CPlayerInterface::receivedResource()
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  413. mw->updateResources();
  414. ENGINE->windows().totalRedraw();
  415. }
  416. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  417. {
  418. EVENT_HANDLER_CALLED_BY_CLIENT;
  419. waitWhileDialog();
  420. ENGINE->sound().playSound(soundBase::heroNewLevel);
  421. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  422. {
  423. cb->selectionMade(selection, queryID);
  424. });
  425. }
  426. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. waitWhileDialog();
  430. ENGINE->sound().playSound(soundBase::heroNewLevel);
  431. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  432. {
  433. cb->selectionMade(selection, queryID);
  434. });
  435. }
  436. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  440. {
  441. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  442. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  443. localState->removeWanderingHero(town->getGarrisonHero());
  444. }
  445. if(town->getVisitingHero()) //hero leaves garrison
  446. {
  447. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  448. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  449. localState->addWanderingHero(town->getVisitingHero());
  450. }
  451. adventureInt->onHeroChanged(nullptr);
  452. adventureInt->onTownChanged(town);
  453. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  454. if (cgh->holdsGarrison(town))
  455. cgh->updateGarrisons();
  456. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  457. ki->townChanged(town);
  458. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  459. ENGINE->windows().totalRedraw();
  460. }
  461. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  462. {
  463. EVENT_HANDLER_CALLED_BY_CLIENT;
  464. if (hero->tempOwner != playerID )
  465. return;
  466. waitWhileDialog();
  467. openTownWindow(town);
  468. }
  469. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  470. {
  471. std::vector<const CArmedInstance *> instances;
  472. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  473. instances.push_back(obj);
  474. if(id2 != ObjectInstanceID() && id2 != id1)
  475. {
  476. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  477. instances.push_back(obj);
  478. }
  479. garrisonsChanged(instances);
  480. }
  481. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  482. {
  483. for (auto object : objs)
  484. {
  485. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  486. auto * town = dynamic_cast<const CGTownInstance*>(object);
  487. if (town)
  488. adventureInt->onTownChanged(town);
  489. if (hero)
  490. {
  491. localState->verifyPath(hero);
  492. adventureInt->onHeroChanged(hero);
  493. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  494. adventureInt->onTownChanged(hero->getVisitedTown());
  495. }
  496. }
  497. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  498. if (cgh->holdsGarrisons(objs))
  499. cgh->updateGarrisons();
  500. ENGINE->windows().totalRedraw();
  501. }
  502. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  503. {
  504. EVENT_HANDLER_CALLED_BY_CLIENT;
  505. adventureInt->onTownChanged(town);
  506. if (castleInt)
  507. {
  508. castleInt->townlist->updateElement(town);
  509. if (castleInt->town == town)
  510. {
  511. switch(what)
  512. {
  513. case 1:
  514. castleInt->addBuilding(buildingID);
  515. break;
  516. case 2:
  517. castleInt->removeBuilding(buildingID);
  518. break;
  519. }
  520. }
  521. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  522. ENGINE->windows().totalRedraw();
  523. }
  524. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  525. cgh->buildChanged();
  526. }
  527. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  528. {
  529. movementController->onBattleStarted();
  530. waitForAllDialogs();
  531. }
  532. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  533. {
  534. EVENT_HANDLER_CALLED_BY_CLIENT;
  535. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  536. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  537. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  538. {
  539. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  540. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  541. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  542. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  543. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  544. isAutoFightOn = true;
  545. registerBattleInterface(autofightingAI);
  546. }
  547. waitForAllDialogs();
  548. BATTLE_EVENT_POSSIBLE_RETURN;
  549. }
  550. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  551. {
  552. EVENT_HANDLER_CALLED_BY_CLIENT;
  553. BATTLE_EVENT_POSSIBLE_RETURN;
  554. for(auto & info : units)
  555. {
  556. switch(info.operation)
  557. {
  558. case UnitChanges::EOperation::RESET_STATE:
  559. {
  560. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  561. if(!stack)
  562. {
  563. logGlobal->error("Invalid unit ID %d", info.id);
  564. continue;
  565. }
  566. battleInt->stackReset(stack);
  567. }
  568. break;
  569. case UnitChanges::EOperation::REMOVE:
  570. battleInt->stackRemoved(info.id);
  571. break;
  572. case UnitChanges::EOperation::ADD:
  573. {
  574. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  575. if(!unit)
  576. {
  577. logGlobal->error("Invalid unit ID %d", info.id);
  578. continue;
  579. }
  580. battleInt->stackAdded(unit);
  581. }
  582. break;
  583. default:
  584. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  585. break;
  586. }
  587. }
  588. }
  589. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  594. std::vector<ObstacleChanges> removedObstacles;
  595. for(auto & change : obstacles)
  596. {
  597. if(change.operation == BattleChanges::EOperation::ADD)
  598. {
  599. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  600. if(instance)
  601. newObstacles.push_back(instance);
  602. else
  603. logNetwork->error("Invalid obstacle instance %d", change.id);
  604. }
  605. if(change.operation == BattleChanges::EOperation::REMOVE)
  606. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  607. }
  608. if (!newObstacles.empty())
  609. battleInt->obstaclePlaced(newObstacles);
  610. if (!removedObstacles.empty())
  611. battleInt->obstacleRemoved(removedObstacles);
  612. battleInt->fieldController->redrawBackgroundWithHexes();
  613. }
  614. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  615. {
  616. EVENT_HANDLER_CALLED_BY_CLIENT;
  617. BATTLE_EVENT_POSSIBLE_RETURN;
  618. battleInt->stackIsCatapulting(ca);
  619. }
  620. 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
  621. {
  622. EVENT_HANDLER_CALLED_BY_CLIENT;
  623. BATTLE_EVENT_POSSIBLE_RETURN;
  624. battleInt->newRound();
  625. }
  626. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  627. {
  628. EVENT_HANDLER_CALLED_BY_CLIENT;
  629. BATTLE_EVENT_POSSIBLE_RETURN;
  630. battleInt->startAction(action);
  631. }
  632. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. battleInt->endAction(action);
  637. }
  638. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  639. {
  640. EVENT_HANDLER_CALLED_BY_CLIENT;
  641. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  642. assert(!cb->getBattle(battleID)->battleIsFinished());
  643. if (cb->getBattle(battleID)->battleIsFinished())
  644. {
  645. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  646. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  647. return ;
  648. }
  649. if (autofightingAI)
  650. {
  651. if (isAutoFightOn)
  652. {
  653. //FIXME: we want client rendering to proceed while AI is making actions
  654. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  655. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  656. autofightingAI->activeStack(battleID, stack);
  657. return;
  658. }
  659. unregisterBattleInterface(autofightingAI);
  660. }
  661. assert(battleInt);
  662. if(!battleInt)
  663. {
  664. // probably battle is finished already
  665. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  666. }
  667. battleInt->stackActivated(stack);
  668. }
  669. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  670. {
  671. EVENT_HANDLER_CALLED_BY_CLIENT;
  672. if(isAutoFightOn || autofightingAI)
  673. {
  674. isAutoFightOn = false;
  675. unregisterBattleInterface(autofightingAI);
  676. if(!battleInt)
  677. {
  678. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  679. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  680. if (allowManualReplay || isAutoFightEndBattle)
  681. {
  682. wnd->resultCallback = [this, queryID](ui32 selection)
  683. {
  684. cb->selectionMade(selection, queryID);
  685. };
  686. }
  687. isAutoFightEndBattle = false;
  688. ENGINE->windows().pushWindow(wnd);
  689. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  690. // Otherwise NewTurn causes freeze.
  691. waitWhileDialog();
  692. return;
  693. }
  694. }
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. battleInt->battleFinished(*br, queryID);
  697. }
  698. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. battleInt->displayBattleLog(lines);
  703. }
  704. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  705. {
  706. EVENT_HANDLER_CALLED_BY_CLIENT;
  707. BATTLE_EVENT_POSSIBLE_RETURN;
  708. battleInt->stackMoved(stack, dest, distance, teleport);
  709. }
  710. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. BATTLE_EVENT_POSSIBLE_RETURN;
  714. battleInt->spellCast(sc);
  715. }
  716. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. BATTLE_EVENT_POSSIBLE_RETURN;
  720. battleInt->battleStacksEffectsSet(sse);
  721. }
  722. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  723. {
  724. EVENT_HANDLER_CALLED_BY_CLIENT;
  725. BATTLE_EVENT_POSSIBLE_RETURN;
  726. battleInt->effectsController->battleTriggerEffect(bte);
  727. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  728. {
  729. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  730. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  731. }
  732. }
  733. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  734. {
  735. EVENT_HANDLER_CALLED_BY_CLIENT;
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. std::vector<StackAttackedInfo> arg;
  738. for(auto & elem : bsa)
  739. {
  740. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  741. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  742. assert(defender);
  743. StackAttackedInfo info;
  744. info.defender = defender;
  745. info.attacker = attacker;
  746. info.damageDealt = elem.damageAmount;
  747. info.amountKilled = elem.killedAmount;
  748. info.spellEffect = SpellID::NONE;
  749. info.indirectAttack = ranged;
  750. info.killed = elem.killed();
  751. info.rebirth = elem.willRebirth();
  752. info.cloneKilled = elem.cloneKilled();
  753. info.fireShield = elem.fireShield();
  754. if (elem.isSpell())
  755. info.spellEffect = elem.spellID;
  756. arg.push_back(info);
  757. }
  758. battleInt->stacksAreAttacked(arg);
  759. }
  760. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. BATTLE_EVENT_POSSIBLE_RETURN;
  764. StackAttackInfo info;
  765. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  766. info.defender = nullptr;
  767. info.indirectAttack = ba->shot();
  768. info.lucky = ba->lucky();
  769. info.unlucky = ba->unlucky();
  770. info.deathBlow = ba->deathBlow();
  771. info.lifeDrain = ba->lifeDrain();
  772. info.playCustomAnimation = ba->playCustomAnimation();
  773. info.tile = ba->tile;
  774. info.spellEffect = SpellID::NONE;
  775. if (ba->spellLike())
  776. info.spellEffect = ba->spellID;
  777. for(auto & elem : ba->bsa)
  778. {
  779. if(!elem.isSecondary())
  780. {
  781. assert(info.defender == nullptr);
  782. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  783. }
  784. else
  785. {
  786. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  787. }
  788. }
  789. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  790. assert(info.attacker != nullptr);
  791. battleInt->stackAttacking(info);
  792. }
  793. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  794. {
  795. EVENT_HANDLER_CALLED_BY_CLIENT;
  796. BATTLE_EVENT_POSSIBLE_RETURN;
  797. battleInt->gateStateChanged(state);
  798. }
  799. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  800. {
  801. EVENT_HANDLER_CALLED_BY_CLIENT;
  802. }
  803. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  804. {
  805. EVENT_HANDLER_CALLED_BY_CLIENT;
  806. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  807. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  808. if(autoTryHover || type == EInfoWindowMode::INFO)
  809. {
  810. waitWhileDialog(); //Fix for mantis #98
  811. adventureInt->showInfoBoxMessage(components, text, timer);
  812. // 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
  813. movementController->requestMovementAbort();
  814. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  815. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  816. return;
  817. }
  818. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  819. {
  820. return;
  821. }
  822. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  823. do
  824. {
  825. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  826. std::vector<std::shared_ptr<CComponent>> intComps;
  827. for (auto & component : sender)
  828. intComps.push_back(std::make_shared<CComponent>(component));
  829. showInfoDialog(text,intComps,soundID);
  830. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  831. }
  832. while(!vect.empty());
  833. }
  834. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  835. {
  836. std::vector<std::shared_ptr<CComponent>> intComps;
  837. intComps.push_back(component);
  838. showInfoDialog(text, intComps, soundBase::sound_todo);
  839. }
  840. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  841. {
  842. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  843. waitWhileDialog();
  844. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  845. {
  846. return;
  847. }
  848. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  849. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  850. {
  851. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  852. showingDialog->setBusy();
  853. movementController->requestMovementAbort(); // interrupt movement to show dialog
  854. ENGINE->windows().pushWindow(temp);
  855. }
  856. else
  857. {
  858. dialogs.push_back(temp);
  859. }
  860. }
  861. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  862. {
  863. EVENT_HANDLER_CALLED_BY_CLIENT;
  864. std::string str = text.toString();
  865. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  866. waitWhileDialog();
  867. }
  868. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  869. {
  870. waitWhileDialog();
  871. movementController->requestMovementAbort();
  872. GAME->interface()->showingDialog->setBusy();
  873. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  874. }
  875. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  876. {
  877. EVENT_HANDLER_CALLED_BY_CLIENT;
  878. waitWhileDialog();
  879. movementController->requestMovementAbort();
  880. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  881. if (!selection && cancel) //simple yes/no dialog
  882. {
  883. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  884. {
  885. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  886. return;
  887. }
  888. std::vector<std::shared_ptr<CComponent>> intComps;
  889. for (auto & component : components)
  890. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  891. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  892. }
  893. else if (selection)
  894. {
  895. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  896. for (auto & component : components)
  897. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  898. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  899. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  900. if (cancel)
  901. {
  902. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  903. }
  904. int charperline = 35;
  905. if (pom.size() > 1)
  906. charperline = 50;
  907. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  908. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  909. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  910. }
  911. }
  912. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  913. {
  914. EVENT_HANDLER_CALLED_BY_CLIENT;
  915. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  916. }
  917. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  918. {
  919. EVENT_HANDLER_CALLED_BY_CLIENT;
  920. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  921. std::map<ObjectInstanceID, int> townOrder;
  922. auto ownedTowns = localState->getOwnedTowns();
  923. for (int i = 0; i < ownedTowns.size(); ++i)
  924. townOrder[ownedTowns[i]->id] = i;
  925. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  926. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  927. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  928. return leftIndex < rightIndex;
  929. };
  930. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  931. auto selectCallback = [this, askID](int selection)
  932. {
  933. cb->sendQueryReply(selection, askID);
  934. };
  935. auto cancelCallback = [this, askID]()
  936. {
  937. cb->sendQueryReply(std::nullopt, askID);
  938. };
  939. const std::string localTitle = title.toString();
  940. const std::string localDescription = description.toString();
  941. std::vector<int> tempList;
  942. tempList.reserve(objectGuiOrdered.size());
  943. for(const auto & item : objectGuiOrdered)
  944. tempList.push_back(item.getNum());
  945. CComponent localIconC(icon);
  946. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  947. localIconC.removeChild(localIcon.get(), false);
  948. std::vector<std::shared_ptr<IImage>> images;
  949. for(const auto & obj : objectGuiOrdered)
  950. {
  951. if(!settings["general"]["enableUiEnhancements"].Bool())
  952. break;
  953. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  954. if(t)
  955. {
  956. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  957. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  958. images.push_back(image);
  959. }
  960. }
  961. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  962. wnd->onExit = cancelCallback;
  963. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  964. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  965. ENGINE->windows().pushWindow(wnd);
  966. }
  967. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  968. {
  969. EVENT_HANDLER_CALLED_BY_CLIENT;
  970. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  971. adventureInt->onMapTilesChanged(pos);
  972. }
  973. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  974. {
  975. EVENT_HANDLER_CALLED_BY_CLIENT;
  976. adventureInt->onMapTilesChanged(pos);
  977. }
  978. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  979. {
  980. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  981. }
  982. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  983. {
  984. EVENT_HANDLER_CALLED_BY_CLIENT;
  985. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  986. {
  987. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  988. fortScreen->creaturesChangedEventHandler();
  989. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  990. if(castleInterface->town == town)
  991. castleInterface->creaturesChangedEventHandler();
  992. if (townObj)
  993. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  994. ki->townChanged(townObj);
  995. }
  996. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  997. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  998. {
  999. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  1000. if (crw->dwelling == town)
  1001. crw->availableCreaturesChanged();
  1002. }
  1003. }
  1004. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1005. {
  1006. EVENT_HANDLER_CALLED_BY_CLIENT;
  1007. if (bonus.type == BonusType::NONE)
  1008. return;
  1009. adventureInt->onHeroChanged(hero);
  1010. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1011. {
  1012. //recalculate paths because hero has lost bonus influencing pathfinding
  1013. localState->erasePath(hero);
  1014. }
  1015. }
  1016. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1017. {
  1018. LOG_TRACE(logGlobal);
  1019. if (!GAME->interface()->makingTurn)
  1020. return;
  1021. assert(h);
  1022. assert(!showingDialog->isBusy());
  1023. assert(dialogs.empty());
  1024. if (!h)
  1025. return; //can't find hero
  1026. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1027. if (showingDialog->isBusy() || !dialogs.empty())
  1028. return;
  1029. if (localState->isHeroSleeping(h))
  1030. localState->setHeroAwaken(h);
  1031. movementController->requestMovementStart(h, path);
  1032. }
  1033. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1037. if (movementController->isHeroMovingThroughGarrison(down, up))
  1038. {
  1039. onEnd();
  1040. return;
  1041. }
  1042. waitForAllDialogs();
  1043. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1044. cgw->quit->addCallback(onEnd);
  1045. ENGINE->windows().pushWindow(cgw);
  1046. }
  1047. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1048. {
  1049. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1050. movementController->onMoveHeroApplied();
  1051. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1052. movementController->onQueryReplyApplied();
  1053. }
  1054. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1055. {
  1056. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1057. }
  1058. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1062. }
  1063. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1064. {
  1065. if (sop->what == ObjProperty::OWNER)
  1066. {
  1067. const CGObjectInstance * obj = cb->getObj(sop->id);
  1068. if(obj->ID == Obj::TOWN)
  1069. {
  1070. auto town = static_cast<const CGTownInstance *>(obj);
  1071. if(obj->tempOwner == playerID)
  1072. {
  1073. localState->removeOwnedTown(town);
  1074. adventureInt->onTownChanged(town);
  1075. }
  1076. }
  1077. }
  1078. }
  1079. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1080. {
  1081. EVENT_HANDLER_CALLED_BY_CLIENT;
  1082. if (sop->what == ObjProperty::OWNER)
  1083. {
  1084. const CGObjectInstance * obj = cb->getObj(sop->id);
  1085. if(obj->ID == Obj::TOWN)
  1086. {
  1087. auto town = static_cast<const CGTownInstance *>(obj);
  1088. if(obj->tempOwner == playerID)
  1089. {
  1090. localState->addOwnedTown(town);
  1091. adventureInt->onTownChanged(town);
  1092. }
  1093. }
  1094. //redraw minimap if owner changed
  1095. std::set<int3> pos = obj->getBlockedPos();
  1096. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1097. adventureInt->onMapTilesChanged(upos);
  1098. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1099. }
  1100. }
  1101. void CPlayerInterface::initializeHeroTownList()
  1102. {
  1103. if(localState->getWanderingHeroes().empty())
  1104. {
  1105. for(auto & hero : cb->getHeroesInfo())
  1106. {
  1107. if(!hero->isGarrisoned())
  1108. localState->addWanderingHero(hero);
  1109. }
  1110. }
  1111. if(localState->getOwnedTowns().empty())
  1112. {
  1113. for(auto & town : cb->getTownsInfo())
  1114. localState->addOwnedTown(town);
  1115. }
  1116. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1117. if(adventureInt)
  1118. adventureInt->onHeroChanged(nullptr);
  1119. }
  1120. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1121. {
  1122. EVENT_HANDLER_CALLED_BY_CLIENT;
  1123. waitWhileDialog();
  1124. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1125. {
  1126. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1127. };
  1128. auto closeCb = [this, queryID]()
  1129. {
  1130. cb->selectionMade(0, queryID);
  1131. };
  1132. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1133. }
  1134. void CPlayerInterface::waitWhileDialog()
  1135. {
  1136. if (ENGINE->amIGuiThread())
  1137. {
  1138. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1139. return;
  1140. }
  1141. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1142. showingDialog->waitWhileBusy();
  1143. }
  1144. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. auto state = obj->shipyardStatus();
  1148. TResources cost;
  1149. obj->getBoatCost(cost);
  1150. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1151. }
  1152. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1153. {
  1154. EVENT_HANDLER_CALLED_BY_CLIENT;
  1155. //we might have built a boat in shipyard in opened town screen
  1156. if (obj->ID == Obj::BOAT
  1157. && GAME->interface()->castleInt
  1158. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1159. {
  1160. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1161. }
  1162. }
  1163. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1164. {
  1165. EVENT_HANDLER_CALLED_BY_CLIENT;
  1166. waitWhileDialog();
  1167. ENGINE->cursor().hide();
  1168. adventureInt->centerOnTile(pos);
  1169. if (focusTime)
  1170. {
  1171. ENGINE->windows().totalRedraw();
  1172. {
  1173. IgnoreEvents ignore(*this);
  1174. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1175. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1176. }
  1177. }
  1178. ENGINE->cursor().show();
  1179. }
  1180. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1181. {
  1182. EVENT_HANDLER_CALLED_BY_CLIENT;
  1183. if(playerID == initiator)
  1184. {
  1185. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1186. if (removalSound)
  1187. {
  1188. waitWhileDialog();
  1189. ENGINE->sound().playSound(removalSound.value());
  1190. }
  1191. }
  1192. GAME->map().waitForOngoingAnimations();
  1193. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1194. {
  1195. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1196. heroKilled(h);
  1197. }
  1198. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1199. {
  1200. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1201. townRemoved(t);
  1202. }
  1203. ENGINE->fakeMouseMove();
  1204. }
  1205. void CPlayerInterface::objectRemovedAfter()
  1206. {
  1207. EVENT_HANDLER_CALLED_BY_CLIENT;
  1208. adventureInt->onMapTilesChanged(boost::none);
  1209. // visiting or garrisoned hero removed - update window
  1210. if (castleInt)
  1211. castleInt->updateGarrisons();
  1212. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1213. ki->heroRemoved();
  1214. }
  1215. void CPlayerInterface::playerBlocked(int reason, bool start)
  1216. {
  1217. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1218. {
  1219. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false)
  1220. {
  1221. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1222. GAME->setInterfaceInstance(this);
  1223. adventureInt->onCurrentPlayerChanged(playerID);
  1224. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1225. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1226. std::vector<std::shared_ptr<CComponent>> cmp;
  1227. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1228. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1229. showInfoDialog(msg, cmp);
  1230. waitWhileDialog();
  1231. makingTurn = false;
  1232. }
  1233. }
  1234. }
  1235. void CPlayerInterface::update()
  1236. {
  1237. //if there are any waiting dialogs, show them
  1238. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1239. {
  1240. showingDialog->setBusy();
  1241. ENGINE->windows().pushWindow(dialogs.front());
  1242. dialogs.pop_front();
  1243. }
  1244. }
  1245. void CPlayerInterface::endNetwork()
  1246. {
  1247. showingDialog->requestTermination();
  1248. }
  1249. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1250. {
  1251. using namespace boost::filesystem;
  1252. using namespace boost::algorithm;
  1253. path gamesDir = VCMIDirs::get().userSavePath();
  1254. std::map<std::time_t, int> dates; //save number => datestamp
  1255. const directory_iterator enddir;
  1256. if (!exists(gamesDir))
  1257. create_directory(gamesDir);
  1258. else
  1259. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1260. {
  1261. if (is_regular_file(dir->status()))
  1262. {
  1263. std::string name = dir->path().filename().string();
  1264. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1265. {
  1266. char nr = name[namePrefix.size()];
  1267. if (std::isdigit(nr))
  1268. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1269. }
  1270. }
  1271. }
  1272. if (!dates.empty())
  1273. return (--dates.end())->second; //return latest file number
  1274. return 0;
  1275. }
  1276. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1277. {
  1278. EVENT_HANDLER_CALLED_BY_CLIENT;
  1279. if (player == playerID)
  1280. {
  1281. if (victoryLossCheckResult.loss())
  1282. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1283. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1284. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1285. if(!makingTurn)
  1286. {
  1287. makingTurn = true; //also needed for dialog to show with current implementation
  1288. waitForAllDialogs();
  1289. makingTurn = false;
  1290. }
  1291. else
  1292. waitForAllDialogs();
  1293. GAME->setInterfaceInstance(previousInterface);
  1294. }
  1295. }
  1296. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1297. {
  1298. EVENT_HANDLER_CALLED_BY_CLIENT;
  1299. }
  1300. void CPlayerInterface::showPuzzleMap()
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. waitWhileDialog();
  1304. //TODO: interface should not know the real position of Grail...
  1305. double ratio = 0;
  1306. int3 grailPos = cb->getGrailPos(&ratio);
  1307. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1308. }
  1309. void CPlayerInterface::viewWorldMap()
  1310. {
  1311. adventureInt->openWorldView();
  1312. }
  1313. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. if(ENGINE->windows().topWindow<CSpellWindow>())
  1317. ENGINE->windows().popWindows(1);
  1318. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1319. localState->erasePath(caster);
  1320. auto castSoundPath = spellID.toSpell()->getCastSound();
  1321. if(!castSoundPath.empty())
  1322. ENGINE->sound().playSound(castSoundPath);
  1323. }
  1324. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1325. {
  1326. int msgToShow = -1;
  1327. const auto diggingStatus = h->diggingStatus();
  1328. switch(diggingStatus)
  1329. {
  1330. case EDiggingStatus::CAN_DIG:
  1331. break;
  1332. case EDiggingStatus::LACK_OF_MOVEMENT:
  1333. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1334. break;
  1335. case EDiggingStatus::TILE_OCCUPIED:
  1336. msgToShow = 97; //Try searching on clear ground.
  1337. break;
  1338. case EDiggingStatus::WRONG_TERRAIN:
  1339. msgToShow = 60; ////Try looking on land!
  1340. break;
  1341. case EDiggingStatus::BACKPACK_IS_FULL:
  1342. msgToShow = 247; //Searching for the Grail is fruitless...
  1343. break;
  1344. default:
  1345. assert(0);
  1346. }
  1347. if(msgToShow < 0)
  1348. cb->dig(h);
  1349. else
  1350. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1351. }
  1352. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1353. {
  1354. EVENT_HANDLER_CALLED_BY_CLIENT;
  1355. BATTLE_EVENT_POSSIBLE_RETURN;
  1356. battleInt->newRoundFirst();
  1357. }
  1358. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1359. {
  1360. EVENT_HANDLER_CALLED_BY_CLIENT;
  1361. auto onWindowClosed = [this, queryID](){
  1362. cb->selectionMade(0, queryID);
  1363. };
  1364. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1365. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1366. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1367. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1368. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1369. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1370. else if (!market->availableModes().empty())
  1371. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1372. {
  1373. if(vstd::contains(market->availableModes(), mode))
  1374. {
  1375. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1376. break;
  1377. }
  1378. }
  1379. else
  1380. onWindowClosed();
  1381. }
  1382. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. auto onWindowClosed = [this, queryID](){
  1386. cb->selectionMade(0, queryID);
  1387. };
  1388. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1389. }
  1390. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1394. }
  1395. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1399. cmw->updateArtifacts();
  1400. }
  1401. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1402. {
  1403. EVENT_HANDLER_CALLED_BY_CLIENT;
  1404. auto onWindowClosed = [this, queryID](){
  1405. if (queryID != QueryID::NONE)
  1406. cb->selectionMade(0, queryID);
  1407. };
  1408. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1409. }
  1410. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1411. {
  1412. EVENT_HANDLER_CALLED_BY_CLIENT;
  1413. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1414. }
  1415. void CPlayerInterface::showQuestLog()
  1416. {
  1417. EVENT_HANDLER_CALLED_BY_CLIENT;
  1418. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1419. }
  1420. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1421. {
  1422. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1423. {
  1424. MetaString txt;
  1425. obj->getProblemText(txt);
  1426. showInfoDialog(txt.toString());
  1427. }
  1428. else
  1429. showShipyardDialog(obj);
  1430. }
  1431. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1432. {
  1433. artifactController->askToAssemble(al, true, true);
  1434. }
  1435. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1439. }
  1440. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1441. {
  1442. EVENT_HANDLER_CALLED_BY_CLIENT;
  1443. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1444. artifactController->artifactRemoved();
  1445. }
  1446. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1450. artifactController->artifactMoved();
  1451. }
  1452. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1453. {
  1454. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1455. }
  1456. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1457. {
  1458. EVENT_HANDLER_CALLED_BY_CLIENT;
  1459. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1460. artifactController->artifactAssembled();
  1461. }
  1462. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1466. artifactController->artifactDisassembled();
  1467. }
  1468. void CPlayerInterface::waitForAllDialogs()
  1469. {
  1470. if (!makingTurn)
  1471. return;
  1472. while(!dialogs.empty())
  1473. {
  1474. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1475. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1476. }
  1477. waitWhileDialog();
  1478. }
  1479. void CPlayerInterface::proposeLoadingGame()
  1480. {
  1481. showYesNoDialog(
  1482. LIBRARY->generaltexth->allTexts[68],
  1483. []()
  1484. {
  1485. GAME->server().endGameplay();
  1486. GAME->mainmenu()->menu->switchToTab("load");
  1487. },
  1488. nullptr
  1489. );
  1490. }
  1491. bool CPlayerInterface::capturedAllEvents()
  1492. {
  1493. if(movementController->isHeroMoving())
  1494. {
  1495. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1496. return true;
  1497. }
  1498. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1499. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1500. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1501. {
  1502. ENGINE->input().ignoreEventsUntilInput();
  1503. return true;
  1504. }
  1505. return false;
  1506. }
  1507. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1508. {
  1509. EVENT_HANDLER_CALLED_BY_CLIENT;
  1510. adventureInt->openWorldView(objectPositions, showTerrain );
  1511. }
  1512. void CPlayerInterface::setColorScheme(ColorScheme scheme)
  1513. {
  1514. ENGINE->screenHandler().setColorScheme(scheme);
  1515. }
  1516. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1517. {
  1518. return std::nullopt;
  1519. }
  1520. void CPlayerInterface::registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1521. {
  1522. autofightingAI = battleEvents;
  1523. GAME->server().client->registerBattleInterface(battleEvents, playerID);
  1524. }
  1525. void CPlayerInterface::unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1526. {
  1527. assert(battleEvents == autofightingAI);
  1528. GAME->server().client->unregisterBattleInterface(autofightingAI, playerID);
  1529. autofightingAI.reset();
  1530. }