CPlayerInterface.cpp 53 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830
  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 "CServerHandler.h"
  14. #include "HeroMovementController.h"
  15. #include "PlayerLocalState.h"
  16. #include "adventureMap/AdventureMapInterface.h"
  17. #include "adventureMap/CInGameConsole.h"
  18. #include "adventureMap/CList.h"
  19. #include "battle/BattleEffectsController.h"
  20. #include "battle/BattleFieldController.h"
  21. #include "battle/BattleInterface.h"
  22. #include "battle/BattleInterfaceClasses.h"
  23. #include "battle/BattleWindow.h"
  24. #include "eventsSDL/InputHandler.h"
  25. #include "eventsSDL/NotificationHandler.h"
  26. #include "GameEngine.h"
  27. #include "GameInstance.h"
  28. #include "gui/CursorHandler.h"
  29. #include "gui/WindowHandler.h"
  30. #include "mainmenu/CMainMenu.h"
  31. #include "mainmenu/CHighScoreScreen.h"
  32. #include "mapView/mapHandler.h"
  33. #include "media/IMusicPlayer.h"
  34. #include "media/ISoundPlayer.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "windows/settings/SettingsMainWindow.h"
  54. #include "../CCallback.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/texts/CGeneralTextHandler.h"
  57. #include "../lib/CPlayerState.h"
  58. #include "../lib/CRandomGenerator.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/CThreadHelper.h"
  62. #include "../lib/GameConstants.h"
  63. #include "../lib/RoadHandler.h"
  64. #include "../lib/StartInfo.h"
  65. #include "../lib/TerrainHandler.h"
  66. #include "../lib/UnlockGuard.h"
  67. #include "../lib/VCMIDirs.h"
  68. #include "../lib/bonuses/Limiters.h"
  69. #include "../lib/bonuses/Propagators.h"
  70. #include "../lib/bonuses/Updaters.h"
  71. #include "../lib/gameState/CGameState.h"
  72. #include "../lib/mapObjects/CGMarket.h"
  73. #include "../lib/mapObjects/CGTownInstance.h"
  74. #include "../lib/mapObjects/MiscObjects.h"
  75. #include "../lib/mapObjects/ObjectTemplate.h"
  76. #include "../lib/mapping/CMapHeader.h"
  77. #include "../lib/networkPacks/PacksForClient.h"
  78. #include "../lib/networkPacks/PacksForClientBattle.h"
  79. #include "../lib/networkPacks/PacksForServer.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/pathfinder/PathfinderCache.h"
  82. #include "../lib/pathfinder/PathfinderOptions.h"
  83. #include "../lib/serializer/CTypeList.h"
  84. #include "../lib/serializer/ESerializationVersion.h"
  85. #include "../lib/spells/CSpellHandler.h"
  86. #include "../lib/texts/TextOperations.h"
  87. #include <boost/lexical_cast.hpp>
  88. // The macro below is used to mark functions that are called by client when game state changes.
  89. // They all assume that interface mutex is locked.
  90. #define EVENT_HANDLER_CALLED_BY_CLIENT
  91. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  92. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  93. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  94. localState(std::make_unique<PlayerLocalState>(*this)),
  95. movementController(std::make_unique<HeroMovementController>()),
  96. artifactController(std::make_unique<ArtifactsUIController>())
  97. {
  98. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  99. GAME->setInterfaceInstance(this);
  100. playerID=Player;
  101. human=true;
  102. battleInt.reset();
  103. castleInt = nullptr;
  104. makingTurn = false;
  105. showingDialog = new ConditionalWait();
  106. cingconsole = new CInGameConsole();
  107. autosaveCount = 0;
  108. isAutoFightOn = false;
  109. isAutoFightEndBattle = false;
  110. ignoreEvents = false;
  111. }
  112. CPlayerInterface::~CPlayerInterface()
  113. {
  114. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  115. delete showingDialog;
  116. delete cingconsole;
  117. if (GAME->interface() == this)
  118. GAME->setInterfaceInstance(nullptr);
  119. }
  120. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  121. {
  122. cb = CB;
  123. env = ENV;
  124. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  125. ENGINE->music().loadTerrainMusicThemes();
  126. initializeHeroTownList();
  127. adventureInt.reset(new AdventureMapInterface());
  128. }
  129. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  130. {
  131. return pathfinderCache->getPathsInfo(h);
  132. }
  133. void CPlayerInterface::invalidatePaths()
  134. {
  135. pathfinderCache->invalidatePaths();
  136. }
  137. void CPlayerInterface::closeAllDialogs()
  138. {
  139. // remove all active dialogs that do not expect query answer
  140. while(true)
  141. {
  142. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  143. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  144. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  145. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  146. if(adventureWindow != nullptr)
  147. break;
  148. if(infoWindow && infoWindow->ID != QueryID::NONE)
  149. break;
  150. if (settingsWindow)
  151. {
  152. settingsWindow->close();
  153. continue;
  154. }
  155. if (topWindow)
  156. topWindow->close();
  157. else
  158. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  159. }
  160. }
  161. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  162. {
  163. EVENT_HANDLER_CALLED_BY_CLIENT;
  164. if (player == playerID)
  165. {
  166. makingTurn = false;
  167. closeAllDialogs();
  168. // remove all pending dialogs that do not expect query answer
  169. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  170. return window->ID == QueryID::NONE;
  171. });
  172. }
  173. }
  174. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  175. {
  176. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  177. {
  178. // after map load - remove all active windows and replace them with adventure map
  179. ENGINE->windows().clear();
  180. ENGINE->windows().pushWindow(adventureInt);
  181. }
  182. EVENT_HANDLER_CALLED_BY_CLIENT;
  183. if (player != playerID && GAME->interface() == this)
  184. {
  185. waitWhileDialog();
  186. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  187. if (makingTurn == false)
  188. adventureInt->onEnemyTurnStarted(player, isHuman);
  189. }
  190. }
  191. void CPlayerInterface::performAutosave()
  192. {
  193. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  194. if(frequency > 0 && cb->getDate() % frequency == 0)
  195. {
  196. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  197. std::string prefix = std::string();
  198. if(usePrefix)
  199. {
  200. prefix = settings["general"]["savePrefix"].String();
  201. if(prefix.empty())
  202. {
  203. std::string name = cb->getMapHeader()->name.toString();
  204. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  205. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  206. auto const & isSymbolIllegal = [&](char c) {
  207. static const std::string forbiddenChars("\\/:*?\"<>| ");
  208. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  209. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  210. return charForbidden || charNonprintable;
  211. };
  212. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  213. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  214. }
  215. }
  216. autosaveCount++;
  217. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  218. if(autosaveCountLimit > 0)
  219. {
  220. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  221. autosaveCount %= autosaveCountLimit;
  222. }
  223. else
  224. {
  225. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  226. + std::to_string(cb->getDate(Date::WEEK))
  227. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  228. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  229. }
  230. }
  231. }
  232. void CPlayerInterface::gamePause(bool pause)
  233. {
  234. cb->gamePause(pause);
  235. }
  236. void CPlayerInterface::yourTurn(QueryID queryID)
  237. {
  238. closeAllDialogs();
  239. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  240. EVENT_HANDLER_CALLED_BY_CLIENT;
  241. int humanPlayersCount = 0;
  242. for(const auto & info : cb->getStartInfo()->playerInfos)
  243. if (info.second.isControlledByHuman())
  244. humanPlayersCount++;
  245. bool hotseatWait = humanPlayersCount > 1;
  246. GAME->setInterfaceInstance(this);
  247. NotificationHandler::notify("Your turn");
  248. if(settings["general"]["startTurnAutosave"].Bool())
  249. {
  250. performAutosave();
  251. }
  252. if (hotseatWait) //hot seat or MP message
  253. {
  254. adventureInt->onHotseatWaitStarted(playerID);
  255. makingTurn = true;
  256. std::string msg = LIBRARY->generaltexth->allTexts[13];
  257. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  258. std::vector<std::shared_ptr<CComponent>> cmp;
  259. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  260. showInfoDialog(msg, cmp);
  261. }
  262. else
  263. {
  264. makingTurn = true;
  265. adventureInt->onPlayerTurnStarted(playerID);
  266. }
  267. acceptTurn(queryID, hotseatWait);
  268. }
  269. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  270. {
  271. if (settings["session"]["autoSkip"].Bool())
  272. {
  273. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  274. iw->close();
  275. }
  276. if(hotseatWait)
  277. {
  278. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  279. adventureInt->onPlayerTurnStarted(playerID);
  280. }
  281. // warn player if he has no town
  282. if (cb->howManyTowns() == 0)
  283. {
  284. auto playerColor = *cb->getPlayerID();
  285. std::vector<Component> components;
  286. components.emplace_back(ComponentType::FLAG, playerColor);
  287. MetaString text;
  288. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  289. if(optDaysWithoutCastle)
  290. {
  291. auto daysWithoutCastle = optDaysWithoutCastle.value();
  292. if (daysWithoutCastle < 6)
  293. {
  294. 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.
  295. text.replaceName(playerColor);
  296. text.replaceNumber(7 - daysWithoutCastle);
  297. }
  298. else if (daysWithoutCastle == 6)
  299. {
  300. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  301. text.replaceName(playerColor);
  302. }
  303. showInfoDialogAndWait(components, text);
  304. }
  305. else
  306. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  307. }
  308. cb->selectionMade(0, queryID);
  309. movementController->onPlayerTurnStarted();
  310. }
  311. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  312. {
  313. EVENT_HANDLER_CALLED_BY_CLIENT;
  314. waitWhileDialog();
  315. if(GAME->interface() != this)
  316. return;
  317. //FIXME: read once and store
  318. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  319. return;
  320. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  321. if (!hero)
  322. return;
  323. movementController->onTryMoveHero(hero, details);
  324. }
  325. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  326. {
  327. EVENT_HANDLER_CALLED_BY_CLIENT;
  328. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  329. // if hero is not in town garrison
  330. if (vstd::contains(localState->getWanderingHeroes(), hero))
  331. localState->removeWanderingHero(hero);
  332. adventureInt->onHeroChanged(hero);
  333. localState->erasePath(hero);
  334. }
  335. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  336. {
  337. EVENT_HANDLER_CALLED_BY_CLIENT;
  338. if(town->tempOwner == playerID)
  339. {
  340. localState->removeOwnedTown(town);
  341. adventureInt->onTownChanged(town);
  342. }
  343. }
  344. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. if(start && visitedObj)
  348. {
  349. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  350. if (visitSound)
  351. ENGINE->sound().playSound(visitSound.value());
  352. }
  353. }
  354. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  355. {
  356. EVENT_HANDLER_CALLED_BY_CLIENT;
  357. localState->addWanderingHero(hero);
  358. adventureInt->onHeroChanged(hero);
  359. if(castleInt)
  360. ENGINE->sound().playSound(soundBase::newBuilding);
  361. }
  362. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  363. {
  364. if(castleInt)
  365. castleInt->close();
  366. castleInt = nullptr;
  367. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  368. ENGINE->windows().pushWindow(newCastleInt);
  369. }
  370. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. if (which == PrimarySkill::EXPERIENCE)
  374. {
  375. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  376. ctw->updateExperience();
  377. }
  378. else
  379. {
  380. adventureInt->onHeroChanged(hero);
  381. }
  382. }
  383. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  387. cuw->updateSecondarySkills();
  388. localState->verifyPath(hero);
  389. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  390. }
  391. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. adventureInt->onHeroChanged(hero);
  395. if (makingTurn && hero->tempOwner == playerID)
  396. adventureInt->onHeroChanged(hero);
  397. }
  398. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. if (makingTurn && hero->tempOwner == playerID)
  402. adventureInt->onHeroChanged(hero);
  403. invalidatePaths();
  404. }
  405. void CPlayerInterface::receivedResource()
  406. {
  407. EVENT_HANDLER_CALLED_BY_CLIENT;
  408. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  409. mw->updateResources();
  410. ENGINE->windows().totalRedraw();
  411. }
  412. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. waitWhileDialog();
  416. ENGINE->sound().playSound(soundBase::heroNewLevel);
  417. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  418. {
  419. cb->selectionMade(selection, queryID);
  420. });
  421. }
  422. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. waitWhileDialog();
  426. ENGINE->sound().playSound(soundBase::heroNewLevel);
  427. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  428. {
  429. cb->selectionMade(selection, queryID);
  430. });
  431. }
  432. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  433. {
  434. EVENT_HANDLER_CALLED_BY_CLIENT;
  435. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  436. {
  437. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  438. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  439. localState->removeWanderingHero(town->getGarrisonHero());
  440. }
  441. if(town->getVisitingHero()) //hero leaves garrison
  442. {
  443. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  444. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  445. localState->addWanderingHero(town->getVisitingHero());
  446. }
  447. adventureInt->onHeroChanged(nullptr);
  448. adventureInt->onTownChanged(town);
  449. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  450. if (cgh->holdsGarrison(town))
  451. cgh->updateGarrisons();
  452. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  453. ki->townChanged(town);
  454. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  455. ENGINE->windows().totalRedraw();
  456. }
  457. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (hero->tempOwner != playerID )
  461. return;
  462. waitWhileDialog();
  463. openTownWindow(town);
  464. }
  465. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  466. {
  467. std::vector<const CArmedInstance *> instances;
  468. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  469. instances.push_back(obj);
  470. if(id2 != ObjectInstanceID() && id2 != id1)
  471. {
  472. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  473. instances.push_back(obj);
  474. }
  475. garrisonsChanged(instances);
  476. }
  477. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  478. {
  479. for (auto object : objs)
  480. {
  481. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  482. auto * town = dynamic_cast<const CGTownInstance*>(object);
  483. if (town)
  484. adventureInt->onTownChanged(town);
  485. if (hero)
  486. {
  487. localState->verifyPath(hero);
  488. adventureInt->onHeroChanged(hero);
  489. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  490. adventureInt->onTownChanged(hero->getVisitedTown());
  491. }
  492. }
  493. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  494. if (cgh->holdsGarrisons(objs))
  495. cgh->updateGarrisons();
  496. ENGINE->windows().totalRedraw();
  497. }
  498. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  499. {
  500. EVENT_HANDLER_CALLED_BY_CLIENT;
  501. adventureInt->onTownChanged(town);
  502. if (castleInt)
  503. {
  504. castleInt->townlist->updateElement(town);
  505. if (castleInt->town == town)
  506. {
  507. switch(what)
  508. {
  509. case 1:
  510. castleInt->addBuilding(buildingID);
  511. break;
  512. case 2:
  513. castleInt->removeBuilding(buildingID);
  514. break;
  515. }
  516. }
  517. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  518. ENGINE->windows().totalRedraw();
  519. }
  520. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  521. cgh->buildChanged();
  522. }
  523. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  524. {
  525. movementController->onBattleStarted();
  526. waitForAllDialogs();
  527. }
  528. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  529. {
  530. EVENT_HANDLER_CALLED_BY_CLIENT;
  531. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  532. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  533. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  534. {
  535. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  536. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  537. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  538. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  539. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  540. isAutoFightOn = true;
  541. cb->registerBattleInterface(autofightingAI);
  542. }
  543. waitForAllDialogs();
  544. BATTLE_EVENT_POSSIBLE_RETURN;
  545. }
  546. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  547. {
  548. EVENT_HANDLER_CALLED_BY_CLIENT;
  549. BATTLE_EVENT_POSSIBLE_RETURN;
  550. for(auto & info : units)
  551. {
  552. switch(info.operation)
  553. {
  554. case UnitChanges::EOperation::RESET_STATE:
  555. {
  556. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  557. if(!stack)
  558. {
  559. logGlobal->error("Invalid unit ID %d", info.id);
  560. continue;
  561. }
  562. battleInt->stackReset(stack);
  563. }
  564. break;
  565. case UnitChanges::EOperation::REMOVE:
  566. battleInt->stackRemoved(info.id);
  567. break;
  568. case UnitChanges::EOperation::ADD:
  569. {
  570. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  571. if(!unit)
  572. {
  573. logGlobal->error("Invalid unit ID %d", info.id);
  574. continue;
  575. }
  576. battleInt->stackAdded(unit);
  577. }
  578. break;
  579. default:
  580. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  581. break;
  582. }
  583. }
  584. }
  585. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  586. {
  587. EVENT_HANDLER_CALLED_BY_CLIENT;
  588. BATTLE_EVENT_POSSIBLE_RETURN;
  589. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  590. std::vector<ObstacleChanges> removedObstacles;
  591. for(auto & change : obstacles)
  592. {
  593. if(change.operation == BattleChanges::EOperation::ADD)
  594. {
  595. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  596. if(instance)
  597. newObstacles.push_back(instance);
  598. else
  599. logNetwork->error("Invalid obstacle instance %d", change.id);
  600. }
  601. if(change.operation == BattleChanges::EOperation::REMOVE)
  602. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  603. }
  604. if (!newObstacles.empty())
  605. battleInt->obstaclePlaced(newObstacles);
  606. if (!removedObstacles.empty())
  607. battleInt->obstacleRemoved(removedObstacles);
  608. battleInt->fieldController->redrawBackgroundWithHexes();
  609. }
  610. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  611. {
  612. EVENT_HANDLER_CALLED_BY_CLIENT;
  613. BATTLE_EVENT_POSSIBLE_RETURN;
  614. battleInt->stackIsCatapulting(ca);
  615. }
  616. 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
  617. {
  618. EVENT_HANDLER_CALLED_BY_CLIENT;
  619. BATTLE_EVENT_POSSIBLE_RETURN;
  620. battleInt->newRound();
  621. }
  622. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  623. {
  624. EVENT_HANDLER_CALLED_BY_CLIENT;
  625. BATTLE_EVENT_POSSIBLE_RETURN;
  626. battleInt->startAction(action);
  627. }
  628. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  629. {
  630. EVENT_HANDLER_CALLED_BY_CLIENT;
  631. BATTLE_EVENT_POSSIBLE_RETURN;
  632. battleInt->endAction(action);
  633. }
  634. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  635. {
  636. EVENT_HANDLER_CALLED_BY_CLIENT;
  637. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  638. assert(!cb->getBattle(battleID)->battleIsFinished());
  639. if (cb->getBattle(battleID)->battleIsFinished())
  640. {
  641. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  642. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  643. return ;
  644. }
  645. if (autofightingAI)
  646. {
  647. if (isAutoFightOn)
  648. {
  649. //FIXME: we want client rendering to proceed while AI is making actions
  650. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  651. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  652. autofightingAI->activeStack(battleID, stack);
  653. return;
  654. }
  655. cb->unregisterBattleInterface(autofightingAI);
  656. autofightingAI.reset();
  657. }
  658. assert(battleInt);
  659. if(!battleInt)
  660. {
  661. // probably battle is finished already
  662. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  663. }
  664. battleInt->stackActivated(stack);
  665. }
  666. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  667. {
  668. EVENT_HANDLER_CALLED_BY_CLIENT;
  669. if(isAutoFightOn || autofightingAI)
  670. {
  671. isAutoFightOn = false;
  672. cb->unregisterBattleInterface(autofightingAI);
  673. autofightingAI.reset();
  674. if(!battleInt)
  675. {
  676. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  677. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  678. if (allowManualReplay || isAutoFightEndBattle)
  679. {
  680. wnd->resultCallback = [this, queryID](ui32 selection)
  681. {
  682. cb->selectionMade(selection, queryID);
  683. };
  684. }
  685. isAutoFightEndBattle = false;
  686. ENGINE->windows().pushWindow(wnd);
  687. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  688. // Otherwise NewTurn causes freeze.
  689. waitWhileDialog();
  690. return;
  691. }
  692. }
  693. BATTLE_EVENT_POSSIBLE_RETURN;
  694. battleInt->battleFinished(*br, queryID);
  695. }
  696. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  697. {
  698. EVENT_HANDLER_CALLED_BY_CLIENT;
  699. BATTLE_EVENT_POSSIBLE_RETURN;
  700. battleInt->displayBattleLog(lines);
  701. }
  702. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  703. {
  704. EVENT_HANDLER_CALLED_BY_CLIENT;
  705. BATTLE_EVENT_POSSIBLE_RETURN;
  706. battleInt->stackMoved(stack, dest, distance, teleport);
  707. }
  708. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. battleInt->spellCast(sc);
  713. }
  714. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  715. {
  716. EVENT_HANDLER_CALLED_BY_CLIENT;
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. battleInt->battleStacksEffectsSet(sse);
  719. }
  720. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. BATTLE_EVENT_POSSIBLE_RETURN;
  724. battleInt->effectsController->battleTriggerEffect(bte);
  725. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  726. {
  727. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  728. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  729. }
  730. }
  731. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. std::vector<StackAttackedInfo> arg;
  736. for(auto & elem : bsa)
  737. {
  738. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  739. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  740. assert(defender);
  741. StackAttackedInfo info;
  742. info.defender = defender;
  743. info.attacker = attacker;
  744. info.damageDealt = elem.damageAmount;
  745. info.amountKilled = elem.killedAmount;
  746. info.spellEffect = SpellID::NONE;
  747. info.indirectAttack = ranged;
  748. info.killed = elem.killed();
  749. info.rebirth = elem.willRebirth();
  750. info.cloneKilled = elem.cloneKilled();
  751. info.fireShield = elem.fireShield();
  752. if (elem.isSpell())
  753. info.spellEffect = elem.spellID;
  754. arg.push_back(info);
  755. }
  756. battleInt->stacksAreAttacked(arg);
  757. }
  758. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  759. {
  760. EVENT_HANDLER_CALLED_BY_CLIENT;
  761. BATTLE_EVENT_POSSIBLE_RETURN;
  762. StackAttackInfo info;
  763. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  764. info.defender = nullptr;
  765. info.indirectAttack = ba->shot();
  766. info.lucky = ba->lucky();
  767. info.unlucky = ba->unlucky();
  768. info.deathBlow = ba->deathBlow();
  769. info.lifeDrain = ba->lifeDrain();
  770. info.tile = ba->tile;
  771. info.spellEffect = SpellID::NONE;
  772. if (ba->spellLike())
  773. info.spellEffect = ba->spellID;
  774. for(auto & elem : ba->bsa)
  775. {
  776. if(!elem.isSecondary())
  777. {
  778. assert(info.defender == nullptr);
  779. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  780. }
  781. else
  782. {
  783. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  784. }
  785. }
  786. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  787. assert(info.attacker != nullptr);
  788. battleInt->stackAttacking(info);
  789. }
  790. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. BATTLE_EVENT_POSSIBLE_RETURN;
  794. battleInt->gateStateChanged(state);
  795. }
  796. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. }
  800. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  804. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  805. if(autoTryHover || type == EInfoWindowMode::INFO)
  806. {
  807. waitWhileDialog(); //Fix for mantis #98
  808. adventureInt->showInfoBoxMessage(components, text, timer);
  809. // 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
  810. movementController->requestMovementAbort();
  811. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  812. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  813. return;
  814. }
  815. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  816. {
  817. return;
  818. }
  819. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  820. do
  821. {
  822. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  823. std::vector<std::shared_ptr<CComponent>> intComps;
  824. for (auto & component : sender)
  825. intComps.push_back(std::make_shared<CComponent>(component));
  826. showInfoDialog(text,intComps,soundID);
  827. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  828. }
  829. while(!vect.empty());
  830. }
  831. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  832. {
  833. std::vector<std::shared_ptr<CComponent>> intComps;
  834. intComps.push_back(component);
  835. showInfoDialog(text, intComps, soundBase::sound_todo);
  836. }
  837. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  838. {
  839. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  840. waitWhileDialog();
  841. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  842. {
  843. return;
  844. }
  845. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  846. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  847. {
  848. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  849. showingDialog->setBusy();
  850. movementController->requestMovementAbort(); // interrupt movement to show dialog
  851. ENGINE->windows().pushWindow(temp);
  852. }
  853. else
  854. {
  855. dialogs.push_back(temp);
  856. }
  857. }
  858. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  859. {
  860. EVENT_HANDLER_CALLED_BY_CLIENT;
  861. std::string str = text.toString();
  862. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  863. waitWhileDialog();
  864. }
  865. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  866. {
  867. waitWhileDialog();
  868. movementController->requestMovementAbort();
  869. GAME->interface()->showingDialog->setBusy();
  870. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  871. }
  872. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  873. {
  874. EVENT_HANDLER_CALLED_BY_CLIENT;
  875. waitWhileDialog();
  876. movementController->requestMovementAbort();
  877. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  878. if (!selection && cancel) //simple yes/no dialog
  879. {
  880. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  881. {
  882. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  883. return;
  884. }
  885. std::vector<std::shared_ptr<CComponent>> intComps;
  886. for (auto & component : components)
  887. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  888. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  889. }
  890. else if (selection)
  891. {
  892. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  893. for (auto & component : components)
  894. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  895. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  896. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  897. if (cancel)
  898. {
  899. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  900. }
  901. int charperline = 35;
  902. if (pom.size() > 1)
  903. charperline = 50;
  904. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  905. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  906. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  907. }
  908. }
  909. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  910. {
  911. EVENT_HANDLER_CALLED_BY_CLIENT;
  912. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  913. }
  914. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  915. {
  916. EVENT_HANDLER_CALLED_BY_CLIENT;
  917. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  918. std::map<ObjectInstanceID, int> townOrder;
  919. auto ownedTowns = localState->getOwnedTowns();
  920. for (int i = 0; i < ownedTowns.size(); ++i)
  921. townOrder[ownedTowns[i]->id] = i;
  922. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  923. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  924. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  925. return leftIndex < rightIndex;
  926. };
  927. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  928. auto selectCallback = [this, askID](int selection)
  929. {
  930. cb->sendQueryReply(selection, askID);
  931. };
  932. auto cancelCallback = [this, askID]()
  933. {
  934. cb->sendQueryReply(std::nullopt, askID);
  935. };
  936. const std::string localTitle = title.toString();
  937. const std::string localDescription = description.toString();
  938. std::vector<int> tempList;
  939. tempList.reserve(objectGuiOrdered.size());
  940. for(const auto & item : objectGuiOrdered)
  941. tempList.push_back(item.getNum());
  942. CComponent localIconC(icon);
  943. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  944. localIconC.removeChild(localIcon.get(), false);
  945. std::vector<std::shared_ptr<IImage>> images;
  946. for(const auto & obj : objectGuiOrdered)
  947. {
  948. if(!settings["general"]["enableUiEnhancements"].Bool())
  949. break;
  950. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  951. if(t)
  952. {
  953. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  954. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  955. images.push_back(image);
  956. }
  957. }
  958. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  959. wnd->onExit = cancelCallback;
  960. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  961. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  962. ENGINE->windows().pushWindow(wnd);
  963. }
  964. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  968. adventureInt->onMapTilesChanged(pos);
  969. }
  970. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  971. {
  972. EVENT_HANDLER_CALLED_BY_CLIENT;
  973. adventureInt->onMapTilesChanged(pos);
  974. }
  975. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  976. {
  977. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  978. }
  979. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  980. {
  981. EVENT_HANDLER_CALLED_BY_CLIENT;
  982. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  983. {
  984. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  985. fortScreen->creaturesChangedEventHandler();
  986. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  987. if(castleInterface->town == town)
  988. castleInterface->creaturesChangedEventHandler();
  989. if (townObj)
  990. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  991. ki->townChanged(townObj);
  992. }
  993. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  994. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  995. {
  996. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  997. if (crw->dwelling == town)
  998. crw->availableCreaturesChanged();
  999. }
  1000. }
  1001. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1002. {
  1003. EVENT_HANDLER_CALLED_BY_CLIENT;
  1004. if (bonus.type == BonusType::NONE)
  1005. return;
  1006. adventureInt->onHeroChanged(hero);
  1007. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  1008. {
  1009. //recalculate paths because hero has lost bonus influencing pathfinding
  1010. localState->erasePath(hero);
  1011. }
  1012. }
  1013. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1014. {
  1015. LOG_TRACE(logGlobal);
  1016. if (!GAME->interface()->makingTurn)
  1017. return;
  1018. assert(h);
  1019. assert(!showingDialog->isBusy());
  1020. assert(dialogs.empty());
  1021. if (!h)
  1022. return; //can't find hero
  1023. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1024. if (showingDialog->isBusy() || !dialogs.empty())
  1025. return;
  1026. if (localState->isHeroSleeping(h))
  1027. localState->setHeroAwaken(h);
  1028. movementController->requestMovementStart(h, path);
  1029. }
  1030. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1034. if (movementController->isHeroMovingThroughGarrison(down, up))
  1035. {
  1036. onEnd();
  1037. return;
  1038. }
  1039. waitForAllDialogs();
  1040. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1041. cgw->quit->addCallback(onEnd);
  1042. ENGINE->windows().pushWindow(cgw);
  1043. }
  1044. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1045. {
  1046. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1047. movementController->onMoveHeroApplied();
  1048. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1049. movementController->onQueryReplyApplied();
  1050. }
  1051. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1052. {
  1053. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1054. }
  1055. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1056. {
  1057. EVENT_HANDLER_CALLED_BY_CLIENT;
  1058. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1059. }
  1060. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1061. {
  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->removeOwnedTown(town);
  1071. adventureInt->onTownChanged(town);
  1072. }
  1073. }
  1074. }
  1075. }
  1076. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1077. {
  1078. EVENT_HANDLER_CALLED_BY_CLIENT;
  1079. if (sop->what == ObjProperty::OWNER)
  1080. {
  1081. const CGObjectInstance * obj = cb->getObj(sop->id);
  1082. if(obj->ID == Obj::TOWN)
  1083. {
  1084. auto town = static_cast<const CGTownInstance *>(obj);
  1085. if(obj->tempOwner == playerID)
  1086. {
  1087. localState->addOwnedTown(town);
  1088. adventureInt->onTownChanged(town);
  1089. }
  1090. }
  1091. //redraw minimap if owner changed
  1092. std::set<int3> pos = obj->getBlockedPos();
  1093. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1094. adventureInt->onMapTilesChanged(upos);
  1095. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1096. }
  1097. }
  1098. void CPlayerInterface::initializeHeroTownList()
  1099. {
  1100. if(localState->getWanderingHeroes().empty())
  1101. {
  1102. for(auto & hero : cb->getHeroesInfo())
  1103. {
  1104. if(!hero->isGarrisoned())
  1105. localState->addWanderingHero(hero);
  1106. }
  1107. }
  1108. if(localState->getOwnedTowns().empty())
  1109. {
  1110. for(auto & town : cb->getTownsInfo())
  1111. localState->addOwnedTown(town);
  1112. }
  1113. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1114. if(adventureInt)
  1115. adventureInt->onHeroChanged(nullptr);
  1116. }
  1117. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. waitWhileDialog();
  1121. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1122. {
  1123. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1124. };
  1125. auto closeCb = [this, queryID]()
  1126. {
  1127. cb->selectionMade(0, queryID);
  1128. };
  1129. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1130. }
  1131. void CPlayerInterface::waitWhileDialog()
  1132. {
  1133. if (ENGINE->amIGuiThread())
  1134. {
  1135. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1136. return;
  1137. }
  1138. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1139. showingDialog->waitWhileBusy();
  1140. }
  1141. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. auto state = obj->shipyardStatus();
  1145. TResources cost;
  1146. obj->getBoatCost(cost);
  1147. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1148. }
  1149. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1150. {
  1151. EVENT_HANDLER_CALLED_BY_CLIENT;
  1152. //we might have built a boat in shipyard in opened town screen
  1153. if (obj->ID == Obj::BOAT
  1154. && GAME->interface()->castleInt
  1155. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1156. {
  1157. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1158. }
  1159. }
  1160. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1161. {
  1162. EVENT_HANDLER_CALLED_BY_CLIENT;
  1163. waitWhileDialog();
  1164. ENGINE->cursor().hide();
  1165. adventureInt->centerOnTile(pos);
  1166. if (focusTime)
  1167. {
  1168. ENGINE->windows().totalRedraw();
  1169. {
  1170. IgnoreEvents ignore(*this);
  1171. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1172. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1173. }
  1174. }
  1175. ENGINE->cursor().show();
  1176. }
  1177. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. if(playerID == initiator)
  1181. {
  1182. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1183. if (removalSound)
  1184. {
  1185. waitWhileDialog();
  1186. ENGINE->sound().playSound(removalSound.value());
  1187. }
  1188. }
  1189. GAME->map().waitForOngoingAnimations();
  1190. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1191. {
  1192. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1193. heroKilled(h);
  1194. }
  1195. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1196. {
  1197. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1198. townRemoved(t);
  1199. }
  1200. ENGINE->fakeMouseMove();
  1201. }
  1202. void CPlayerInterface::objectRemovedAfter()
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. adventureInt->onMapTilesChanged(boost::none);
  1206. // visiting or garrisoned hero removed - update window
  1207. if (castleInt)
  1208. castleInt->updateGarrisons();
  1209. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1210. ki->heroRemoved();
  1211. }
  1212. void CPlayerInterface::playerBlocked(int reason, bool start)
  1213. {
  1214. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1215. {
  1216. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false)
  1217. {
  1218. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1219. GAME->setInterfaceInstance(this);
  1220. adventureInt->onCurrentPlayerChanged(playerID);
  1221. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1222. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1223. std::vector<std::shared_ptr<CComponent>> cmp;
  1224. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1225. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1226. showInfoDialog(msg, cmp);
  1227. waitWhileDialog();
  1228. makingTurn = false;
  1229. }
  1230. }
  1231. }
  1232. void CPlayerInterface::update()
  1233. {
  1234. //if there are any waiting dialogs, show them
  1235. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1236. {
  1237. showingDialog->setBusy();
  1238. ENGINE->windows().pushWindow(dialogs.front());
  1239. dialogs.pop_front();
  1240. }
  1241. }
  1242. void CPlayerInterface::endNetwork()
  1243. {
  1244. showingDialog->requestTermination();
  1245. }
  1246. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1247. {
  1248. using namespace boost::filesystem;
  1249. using namespace boost::algorithm;
  1250. path gamesDir = VCMIDirs::get().userSavePath();
  1251. std::map<std::time_t, int> dates; //save number => datestamp
  1252. const directory_iterator enddir;
  1253. if (!exists(gamesDir))
  1254. create_directory(gamesDir);
  1255. else
  1256. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1257. {
  1258. if (is_regular_file(dir->status()))
  1259. {
  1260. std::string name = dir->path().filename().string();
  1261. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1262. {
  1263. char nr = name[namePrefix.size()];
  1264. if (std::isdigit(nr))
  1265. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1266. }
  1267. }
  1268. }
  1269. if (!dates.empty())
  1270. return (--dates.end())->second; //return latest file number
  1271. return 0;
  1272. }
  1273. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1274. {
  1275. EVENT_HANDLER_CALLED_BY_CLIENT;
  1276. if (player == playerID)
  1277. {
  1278. if (victoryLossCheckResult.loss())
  1279. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1280. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1281. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1282. if(!makingTurn)
  1283. {
  1284. makingTurn = true; //also needed for dialog to show with current implementation
  1285. waitForAllDialogs();
  1286. makingTurn = false;
  1287. }
  1288. else
  1289. waitForAllDialogs();
  1290. GAME->setInterfaceInstance(previousInterface);
  1291. }
  1292. }
  1293. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1294. {
  1295. EVENT_HANDLER_CALLED_BY_CLIENT;
  1296. }
  1297. void CPlayerInterface::showPuzzleMap()
  1298. {
  1299. EVENT_HANDLER_CALLED_BY_CLIENT;
  1300. waitWhileDialog();
  1301. //TODO: interface should not know the real position of Grail...
  1302. double ratio = 0;
  1303. int3 grailPos = cb->getGrailPos(&ratio);
  1304. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1305. }
  1306. void CPlayerInterface::viewWorldMap()
  1307. {
  1308. adventureInt->openWorldView();
  1309. }
  1310. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1311. {
  1312. EVENT_HANDLER_CALLED_BY_CLIENT;
  1313. if(ENGINE->windows().topWindow<CSpellWindow>())
  1314. ENGINE->windows().popWindows(1);
  1315. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1316. localState->erasePath(caster);
  1317. auto castSoundPath = spellID.toSpell()->getCastSound();
  1318. if(!castSoundPath.empty())
  1319. ENGINE->sound().playSound(castSoundPath);
  1320. }
  1321. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1322. {
  1323. int msgToShow = -1;
  1324. const auto diggingStatus = h->diggingStatus();
  1325. switch(diggingStatus)
  1326. {
  1327. case EDiggingStatus::CAN_DIG:
  1328. break;
  1329. case EDiggingStatus::LACK_OF_MOVEMENT:
  1330. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1331. break;
  1332. case EDiggingStatus::TILE_OCCUPIED:
  1333. msgToShow = 97; //Try searching on clear ground.
  1334. break;
  1335. case EDiggingStatus::WRONG_TERRAIN:
  1336. msgToShow = 60; ////Try looking on land!
  1337. break;
  1338. case EDiggingStatus::BACKPACK_IS_FULL:
  1339. msgToShow = 247; //Searching for the Grail is fruitless...
  1340. break;
  1341. default:
  1342. assert(0);
  1343. }
  1344. if(msgToShow < 0)
  1345. cb->dig(h);
  1346. else
  1347. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1348. }
  1349. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1350. {
  1351. EVENT_HANDLER_CALLED_BY_CLIENT;
  1352. BATTLE_EVENT_POSSIBLE_RETURN;
  1353. battleInt->newRoundFirst();
  1354. }
  1355. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1356. {
  1357. EVENT_HANDLER_CALLED_BY_CLIENT;
  1358. auto onWindowClosed = [this, queryID](){
  1359. cb->selectionMade(0, queryID);
  1360. };
  1361. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1362. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1363. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1364. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1366. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1367. else if (!market->availableModes().empty())
  1368. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1369. {
  1370. if(vstd::contains(market->availableModes(), mode))
  1371. {
  1372. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1373. break;
  1374. }
  1375. }
  1376. else
  1377. onWindowClosed();
  1378. }
  1379. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. auto onWindowClosed = [this, queryID](){
  1383. cb->selectionMade(0, queryID);
  1384. };
  1385. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1386. }
  1387. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1391. }
  1392. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1393. {
  1394. EVENT_HANDLER_CALLED_BY_CLIENT;
  1395. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1396. cmw->updateArtifacts();
  1397. }
  1398. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1399. {
  1400. EVENT_HANDLER_CALLED_BY_CLIENT;
  1401. auto onWindowClosed = [this, queryID](){
  1402. if (queryID != QueryID::NONE)
  1403. cb->selectionMade(0, queryID);
  1404. };
  1405. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1406. }
  1407. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1408. {
  1409. EVENT_HANDLER_CALLED_BY_CLIENT;
  1410. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1411. }
  1412. void CPlayerInterface::showQuestLog()
  1413. {
  1414. EVENT_HANDLER_CALLED_BY_CLIENT;
  1415. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1416. }
  1417. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1418. {
  1419. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1420. {
  1421. MetaString txt;
  1422. obj->getProblemText(txt);
  1423. showInfoDialog(txt.toString());
  1424. }
  1425. else
  1426. showShipyardDialog(obj);
  1427. }
  1428. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1429. {
  1430. artifactController->askToAssemble(al, true, true);
  1431. }
  1432. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1433. {
  1434. EVENT_HANDLER_CALLED_BY_CLIENT;
  1435. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1436. }
  1437. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1438. {
  1439. EVENT_HANDLER_CALLED_BY_CLIENT;
  1440. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1441. artifactController->artifactRemoved();
  1442. }
  1443. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1444. {
  1445. EVENT_HANDLER_CALLED_BY_CLIENT;
  1446. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1447. artifactController->artifactMoved();
  1448. }
  1449. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1450. {
  1451. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1452. }
  1453. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1457. artifactController->artifactAssembled();
  1458. }
  1459. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1463. artifactController->artifactDisassembled();
  1464. }
  1465. void CPlayerInterface::waitForAllDialogs()
  1466. {
  1467. if (!makingTurn)
  1468. return;
  1469. while(!dialogs.empty())
  1470. {
  1471. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1472. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1473. }
  1474. waitWhileDialog();
  1475. }
  1476. void CPlayerInterface::proposeLoadingGame()
  1477. {
  1478. showYesNoDialog(
  1479. LIBRARY->generaltexth->allTexts[68],
  1480. []()
  1481. {
  1482. GAME->server().endGameplay();
  1483. GAME->mainmenu()->menu->switchToTab("load");
  1484. },
  1485. nullptr
  1486. );
  1487. }
  1488. bool CPlayerInterface::capturedAllEvents()
  1489. {
  1490. if(movementController->isHeroMoving())
  1491. {
  1492. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1493. return true;
  1494. }
  1495. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1496. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1497. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1498. {
  1499. ENGINE->input().ignoreEventsUntilInput();
  1500. return true;
  1501. }
  1502. return false;
  1503. }
  1504. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1505. {
  1506. EVENT_HANDLER_CALLED_BY_CLIENT;
  1507. adventureInt->openWorldView(objectPositions, showTerrain );
  1508. }
  1509. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1510. {
  1511. return std::nullopt;
  1512. }