CPlayerInterface.cpp 52 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "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 "gui/CGuiHandler.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 "../CCallback.h"
  54. #include "../lib/CConfigHandler.h"
  55. #include "../lib/texts/CGeneralTextHandler.h"
  56. #include "../lib/CHeroHandler.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/serializer/CTypeList.h"
  82. #include "../lib/serializer/ESerializationVersion.h"
  83. #include "../lib/spells/CSpellHandler.h"
  84. #include "../lib/texts/TextOperations.h"
  85. // The macro below is used to mark functions that are called by client when game state changes.
  86. // They all assume that interface mutex is locked.
  87. #define EVENT_HANDLER_CALLED_BY_CLIENT
  88. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  89. CPlayerInterface * LOCPLINT;
  90. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  91. struct HeroObjectRetriever
  92. {
  93. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  94. {
  95. return h;
  96. }
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  98. {
  99. return nullptr;
  100. }
  101. };
  102. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  103. localState(std::make_unique<PlayerLocalState>(*this)),
  104. movementController(std::make_unique<HeroMovementController>()),
  105. artifactController(std::make_unique<ArtifactsUIController>())
  106. {
  107. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  108. LOCPLINT = this;
  109. playerID=Player;
  110. human=true;
  111. battleInt.reset();
  112. castleInt = nullptr;
  113. makingTurn = false;
  114. showingDialog = new ConditionalWait();
  115. cingconsole = new CInGameConsole();
  116. autosaveCount = 0;
  117. isAutoFightOn = false;
  118. isAutoFightEndBattle = false;
  119. ignoreEvents = false;
  120. }
  121. CPlayerInterface::~CPlayerInterface()
  122. {
  123. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  124. delete showingDialog;
  125. delete cingconsole;
  126. if (LOCPLINT == this)
  127. LOCPLINT = nullptr;
  128. }
  129. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  130. {
  131. cb = CB;
  132. env = ENV;
  133. CCS->musich->loadTerrainMusicThemes();
  134. initializeHeroTownList();
  135. adventureInt.reset(new AdventureMapInterface());
  136. }
  137. void CPlayerInterface::closeAllDialogs()
  138. {
  139. // remove all active dialogs that do not expect query answer
  140. for (;;)
  141. {
  142. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  143. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  144. if(adventureWindow != nullptr)
  145. break;
  146. if(infoWindow && infoWindow->ID != QueryID::NONE)
  147. break;
  148. if (infoWindow)
  149. infoWindow->close();
  150. else
  151. GH.windows().popWindows(1);
  152. }
  153. if(castleInt)
  154. castleInt->close();
  155. castleInt = nullptr;
  156. }
  157. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  158. {
  159. EVENT_HANDLER_CALLED_BY_CLIENT;
  160. if (player == playerID)
  161. {
  162. makingTurn = false;
  163. closeAllDialogs();
  164. // remove all pending dialogs that do not expect query answer
  165. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  166. return window->ID == QueryID::NONE;
  167. });
  168. }
  169. }
  170. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  171. {
  172. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  173. {
  174. // after map load - remove all active windows and replace them with adventure map
  175. GH.windows().clear();
  176. GH.windows().pushWindow(adventureInt);
  177. }
  178. EVENT_HANDLER_CALLED_BY_CLIENT;
  179. if (player != playerID && LOCPLINT == this)
  180. {
  181. waitWhileDialog();
  182. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  183. if (makingTurn == false)
  184. adventureInt->onEnemyTurnStarted(player, isHuman);
  185. }
  186. }
  187. void CPlayerInterface::performAutosave()
  188. {
  189. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  190. if(frequency > 0 && cb->getDate() % frequency == 0)
  191. {
  192. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  193. std::string prefix = std::string();
  194. if(usePrefix)
  195. {
  196. prefix = settings["general"]["savePrefix"].String();
  197. if(prefix.empty())
  198. {
  199. std::string name = cb->getMapHeader()->name.toString();
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. auto const & isSymbolIllegal = [&](char c) {
  203. static const std::string forbiddenChars("\\/:*?\"<>| ");
  204. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  205. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  206. return charForbidden || charNonprintable;
  207. };
  208. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  209. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  210. }
  211. }
  212. autosaveCount++;
  213. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  214. if(autosaveCountLimit > 0)
  215. {
  216. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  217. autosaveCount %= autosaveCountLimit;
  218. }
  219. else
  220. {
  221. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  222. + std::to_string(cb->getDate(Date::WEEK))
  223. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  224. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  225. }
  226. }
  227. }
  228. void CPlayerInterface::gamePause(bool pause)
  229. {
  230. cb->gamePause(pause);
  231. }
  232. void CPlayerInterface::yourTurn(QueryID queryID)
  233. {
  234. closeAllDialogs();
  235. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  236. EVENT_HANDLER_CALLED_BY_CLIENT;
  237. int humanPlayersCount = 0;
  238. for(const auto & info : cb->getStartInfo()->playerInfos)
  239. if (info.second.isControlledByHuman())
  240. humanPlayersCount++;
  241. bool hotseatWait = humanPlayersCount > 1;
  242. LOCPLINT = this;
  243. GH.curInt = this;
  244. NotificationHandler::notify("Your turn");
  245. if(settings["general"]["startTurnAutosave"].Bool())
  246. {
  247. performAutosave();
  248. }
  249. if (hotseatWait) //hot seat or MP message
  250. {
  251. adventureInt->onHotseatWaitStarted(playerID);
  252. makingTurn = true;
  253. std::string msg = CGI->generaltexth->allTexts[13];
  254. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  255. std::vector<std::shared_ptr<CComponent>> cmp;
  256. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  257. showInfoDialog(msg, cmp);
  258. }
  259. else
  260. {
  261. makingTurn = true;
  262. adventureInt->onPlayerTurnStarted(playerID);
  263. }
  264. acceptTurn(queryID, hotseatWait);
  265. }
  266. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  267. {
  268. if (settings["session"]["autoSkip"].Bool())
  269. {
  270. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  271. iw->close();
  272. }
  273. if(hotseatWait)
  274. {
  275. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  276. adventureInt->onPlayerTurnStarted(playerID);
  277. }
  278. // warn player if he has no town
  279. if (cb->howManyTowns() == 0)
  280. {
  281. auto playerColor = *cb->getPlayerID();
  282. std::vector<Component> components;
  283. components.emplace_back(ComponentType::FLAG, playerColor);
  284. MetaString text;
  285. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  286. if(optDaysWithoutCastle)
  287. {
  288. auto daysWithoutCastle = optDaysWithoutCastle.value();
  289. if (daysWithoutCastle < 6)
  290. {
  291. 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.
  292. text.replaceName(playerColor);
  293. text.replaceNumber(7 - daysWithoutCastle);
  294. }
  295. else if (daysWithoutCastle == 6)
  296. {
  297. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  298. text.replaceName(playerColor);
  299. }
  300. showInfoDialogAndWait(components, text);
  301. }
  302. else
  303. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  304. }
  305. cb->selectionMade(0, queryID);
  306. movementController->onPlayerTurnStarted();
  307. }
  308. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  309. {
  310. EVENT_HANDLER_CALLED_BY_CLIENT;
  311. waitWhileDialog();
  312. if(LOCPLINT != this)
  313. return;
  314. //FIXME: read once and store
  315. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  316. return;
  317. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  318. if (!hero)
  319. return;
  320. movementController->onTryMoveHero(hero, details);
  321. }
  322. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  323. {
  324. EVENT_HANDLER_CALLED_BY_CLIENT;
  325. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  326. // if hero is not in town garrison
  327. if (vstd::contains(localState->getWanderingHeroes(), hero))
  328. localState->removeWanderingHero(hero);
  329. adventureInt->onHeroChanged(hero);
  330. localState->erasePath(hero);
  331. }
  332. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  333. {
  334. EVENT_HANDLER_CALLED_BY_CLIENT;
  335. if(start && visitedObj)
  336. {
  337. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  338. if (visitSound)
  339. CCS->soundh->playSound(visitSound.value());
  340. }
  341. }
  342. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  343. {
  344. EVENT_HANDLER_CALLED_BY_CLIENT;
  345. localState->addWanderingHero(hero);
  346. adventureInt->onHeroChanged(hero);
  347. }
  348. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  349. {
  350. if(castleInt)
  351. castleInt->close();
  352. castleInt = nullptr;
  353. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  354. GH.windows().pushWindow(newCastleInt);
  355. }
  356. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. if (which == PrimarySkill::EXPERIENCE)
  360. {
  361. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  362. ctw->updateExperience();
  363. }
  364. else
  365. {
  366. adventureInt->onHeroChanged(hero);
  367. }
  368. }
  369. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  373. cuw->updateSecondarySkills();
  374. }
  375. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  376. {
  377. EVENT_HANDLER_CALLED_BY_CLIENT;
  378. adventureInt->onHeroChanged(hero);
  379. if (makingTurn && hero->tempOwner == playerID)
  380. adventureInt->onHeroChanged(hero);
  381. }
  382. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. if (makingTurn && hero->tempOwner == playerID)
  386. adventureInt->onHeroChanged(hero);
  387. }
  388. void CPlayerInterface::receivedResource()
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  392. mw->updateResources();
  393. GH.windows().totalRedraw();
  394. }
  395. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. waitWhileDialog();
  399. CCS->soundh->playSound(soundBase::heroNewLevel);
  400. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  401. {
  402. cb->selectionMade(selection, queryID);
  403. });
  404. }
  405. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  406. {
  407. EVENT_HANDLER_CALLED_BY_CLIENT;
  408. waitWhileDialog();
  409. CCS->soundh->playSound(soundBase::heroNewLevel);
  410. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  411. {
  412. cb->selectionMade(selection, queryID);
  413. });
  414. }
  415. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  416. {
  417. EVENT_HANDLER_CALLED_BY_CLIENT;
  418. if(town->garrisonHero) //wandering hero moved to the garrison
  419. {
  420. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  421. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  422. localState->removeWanderingHero(town->garrisonHero);
  423. }
  424. if(town->visitingHero) //hero leaves garrison
  425. {
  426. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  427. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  428. localState->addWanderingHero(town->visitingHero);
  429. }
  430. adventureInt->onHeroChanged(nullptr);
  431. adventureInt->onTownChanged(town);
  432. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  433. if (cgh->holdsGarrison(town))
  434. cgh->updateGarrisons();
  435. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  436. ki->townChanged(town);
  437. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  438. GH.windows().totalRedraw();
  439. }
  440. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  441. {
  442. EVENT_HANDLER_CALLED_BY_CLIENT;
  443. if (hero->tempOwner != playerID )
  444. return;
  445. waitWhileDialog();
  446. openTownWindow(town);
  447. }
  448. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  449. {
  450. std::vector<const CArmedInstance *> instances;
  451. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  452. instances.push_back(obj);
  453. if(id2 != ObjectInstanceID() && id2 != id1)
  454. {
  455. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  456. instances.push_back(obj);
  457. }
  458. garrisonsChanged(instances);
  459. }
  460. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  461. {
  462. for (auto object : objs)
  463. {
  464. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  465. auto * town = dynamic_cast<const CGTownInstance*>(object);
  466. if (town)
  467. adventureInt->onTownChanged(town);
  468. if (hero)
  469. {
  470. adventureInt->onHeroChanged(hero);
  471. if(hero->inTownGarrison && hero->visitedTown != town)
  472. adventureInt->onTownChanged(hero->visitedTown);
  473. }
  474. }
  475. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  476. if (cgh->holdsGarrisons(objs))
  477. cgh->updateGarrisons();
  478. GH.windows().totalRedraw();
  479. }
  480. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. adventureInt->onTownChanged(town);
  484. if (castleInt)
  485. {
  486. castleInt->townlist->updateElement(town);
  487. if (castleInt->town == town)
  488. {
  489. switch(what)
  490. {
  491. case 1:
  492. CCS->soundh->playSound(soundBase::newBuilding);
  493. castleInt->addBuilding(buildingID);
  494. break;
  495. case 2:
  496. castleInt->removeBuilding(buildingID);
  497. break;
  498. }
  499. }
  500. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  501. GH.windows().totalRedraw();
  502. }
  503. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  504. cgh->buildChanged();
  505. }
  506. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  507. {
  508. movementController->onBattleStarted();
  509. waitForAllDialogs();
  510. }
  511. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  512. {
  513. EVENT_HANDLER_CALLED_BY_CLIENT;
  514. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  515. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  516. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  517. {
  518. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  519. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  520. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  521. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  522. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  523. isAutoFightOn = true;
  524. cb->registerBattleInterface(autofightingAI);
  525. }
  526. waitForAllDialogs();
  527. BATTLE_EVENT_POSSIBLE_RETURN;
  528. }
  529. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  530. {
  531. EVENT_HANDLER_CALLED_BY_CLIENT;
  532. BATTLE_EVENT_POSSIBLE_RETURN;
  533. for(auto & info : units)
  534. {
  535. switch(info.operation)
  536. {
  537. case UnitChanges::EOperation::RESET_STATE:
  538. {
  539. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  540. if(!stack)
  541. {
  542. logGlobal->error("Invalid unit ID %d", info.id);
  543. continue;
  544. }
  545. battleInt->stackReset(stack);
  546. }
  547. break;
  548. case UnitChanges::EOperation::REMOVE:
  549. battleInt->stackRemoved(info.id);
  550. break;
  551. case UnitChanges::EOperation::ADD:
  552. {
  553. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  554. if(!unit)
  555. {
  556. logGlobal->error("Invalid unit ID %d", info.id);
  557. continue;
  558. }
  559. battleInt->stackAdded(unit);
  560. }
  561. break;
  562. default:
  563. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  564. break;
  565. }
  566. }
  567. }
  568. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  569. {
  570. EVENT_HANDLER_CALLED_BY_CLIENT;
  571. BATTLE_EVENT_POSSIBLE_RETURN;
  572. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  573. std::vector<ObstacleChanges> removedObstacles;
  574. for(auto & change : obstacles)
  575. {
  576. if(change.operation == BattleChanges::EOperation::ADD)
  577. {
  578. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  579. if(instance)
  580. newObstacles.push_back(instance);
  581. else
  582. logNetwork->error("Invalid obstacle instance %d", change.id);
  583. }
  584. if(change.operation == BattleChanges::EOperation::REMOVE)
  585. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  586. }
  587. if (!newObstacles.empty())
  588. battleInt->obstaclePlaced(newObstacles);
  589. if (!removedObstacles.empty())
  590. battleInt->obstacleRemoved(removedObstacles);
  591. battleInt->fieldController->redrawBackgroundWithHexes();
  592. }
  593. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. battleInt->stackIsCatapulting(ca);
  598. }
  599. 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
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. battleInt->newRound();
  604. }
  605. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. BATTLE_EVENT_POSSIBLE_RETURN;
  609. battleInt->startAction(action);
  610. }
  611. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  612. {
  613. EVENT_HANDLER_CALLED_BY_CLIENT;
  614. BATTLE_EVENT_POSSIBLE_RETURN;
  615. battleInt->endAction(action);
  616. }
  617. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  618. {
  619. EVENT_HANDLER_CALLED_BY_CLIENT;
  620. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  621. assert(!cb->getBattle(battleID)->battleIsFinished());
  622. if (cb->getBattle(battleID)->battleIsFinished())
  623. {
  624. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  625. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  626. return ;
  627. }
  628. if (autofightingAI)
  629. {
  630. if (isAutoFightOn)
  631. {
  632. //FIXME: we want client rendering to proceed while AI is making actions
  633. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  634. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  635. autofightingAI->activeStack(battleID, stack);
  636. return;
  637. }
  638. cb->unregisterBattleInterface(autofightingAI);
  639. autofightingAI.reset();
  640. }
  641. assert(battleInt);
  642. if(!battleInt)
  643. {
  644. // probably battle is finished already
  645. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  646. }
  647. battleInt->stackActivated(stack);
  648. }
  649. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  650. {
  651. EVENT_HANDLER_CALLED_BY_CLIENT;
  652. if(isAutoFightOn || autofightingAI)
  653. {
  654. isAutoFightOn = false;
  655. cb->unregisterBattleInterface(autofightingAI);
  656. autofightingAI.reset();
  657. if(!battleInt)
  658. {
  659. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  660. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  661. if (allowManualReplay || isAutoFightEndBattle)
  662. {
  663. wnd->resultCallback = [=](ui32 selection)
  664. {
  665. cb->selectionMade(selection, queryID);
  666. };
  667. }
  668. isAutoFightEndBattle = false;
  669. GH.windows().pushWindow(wnd);
  670. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  671. // Otherwise NewTurn causes freeze.
  672. waitWhileDialog();
  673. return;
  674. }
  675. }
  676. BATTLE_EVENT_POSSIBLE_RETURN;
  677. battleInt->battleFinished(*br, queryID);
  678. }
  679. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  680. {
  681. EVENT_HANDLER_CALLED_BY_CLIENT;
  682. BATTLE_EVENT_POSSIBLE_RETURN;
  683. battleInt->displayBattleLog(lines);
  684. }
  685. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  686. {
  687. EVENT_HANDLER_CALLED_BY_CLIENT;
  688. BATTLE_EVENT_POSSIBLE_RETURN;
  689. battleInt->stackMoved(stack, dest, distance, teleport);
  690. }
  691. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  692. {
  693. EVENT_HANDLER_CALLED_BY_CLIENT;
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. battleInt->spellCast(sc);
  696. }
  697. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  698. {
  699. EVENT_HANDLER_CALLED_BY_CLIENT;
  700. BATTLE_EVENT_POSSIBLE_RETURN;
  701. battleInt->battleStacksEffectsSet(sse);
  702. }
  703. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  704. {
  705. EVENT_HANDLER_CALLED_BY_CLIENT;
  706. BATTLE_EVENT_POSSIBLE_RETURN;
  707. battleInt->effectsController->battleTriggerEffect(bte);
  708. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  709. {
  710. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  711. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  712. }
  713. }
  714. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  715. {
  716. EVENT_HANDLER_CALLED_BY_CLIENT;
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. std::vector<StackAttackedInfo> arg;
  719. for(auto & elem : bsa)
  720. {
  721. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  722. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  723. assert(defender);
  724. StackAttackedInfo info;
  725. info.defender = defender;
  726. info.attacker = attacker;
  727. info.damageDealt = elem.damageAmount;
  728. info.amountKilled = elem.killedAmount;
  729. info.spellEffect = SpellID::NONE;
  730. info.indirectAttack = ranged;
  731. info.killed = elem.killed();
  732. info.rebirth = elem.willRebirth();
  733. info.cloneKilled = elem.cloneKilled();
  734. info.fireShield = elem.fireShield();
  735. if (elem.isSpell())
  736. info.spellEffect = elem.spellID;
  737. arg.push_back(info);
  738. }
  739. battleInt->stacksAreAttacked(arg);
  740. }
  741. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  742. {
  743. EVENT_HANDLER_CALLED_BY_CLIENT;
  744. BATTLE_EVENT_POSSIBLE_RETURN;
  745. StackAttackInfo info;
  746. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  747. info.defender = nullptr;
  748. info.indirectAttack = ba->shot();
  749. info.lucky = ba->lucky();
  750. info.unlucky = ba->unlucky();
  751. info.deathBlow = ba->deathBlow();
  752. info.lifeDrain = ba->lifeDrain();
  753. info.tile = ba->tile;
  754. info.spellEffect = SpellID::NONE;
  755. if (ba->spellLike())
  756. info.spellEffect = ba->spellID;
  757. for(auto & elem : ba->bsa)
  758. {
  759. if(!elem.isSecondary())
  760. {
  761. assert(info.defender == nullptr);
  762. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  763. }
  764. else
  765. {
  766. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  767. }
  768. }
  769. assert(info.defender != nullptr);
  770. assert(info.attacker != nullptr);
  771. battleInt->stackAttacking(info);
  772. }
  773. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. BATTLE_EVENT_POSSIBLE_RETURN;
  777. battleInt->gateStateChanged(state);
  778. }
  779. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  780. {
  781. EVENT_HANDLER_CALLED_BY_CLIENT;
  782. }
  783. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  787. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  788. if(autoTryHover || type == EInfoWindowMode::INFO)
  789. {
  790. waitWhileDialog(); //Fix for mantis #98
  791. adventureInt->showInfoBoxMessage(components, text, timer);
  792. // 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
  793. movementController->requestMovementAbort();
  794. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  795. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  796. return;
  797. }
  798. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  799. {
  800. return;
  801. }
  802. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  803. do
  804. {
  805. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  806. std::vector<std::shared_ptr<CComponent>> intComps;
  807. for (auto & component : sender)
  808. intComps.push_back(std::make_shared<CComponent>(component));
  809. showInfoDialog(text,intComps,soundID);
  810. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  811. }
  812. while(!vect.empty());
  813. }
  814. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  815. {
  816. std::vector<std::shared_ptr<CComponent>> intComps;
  817. intComps.push_back(component);
  818. showInfoDialog(text, intComps, soundBase::sound_todo);
  819. }
  820. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  821. {
  822. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  823. waitWhileDialog();
  824. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  825. {
  826. return;
  827. }
  828. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  829. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && GH.windows().count() > 0 && LOCPLINT == this)
  830. {
  831. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  832. showingDialog->setBusy();
  833. movementController->requestMovementAbort(); // interrupt movement to show dialog
  834. GH.windows().pushWindow(temp);
  835. }
  836. else
  837. {
  838. dialogs.push_back(temp);
  839. }
  840. }
  841. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. std::string str = text.toString();
  845. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  846. waitWhileDialog();
  847. }
  848. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  849. {
  850. movementController->requestMovementAbort();
  851. LOCPLINT->showingDialog->setBusy();
  852. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  853. }
  854. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  855. {
  856. EVENT_HANDLER_CALLED_BY_CLIENT;
  857. waitWhileDialog();
  858. movementController->requestMovementAbort();
  859. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  860. if (!selection && cancel) //simple yes/no dialog
  861. {
  862. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  863. {
  864. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  865. return;
  866. }
  867. std::vector<std::shared_ptr<CComponent>> intComps;
  868. for (auto & component : components)
  869. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  870. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  871. }
  872. else if (selection)
  873. {
  874. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  875. for (auto & component : components)
  876. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  877. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  878. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  879. if (cancel)
  880. {
  881. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  882. }
  883. int charperline = 35;
  884. if (pom.size() > 1)
  885. charperline = 50;
  886. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  887. intComps[0]->clickPressed(GH.getCursorPosition());
  888. intComps[0]->clickReleased(GH.getCursorPosition());
  889. }
  890. }
  891. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  892. {
  893. EVENT_HANDLER_CALLED_BY_CLIENT;
  894. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  895. }
  896. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  897. {
  898. EVENT_HANDLER_CALLED_BY_CLIENT;
  899. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  900. std::map<ObjectInstanceID, int> townOrder;
  901. auto ownedTowns = localState->getOwnedTowns();
  902. for (int i = 0; i < ownedTowns.size(); ++i)
  903. townOrder[ownedTowns[i]->id] = i;
  904. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  905. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  906. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  907. return leftIndex < rightIndex;
  908. };
  909. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  910. auto selectCallback = [=](int selection)
  911. {
  912. cb->sendQueryReply(selection, askID);
  913. };
  914. auto cancelCallback = [=]()
  915. {
  916. cb->sendQueryReply(std::nullopt, askID);
  917. };
  918. const std::string localTitle = title.toString();
  919. const std::string localDescription = description.toString();
  920. std::vector<int> tempList;
  921. tempList.reserve(objectGuiOrdered.size());
  922. for(const auto & item : objectGuiOrdered)
  923. tempList.push_back(item.getNum());
  924. CComponent localIconC(icon);
  925. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  926. localIconC.removeChild(localIcon.get(), false);
  927. std::vector<std::shared_ptr<IImage>> images;
  928. for(const auto & obj : objectGuiOrdered)
  929. {
  930. if(!settings["general"]["enableUiEnhancements"].Bool())
  931. break;
  932. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  933. if(t)
  934. {
  935. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  936. image->scaleTo(Point(35, 23));
  937. images.push_back(image);
  938. }
  939. }
  940. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  941. wnd->onExit = cancelCallback;
  942. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  943. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  944. GH.windows().pushWindow(wnd);
  945. }
  946. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  947. {
  948. EVENT_HANDLER_CALLED_BY_CLIENT;
  949. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  950. adventureInt->onMapTilesChanged(pos);
  951. }
  952. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  953. {
  954. EVENT_HANDLER_CALLED_BY_CLIENT;
  955. adventureInt->onMapTilesChanged(pos);
  956. }
  957. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  958. {
  959. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  960. }
  961. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  962. {
  963. EVENT_HANDLER_CALLED_BY_CLIENT;
  964. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  965. {
  966. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  967. fortScreen->creaturesChangedEventHandler();
  968. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  969. if(castleInterface->town == town)
  970. castleInterface->creaturesChangedEventHandler();
  971. if (townObj)
  972. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  973. ki->townChanged(townObj);
  974. }
  975. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  976. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  977. {
  978. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  979. if (crw->dwelling == town)
  980. crw->availableCreaturesChanged();
  981. }
  982. }
  983. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. if (bonus.type == BonusType::NONE)
  987. return;
  988. adventureInt->onHeroChanged(hero);
  989. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  990. {
  991. //recalculate paths because hero has lost bonus influencing pathfinding
  992. localState->erasePath(hero);
  993. }
  994. }
  995. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  996. {
  997. LOG_TRACE(logGlobal);
  998. if (!LOCPLINT->makingTurn)
  999. return;
  1000. assert(h);
  1001. assert(!showingDialog->isBusy());
  1002. assert(dialogs.empty());
  1003. if (!h)
  1004. return; //can't find hero
  1005. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1006. if (showingDialog->isBusy() || !dialogs.empty())
  1007. return;
  1008. if (localState->isHeroSleeping(h))
  1009. localState->setHeroAwaken(h);
  1010. movementController->requestMovementStart(h, path);
  1011. }
  1012. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1013. {
  1014. EVENT_HANDLER_CALLED_BY_CLIENT;
  1015. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1016. if (movementController->isHeroMovingThroughGarrison(down, up))
  1017. {
  1018. onEnd();
  1019. return;
  1020. }
  1021. waitForAllDialogs();
  1022. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1023. cgw->quit->addCallback(onEnd);
  1024. GH.windows().pushWindow(cgw);
  1025. }
  1026. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1027. {
  1028. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1029. movementController->onMoveHeroApplied();
  1030. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1031. movementController->onQueryReplyApplied();
  1032. }
  1033. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1034. {
  1035. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1036. }
  1037. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1038. {
  1039. EVENT_HANDLER_CALLED_BY_CLIENT;
  1040. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1041. }
  1042. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1043. {
  1044. if (sop->what == ObjProperty::OWNER)
  1045. {
  1046. const CGObjectInstance * obj = cb->getObj(sop->id);
  1047. if(obj->ID == Obj::TOWN)
  1048. {
  1049. auto town = static_cast<const CGTownInstance *>(obj);
  1050. if(obj->tempOwner == playerID)
  1051. {
  1052. localState->removeOwnedTown(town);
  1053. adventureInt->onTownChanged(town);
  1054. }
  1055. }
  1056. }
  1057. }
  1058. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. if (sop->what == ObjProperty::OWNER)
  1062. {
  1063. const CGObjectInstance * obj = cb->getObj(sop->id);
  1064. if(obj->ID == Obj::TOWN)
  1065. {
  1066. auto town = static_cast<const CGTownInstance *>(obj);
  1067. if(obj->tempOwner == playerID)
  1068. {
  1069. localState->addOwnedTown(town);
  1070. adventureInt->onTownChanged(town);
  1071. }
  1072. }
  1073. //redraw minimap if owner changed
  1074. std::set<int3> pos = obj->getBlockedPos();
  1075. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1076. adventureInt->onMapTilesChanged(upos);
  1077. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1078. }
  1079. }
  1080. void CPlayerInterface::initializeHeroTownList()
  1081. {
  1082. if(localState->getWanderingHeroes().empty())
  1083. {
  1084. for(auto & hero : cb->getHeroesInfo())
  1085. {
  1086. if(!hero->inTownGarrison)
  1087. localState->addWanderingHero(hero);
  1088. }
  1089. }
  1090. if(localState->getOwnedTowns().empty())
  1091. {
  1092. for(auto & town : cb->getTownsInfo())
  1093. localState->addOwnedTown(town);
  1094. }
  1095. if(adventureInt)
  1096. adventureInt->onHeroChanged(nullptr);
  1097. }
  1098. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. waitWhileDialog();
  1102. auto recruitCb = [=](CreatureID id, int count)
  1103. {
  1104. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1105. };
  1106. auto closeCb = [=]()
  1107. {
  1108. cb->selectionMade(0, queryID);
  1109. };
  1110. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1111. }
  1112. void CPlayerInterface::waitWhileDialog()
  1113. {
  1114. if (GH.amIGuiThread())
  1115. {
  1116. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1117. return;
  1118. }
  1119. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1120. showingDialog->waitWhileBusy();
  1121. }
  1122. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1123. {
  1124. EVENT_HANDLER_CALLED_BY_CLIENT;
  1125. auto state = obj->shipyardStatus();
  1126. TResources cost;
  1127. obj->getBoatCost(cost);
  1128. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1129. }
  1130. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1131. {
  1132. EVENT_HANDLER_CALLED_BY_CLIENT;
  1133. //we might have built a boat in shipyard in opened town screen
  1134. if (obj->ID == Obj::BOAT
  1135. && LOCPLINT->castleInt
  1136. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1137. {
  1138. CCS->soundh->playSound(soundBase::newBuilding);
  1139. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1140. }
  1141. }
  1142. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1143. {
  1144. EVENT_HANDLER_CALLED_BY_CLIENT;
  1145. waitWhileDialog();
  1146. CCS->curh->hide();
  1147. adventureInt->centerOnTile(pos);
  1148. if (focusTime)
  1149. {
  1150. GH.windows().totalRedraw();
  1151. {
  1152. IgnoreEvents ignore(*this);
  1153. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1154. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1155. }
  1156. }
  1157. CCS->curh->show();
  1158. }
  1159. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1160. {
  1161. EVENT_HANDLER_CALLED_BY_CLIENT;
  1162. if(playerID == initiator)
  1163. {
  1164. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1165. if (removalSound)
  1166. {
  1167. waitWhileDialog();
  1168. CCS->soundh->playSound(removalSound.value());
  1169. }
  1170. }
  1171. CGI->mh->waitForOngoingAnimations();
  1172. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1173. {
  1174. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1175. heroKilled(h);
  1176. }
  1177. GH.fakeMouseMove();
  1178. }
  1179. void CPlayerInterface::objectRemovedAfter()
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. adventureInt->onMapTilesChanged(boost::none);
  1183. // visiting or garrisoned hero removed - update window
  1184. if (castleInt)
  1185. castleInt->updateGarrisons();
  1186. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1187. ki->heroRemoved();
  1188. }
  1189. void CPlayerInterface::playerBlocked(int reason, bool start)
  1190. {
  1191. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1192. {
  1193. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1194. {
  1195. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1196. LOCPLINT = this;
  1197. GH.curInt = this;
  1198. adventureInt->onCurrentPlayerChanged(playerID);
  1199. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1200. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1201. std::vector<std::shared_ptr<CComponent>> cmp;
  1202. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1203. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1204. showInfoDialog(msg, cmp);
  1205. makingTurn = false;
  1206. }
  1207. }
  1208. }
  1209. void CPlayerInterface::update()
  1210. {
  1211. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1212. boost::shared_lock gsLock(CGameState::mutex);
  1213. // While mutexes were locked away we may be have stopped being the active interface
  1214. if (LOCPLINT != this)
  1215. return;
  1216. //if there are any waiting dialogs, show them
  1217. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1218. {
  1219. showingDialog->setBusy();
  1220. GH.windows().pushWindow(dialogs.front());
  1221. dialogs.pop_front();
  1222. }
  1223. assert(adventureInt);
  1224. // Handles mouse and key input
  1225. GH.handleEvents();
  1226. GH.windows().simpleRedraw();
  1227. }
  1228. void CPlayerInterface::endNetwork()
  1229. {
  1230. showingDialog->requestTermination();
  1231. }
  1232. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1233. {
  1234. using namespace boost::filesystem;
  1235. using namespace boost::algorithm;
  1236. path gamesDir = VCMIDirs::get().userSavePath();
  1237. std::map<std::time_t, int> dates; //save number => datestamp
  1238. const directory_iterator enddir;
  1239. if (!exists(gamesDir))
  1240. create_directory(gamesDir);
  1241. else
  1242. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1243. {
  1244. if (is_regular_file(dir->status()))
  1245. {
  1246. std::string name = dir->path().filename().string();
  1247. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1248. {
  1249. char nr = name[namePrefix.size()];
  1250. if (std::isdigit(nr))
  1251. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1252. }
  1253. }
  1254. }
  1255. if (!dates.empty())
  1256. return (--dates.end())->second; //return latest file number
  1257. return 0;
  1258. }
  1259. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1260. {
  1261. EVENT_HANDLER_CALLED_BY_CLIENT;
  1262. if (player == playerID)
  1263. {
  1264. if (victoryLossCheckResult.loss())
  1265. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1266. assert(GH.curInt == LOCPLINT);
  1267. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1268. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1269. GH.curInt = this; //waiting for dialogs requires this to get events
  1270. if(!makingTurn)
  1271. {
  1272. makingTurn = true; //also needed for dialog to show with current implementation
  1273. waitForAllDialogs();
  1274. makingTurn = false;
  1275. }
  1276. else
  1277. waitForAllDialogs();
  1278. GH.curInt = previousInterface;
  1279. LOCPLINT = previousInterface;
  1280. }
  1281. }
  1282. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1283. {
  1284. EVENT_HANDLER_CALLED_BY_CLIENT;
  1285. }
  1286. void CPlayerInterface::showPuzzleMap()
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. waitWhileDialog();
  1290. //TODO: interface should not know the real position of Grail...
  1291. double ratio = 0;
  1292. int3 grailPos = cb->getGrailPos(&ratio);
  1293. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1294. }
  1295. void CPlayerInterface::viewWorldMap()
  1296. {
  1297. adventureInt->openWorldView();
  1298. }
  1299. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1300. {
  1301. EVENT_HANDLER_CALLED_BY_CLIENT;
  1302. if(GH.windows().topWindow<CSpellWindow>())
  1303. GH.windows().popWindows(1);
  1304. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1305. localState->erasePath(caster);
  1306. auto castSoundPath = spellID.toSpell()->getCastSound();
  1307. if(!castSoundPath.empty())
  1308. CCS->soundh->playSound(castSoundPath);
  1309. }
  1310. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1311. {
  1312. int msgToShow = -1;
  1313. const auto diggingStatus = h->diggingStatus();
  1314. switch(diggingStatus)
  1315. {
  1316. case EDiggingStatus::CAN_DIG:
  1317. break;
  1318. case EDiggingStatus::LACK_OF_MOVEMENT:
  1319. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1320. break;
  1321. case EDiggingStatus::TILE_OCCUPIED:
  1322. msgToShow = 97; //Try searching on clear ground.
  1323. break;
  1324. case EDiggingStatus::WRONG_TERRAIN:
  1325. msgToShow = 60; ////Try looking on land!
  1326. break;
  1327. case EDiggingStatus::BACKPACK_IS_FULL:
  1328. msgToShow = 247; //Searching for the Grail is fruitless...
  1329. break;
  1330. default:
  1331. assert(0);
  1332. }
  1333. if(msgToShow < 0)
  1334. cb->dig(h);
  1335. else
  1336. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1337. }
  1338. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1339. {
  1340. EVENT_HANDLER_CALLED_BY_CLIENT;
  1341. BATTLE_EVENT_POSSIBLE_RETURN;
  1342. battleInt->newRoundFirst();
  1343. }
  1344. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1345. {
  1346. EVENT_HANDLER_CALLED_BY_CLIENT;
  1347. auto onWindowClosed = [this, queryID](){
  1348. cb->selectionMade(0, queryID);
  1349. };
  1350. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1351. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1352. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1353. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1354. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1355. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1356. else if (!market->availableModes().empty())
  1357. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1358. {
  1359. if(vstd::contains(market->availableModes(), mode))
  1360. {
  1361. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1362. break;
  1363. }
  1364. }
  1365. else
  1366. onWindowClosed();
  1367. }
  1368. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. auto onWindowClosed = [this, queryID](){
  1372. cb->selectionMade(0, queryID);
  1373. };
  1374. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1375. }
  1376. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1377. {
  1378. EVENT_HANDLER_CALLED_BY_CLIENT;
  1379. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1380. }
  1381. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1385. cmw->updateArtifacts();
  1386. }
  1387. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. auto onWindowClosed = [this, queryID](){
  1391. if (queryID != QueryID::NONE)
  1392. cb->selectionMade(0, queryID);
  1393. };
  1394. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1395. }
  1396. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1397. {
  1398. EVENT_HANDLER_CALLED_BY_CLIENT;
  1399. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1400. }
  1401. void CPlayerInterface::showQuestLog()
  1402. {
  1403. EVENT_HANDLER_CALLED_BY_CLIENT;
  1404. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1405. }
  1406. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1407. {
  1408. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1409. {
  1410. MetaString txt;
  1411. obj->getProblemText(txt);
  1412. showInfoDialog(txt.toString());
  1413. }
  1414. else
  1415. showShipyardDialog(obj);
  1416. }
  1417. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1418. {
  1419. artifactController->askToAssemble(al, true, true);
  1420. }
  1421. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1422. {
  1423. EVENT_HANDLER_CALLED_BY_CLIENT;
  1424. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1425. }
  1426. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1430. artifactController->artifactRemoved();
  1431. }
  1432. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1433. {
  1434. EVENT_HANDLER_CALLED_BY_CLIENT;
  1435. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1436. artifactController->artifactMoved();
  1437. }
  1438. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1439. {
  1440. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1441. }
  1442. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1446. artifactController->artifactAssembled();
  1447. }
  1448. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1449. {
  1450. EVENT_HANDLER_CALLED_BY_CLIENT;
  1451. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1452. artifactController->artifactDisassembled();
  1453. }
  1454. void CPlayerInterface::waitForAllDialogs()
  1455. {
  1456. if (!makingTurn)
  1457. return;
  1458. while(!dialogs.empty())
  1459. {
  1460. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1461. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1462. }
  1463. waitWhileDialog();
  1464. }
  1465. void CPlayerInterface::proposeLoadingGame()
  1466. {
  1467. showYesNoDialog(
  1468. CGI->generaltexth->allTexts[68],
  1469. []()
  1470. {
  1471. CSH->endGameplay();
  1472. CMM->menu->switchToTab("load");
  1473. },
  1474. nullptr
  1475. );
  1476. }
  1477. bool CPlayerInterface::capturedAllEvents()
  1478. {
  1479. if(movementController->isHeroMoving())
  1480. {
  1481. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1482. return true;
  1483. }
  1484. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1485. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1486. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1487. {
  1488. GH.input().ignoreEventsUntilInput();
  1489. return true;
  1490. }
  1491. return false;
  1492. }
  1493. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1494. {
  1495. EVENT_HANDLER_CALLED_BY_CLIENT;
  1496. adventureInt->openWorldView(objectPositions, showTerrain );
  1497. }
  1498. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1499. {
  1500. return std::nullopt;
  1501. }