CPlayerInterface.cpp 54 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mapView/mapHandler.h"
  34. #include "render/CAnimation.h"
  35. #include "render/IImage.h"
  36. #include "widgets/Buttons.h"
  37. #include "widgets/CComponent.h"
  38. #include "widgets/CGarrisonInt.h"
  39. #include "windows/CCastleInterface.h"
  40. #include "windows/CCreatureWindow.h"
  41. #include "windows/CHeroWindow.h"
  42. #include "windows/CKingdomInterface.h"
  43. #include "windows/CPuzzleWindow.h"
  44. #include "windows/CQuestLog.h"
  45. #include "windows/CSpellWindow.h"
  46. #include "windows/CTradeWindow.h"
  47. #include "windows/GUIClasses.h"
  48. #include "windows/InfoWindows.h"
  49. #include "../CCallback.h"
  50. #include "../lib/CArtHandler.h"
  51. #include "../lib/CConfigHandler.h"
  52. #include "../lib/CGeneralTextHandler.h"
  53. #include "../lib/CHeroHandler.h"
  54. #include "../lib/CPlayerState.h"
  55. #include "../lib/CStack.h"
  56. #include "../lib/CStopWatch.h"
  57. #include "../lib/CThreadHelper.h"
  58. #include "../lib/CTownHandler.h"
  59. #include "../lib/CondSh.h"
  60. #include "../lib/GameConstants.h"
  61. #include "../lib/JsonNode.h"
  62. #include "../lib/NetPacks.h" //todo: remove
  63. #include "../lib/NetPacksBase.h"
  64. #include "../lib/RoadHandler.h"
  65. #include "../lib/StartInfo.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "../lib/TextOperations.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/bonuses/CBonusSystemNode.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/gameState/CGameState.h"
  75. #include "../lib/mapObjects/CGTownInstance.h"
  76. #include "../lib/mapObjects/MiscObjects.h"
  77. #include "../lib/mapObjects/ObjectTemplate.h"
  78. #include "../lib/mapping/CMapHeader.h"
  79. #include "../lib/pathfinder/CGPathNode.h"
  80. #include "../lib/serializer/BinaryDeserializer.h"
  81. #include "../lib/serializer/BinarySerializer.h"
  82. #include "../lib/serializer/CTypeList.h"
  83. #include "../lib/spells/CSpellHandler.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. #define BATTLE_EVENT_POSSIBLE_RETURN \
  88. if (LOCPLINT != this) \
  89. return; \
  90. if (isAutoFightOn && !battleInt) \
  91. return;
  92. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  93. CPlayerInterface * LOCPLINT;
  94. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  95. struct HeroObjectRetriever
  96. {
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  98. {
  99. return h;
  100. }
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  102. {
  103. return nullptr;
  104. }
  105. };
  106. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  107. localState(std::make_unique<PlayerLocalState>(*this)),
  108. movementController(std::make_unique<HeroMovementController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt = nullptr;
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new CondSh<bool>(false);
  119. cingconsole = new CInGameConsole();
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. // always recreate advmap interface to avoid possible memory-corruption bugs
  141. adventureInt.reset(new AdventureMapInterface());
  142. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  143. {
  144. // after map load - remove all active windows and replace them with adventure map
  145. GH.windows().clear();
  146. GH.windows().pushWindow(adventureInt);
  147. }
  148. }
  149. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  150. {
  151. EVENT_HANDLER_CALLED_BY_CLIENT;
  152. if (player == playerID)
  153. makingTurn = false;
  154. }
  155. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  156. {
  157. EVENT_HANDLER_CALLED_BY_CLIENT;
  158. if (player != playerID && LOCPLINT == this)
  159. {
  160. waitWhileDialog();
  161. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  162. if (makingTurn == false)
  163. adventureInt->onEnemyTurnStarted(player, isHuman);
  164. }
  165. }
  166. void CPlayerInterface::performAutosave()
  167. {
  168. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  169. if(frequency > 0 && cb->getDate() % frequency == 0)
  170. {
  171. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  172. std::string prefix = std::string();
  173. if(usePrefix)
  174. {
  175. prefix = settings["general"]["savePrefix"].String();
  176. if(prefix.empty())
  177. {
  178. std::string name = cb->getMapHeader()->name;
  179. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  180. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  181. std::string forbiddenChars("\\/:?\"<>| ");
  182. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  183. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  184. }
  185. }
  186. autosaveCount++;
  187. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  188. if(autosaveCountLimit > 0)
  189. {
  190. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  191. autosaveCount %= autosaveCountLimit;
  192. }
  193. else
  194. {
  195. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  196. + std::to_string(cb->getDate(Date::WEEK))
  197. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  198. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  199. }
  200. }
  201. }
  202. void CPlayerInterface::yourTurn(QueryID queryID)
  203. {
  204. EVENT_HANDLER_CALLED_BY_CLIENT;
  205. {
  206. LOCPLINT = this;
  207. GH.curInt = this;
  208. // close window from another player
  209. if(auto w = GH.windows().topWindow<CInfoWindow>())
  210. {
  211. assert(0);// what is this?
  212. if(w->ID == QueryID::NONE)
  213. w->close();
  214. }
  215. // remove all dialogs that do not expect query answer
  216. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  217. {
  218. assert(0);// what is this?
  219. GH.windows().popWindows(1);
  220. }
  221. NotificationHandler::notify("Your turn");
  222. if(settings["general"]["startTurnAutosave"].Bool())
  223. {
  224. performAutosave();
  225. }
  226. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  227. {
  228. adventureInt->onHotseatWaitStarted(playerID);
  229. makingTurn = true;
  230. std::string msg = CGI->generaltexth->allTexts[13];
  231. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  232. std::vector<std::shared_ptr<CComponent>> cmp;
  233. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  234. showInfoDialog(msg, cmp);
  235. }
  236. else
  237. {
  238. makingTurn = true;
  239. adventureInt->onPlayerTurnStarted(playerID);
  240. }
  241. }
  242. acceptTurn(queryID);
  243. }
  244. void CPlayerInterface::acceptTurn(QueryID queryID)
  245. {
  246. if (settings["session"]["autoSkip"].Bool())
  247. {
  248. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  249. iw->close();
  250. }
  251. if(CSH->howManyPlayerInterfaces() > 1)
  252. {
  253. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  254. adventureInt->onPlayerTurnStarted(playerID);
  255. }
  256. // warn player if he has no town
  257. if (cb->howManyTowns() == 0)
  258. {
  259. auto playerColor = *cb->getPlayerID();
  260. std::vector<Component> components;
  261. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  262. MetaString text;
  263. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  264. if(optDaysWithoutCastle)
  265. {
  266. auto daysWithoutCastle = optDaysWithoutCastle.value();
  267. if (daysWithoutCastle < 6)
  268. {
  269. 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.
  270. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  271. text.replaceNumber(7 - daysWithoutCastle);
  272. }
  273. else if (daysWithoutCastle == 6)
  274. {
  275. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  276. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  277. }
  278. showInfoDialogAndWait(components, text);
  279. }
  280. else
  281. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  282. }
  283. cb->selectionMade(0, queryID);
  284. movementController->onPlayerTurnStarted();
  285. }
  286. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  287. {
  288. EVENT_HANDLER_CALLED_BY_CLIENT;
  289. waitWhileDialog();
  290. if(LOCPLINT != this)
  291. return;
  292. //FIXME: read once and store
  293. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  294. return;
  295. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  296. if (!hero)
  297. return;
  298. movementController->onTryMoveHero(hero, details);
  299. }
  300. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  301. {
  302. EVENT_HANDLER_CALLED_BY_CLIENT;
  303. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  304. // if hero is not in town garrison
  305. if (vstd::contains(localState->getWanderingHeroes(), hero))
  306. localState->removeWanderingHero(hero);
  307. adventureInt->onHeroChanged(hero);
  308. localState->erasePath(hero);
  309. }
  310. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  311. {
  312. EVENT_HANDLER_CALLED_BY_CLIENT;
  313. if(start && visitedObj)
  314. {
  315. if(visitedObj->getVisitSound())
  316. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  317. }
  318. }
  319. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  320. {
  321. EVENT_HANDLER_CALLED_BY_CLIENT;
  322. localState->addWanderingHero(hero);
  323. adventureInt->onHeroChanged(hero);
  324. }
  325. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  326. {
  327. if(castleInt)
  328. castleInt->close();
  329. castleInt = nullptr;
  330. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  331. GH.windows().pushWindow(newCastleInt);
  332. }
  333. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  334. {
  335. EVENT_HANDLER_CALLED_BY_CLIENT;
  336. if (which == PrimarySkill::EXPERIENCE)
  337. {
  338. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  339. ctw->setExpToLevel();
  340. }
  341. else
  342. adventureInt->onHeroChanged(hero);
  343. }
  344. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  348. cuw->redraw();
  349. }
  350. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. adventureInt->onHeroChanged(hero);
  354. if (makingTurn && hero->tempOwner == playerID)
  355. adventureInt->onHeroChanged(hero);
  356. }
  357. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  358. {
  359. EVENT_HANDLER_CALLED_BY_CLIENT;
  360. if (makingTurn && hero->tempOwner == playerID)
  361. adventureInt->onHeroChanged(hero);
  362. }
  363. void CPlayerInterface::receivedResource()
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  367. mw->resourceChanged();
  368. GH.windows().totalRedraw();
  369. }
  370. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. waitWhileDialog();
  374. CCS->soundh->playSound(soundBase::heroNewLevel);
  375. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  376. {
  377. cb->selectionMade(selection, queryID);
  378. });
  379. }
  380. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. waitWhileDialog();
  384. CCS->soundh->playSound(soundBase::heroNewLevel);
  385. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  386. {
  387. cb->selectionMade(selection, queryID);
  388. });
  389. }
  390. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. if(town->garrisonHero) //wandering hero moved to the garrison
  394. {
  395. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  396. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  397. localState->removeWanderingHero(town->garrisonHero);
  398. }
  399. if(town->visitingHero) //hero leaves garrison
  400. {
  401. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  402. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  403. localState->addWanderingHero(town->visitingHero);
  404. }
  405. adventureInt->onHeroChanged(nullptr);
  406. adventureInt->onTownChanged(town);
  407. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  408. gh->updateGarrisons();
  409. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  410. ki->townChanged(town);
  411. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  412. GH.windows().totalRedraw();
  413. }
  414. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. if (hero->tempOwner != playerID )
  418. return;
  419. waitWhileDialog();
  420. openTownWindow(town);
  421. }
  422. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  423. {
  424. std::vector<const CGObjectInstance *> instances;
  425. if(auto obj = cb->getObj(id1))
  426. instances.push_back(obj);
  427. if(id2 != ObjectInstanceID() && id2 != id1)
  428. {
  429. if(auto obj = cb->getObj(id2))
  430. instances.push_back(obj);
  431. }
  432. garrisonsChanged(instances);
  433. }
  434. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  435. {
  436. boost::unique_lock<boost::recursive_mutex> un(*pim);
  437. for (auto object : objs)
  438. {
  439. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  440. auto * town = dynamic_cast<const CGTownInstance*>(object);
  441. if (hero)
  442. {
  443. adventureInt->onHeroChanged(hero);
  444. if(hero->inTownGarrison)
  445. {
  446. adventureInt->onTownChanged(hero->visitedTown);
  447. }
  448. }
  449. if (town)
  450. adventureInt->onTownChanged(town);
  451. }
  452. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  453. cgh->updateGarrisons();
  454. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  455. {
  456. if (vstd::contains(objs, cmw->hero))
  457. cmw->garrisonChanged();
  458. }
  459. GH.windows().totalRedraw();
  460. }
  461. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  462. {
  463. EVENT_HANDLER_CALLED_BY_CLIENT;
  464. adventureInt->onTownChanged(town);
  465. if (castleInt)
  466. {
  467. castleInt->townlist->updateElement(town);
  468. if (castleInt->town == town)
  469. {
  470. switch(what)
  471. {
  472. case 1:
  473. CCS->soundh->playSound(soundBase::newBuilding);
  474. castleInt->addBuilding(buildingID);
  475. break;
  476. case 2:
  477. castleInt->removeBuilding(buildingID);
  478. break;
  479. }
  480. }
  481. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  482. GH.windows().totalRedraw();
  483. }
  484. }
  485. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  486. {
  487. movementController->onBattleStarted();
  488. //Don't wait for dialogs when we are non-active hot-seat player
  489. if (LOCPLINT == this)
  490. waitForAllDialogs();
  491. }
  492. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  493. {
  494. EVENT_HANDLER_CALLED_BY_CLIENT;
  495. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  496. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  497. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  498. {
  499. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  500. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  501. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  502. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  503. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  504. isAutoFightOn = true;
  505. cb->registerBattleInterface(autofightingAI);
  506. }
  507. //Don't wait for dialogs when we are non-active hot-seat player
  508. if (LOCPLINT == this)
  509. waitForAllDialogs();
  510. BATTLE_EVENT_POSSIBLE_RETURN;
  511. }
  512. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  513. {
  514. EVENT_HANDLER_CALLED_BY_CLIENT;
  515. BATTLE_EVENT_POSSIBLE_RETURN;
  516. for(auto & info : units)
  517. {
  518. switch(info.operation)
  519. {
  520. case UnitChanges::EOperation::RESET_STATE:
  521. {
  522. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  523. if(!stack)
  524. {
  525. logGlobal->error("Invalid unit ID %d", info.id);
  526. continue;
  527. }
  528. battleInt->stackReset(stack);
  529. }
  530. break;
  531. case UnitChanges::EOperation::REMOVE:
  532. battleInt->stackRemoved(info.id);
  533. break;
  534. case UnitChanges::EOperation::ADD:
  535. {
  536. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  537. if(!unit)
  538. {
  539. logGlobal->error("Invalid unit ID %d", info.id);
  540. continue;
  541. }
  542. battleInt->stackAdded(unit);
  543. }
  544. break;
  545. default:
  546. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  547. break;
  548. }
  549. }
  550. }
  551. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  552. {
  553. EVENT_HANDLER_CALLED_BY_CLIENT;
  554. BATTLE_EVENT_POSSIBLE_RETURN;
  555. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  556. std::vector<ObstacleChanges> removedObstacles;
  557. for(auto & change : obstacles)
  558. {
  559. if(change.operation == BattleChanges::EOperation::ADD)
  560. {
  561. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  562. if(instance)
  563. newObstacles.push_back(instance);
  564. else
  565. logNetwork->error("Invalid obstacle instance %d", change.id);
  566. }
  567. if(change.operation == BattleChanges::EOperation::REMOVE)
  568. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  569. }
  570. if (!newObstacles.empty())
  571. battleInt->obstaclePlaced(newObstacles);
  572. if (!removedObstacles.empty())
  573. battleInt->obstacleRemoved(removedObstacles);
  574. battleInt->fieldController->redrawBackgroundWithHexes();
  575. }
  576. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  577. {
  578. EVENT_HANDLER_CALLED_BY_CLIENT;
  579. BATTLE_EVENT_POSSIBLE_RETURN;
  580. battleInt->stackIsCatapulting(ca);
  581. }
  582. 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
  583. {
  584. EVENT_HANDLER_CALLED_BY_CLIENT;
  585. BATTLE_EVENT_POSSIBLE_RETURN;
  586. battleInt->newRound();
  587. }
  588. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  589. {
  590. EVENT_HANDLER_CALLED_BY_CLIENT;
  591. BATTLE_EVENT_POSSIBLE_RETURN;
  592. battleInt->startAction(action);
  593. }
  594. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  595. {
  596. EVENT_HANDLER_CALLED_BY_CLIENT;
  597. BATTLE_EVENT_POSSIBLE_RETURN;
  598. battleInt->endAction(action);
  599. }
  600. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  604. assert(!cb->getBattle(battleID)->battleIsFinished());
  605. if (cb->getBattle(battleID)->battleIsFinished())
  606. {
  607. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  608. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  609. return ;
  610. }
  611. if (autofightingAI)
  612. {
  613. if (isAutoFightOn)
  614. {
  615. //FIXME: we want client rendering to proceed while AI is making actions
  616. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  617. auto unlockPim = vstd::makeUnlockGuard(*pim);
  618. autofightingAI->activeStack(battleID, stack);
  619. return;
  620. }
  621. cb->unregisterBattleInterface(autofightingAI);
  622. autofightingAI.reset();
  623. }
  624. assert(battleInt);
  625. if(!battleInt)
  626. {
  627. // probably battle is finished already
  628. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  629. }
  630. {
  631. boost::unique_lock<boost::recursive_mutex> un(*pim);
  632. battleInt->stackActivated(stack);
  633. //Regeneration & mana drain go there
  634. }
  635. }
  636. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  637. {
  638. EVENT_HANDLER_CALLED_BY_CLIENT;
  639. if(isAutoFightOn || autofightingAI)
  640. {
  641. isAutoFightOn = false;
  642. cb->unregisterBattleInterface(autofightingAI);
  643. autofightingAI.reset();
  644. if(!battleInt)
  645. {
  646. bool allowManualReplay = queryID != QueryID::NONE;
  647. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  648. if (allowManualReplay)
  649. {
  650. wnd->resultCallback = [=](ui32 selection)
  651. {
  652. cb->selectionMade(selection, queryID);
  653. };
  654. }
  655. GH.windows().pushWindow(wnd);
  656. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  657. // Otherwise NewTurn causes freeze.
  658. waitWhileDialog();
  659. return;
  660. }
  661. }
  662. BATTLE_EVENT_POSSIBLE_RETURN;
  663. battleInt->battleFinished(*br, queryID);
  664. }
  665. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  666. {
  667. EVENT_HANDLER_CALLED_BY_CLIENT;
  668. BATTLE_EVENT_POSSIBLE_RETURN;
  669. battleInt->displayBattleLog(lines);
  670. }
  671. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  672. {
  673. EVENT_HANDLER_CALLED_BY_CLIENT;
  674. BATTLE_EVENT_POSSIBLE_RETURN;
  675. battleInt->stackMoved(stack, dest, distance, teleport);
  676. }
  677. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  678. {
  679. EVENT_HANDLER_CALLED_BY_CLIENT;
  680. BATTLE_EVENT_POSSIBLE_RETURN;
  681. battleInt->spellCast(sc);
  682. }
  683. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. BATTLE_EVENT_POSSIBLE_RETURN;
  687. battleInt->battleStacksEffectsSet(sse);
  688. }
  689. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. battleInt->effectsController->battleTriggerEffect(bte);
  694. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  695. {
  696. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  697. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  698. }
  699. }
  700. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  701. {
  702. EVENT_HANDLER_CALLED_BY_CLIENT;
  703. BATTLE_EVENT_POSSIBLE_RETURN;
  704. std::vector<StackAttackedInfo> arg;
  705. for(auto & elem : bsa)
  706. {
  707. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  708. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  709. assert(defender);
  710. StackAttackedInfo info;
  711. info.defender = defender;
  712. info.attacker = attacker;
  713. info.damageDealt = elem.damageAmount;
  714. info.amountKilled = elem.killedAmount;
  715. info.spellEffect = SpellID::NONE;
  716. info.indirectAttack = ranged;
  717. info.killed = elem.killed();
  718. info.rebirth = elem.willRebirth();
  719. info.cloneKilled = elem.cloneKilled();
  720. info.fireShield = elem.fireShield();
  721. if (elem.isSpell())
  722. info.spellEffect = elem.spellID;
  723. arg.push_back(info);
  724. }
  725. battleInt->stacksAreAttacked(arg);
  726. }
  727. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  728. {
  729. EVENT_HANDLER_CALLED_BY_CLIENT;
  730. BATTLE_EVENT_POSSIBLE_RETURN;
  731. StackAttackInfo info;
  732. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  733. info.defender = nullptr;
  734. info.indirectAttack = ba->shot();
  735. info.lucky = ba->lucky();
  736. info.unlucky = ba->unlucky();
  737. info.deathBlow = ba->deathBlow();
  738. info.lifeDrain = ba->lifeDrain();
  739. info.tile = ba->tile;
  740. info.spellEffect = SpellID::NONE;
  741. if (ba->spellLike())
  742. info.spellEffect = ba->spellID;
  743. for(auto & elem : ba->bsa)
  744. {
  745. if(!elem.isSecondary())
  746. {
  747. assert(info.defender == nullptr);
  748. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  749. }
  750. else
  751. {
  752. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  753. }
  754. }
  755. assert(info.defender != nullptr);
  756. assert(info.attacker != nullptr);
  757. battleInt->stackAttacking(info);
  758. }
  759. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  760. {
  761. EVENT_HANDLER_CALLED_BY_CLIENT;
  762. BATTLE_EVENT_POSSIBLE_RETURN;
  763. battleInt->gateStateChanged(state);
  764. }
  765. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. }
  769. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  773. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  774. if(autoTryHover || type == EInfoWindowMode::INFO)
  775. {
  776. waitWhileDialog(); //Fix for mantis #98
  777. adventureInt->showInfoBoxMessage(components, text, timer);
  778. // 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
  779. movementController->requestMovementAbort();
  780. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  781. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  782. return;
  783. }
  784. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  785. {
  786. return;
  787. }
  788. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  789. do
  790. {
  791. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  792. std::vector<std::shared_ptr<CComponent>> intComps;
  793. for (auto & component : sender)
  794. intComps.push_back(std::make_shared<CComponent>(component));
  795. showInfoDialog(text,intComps,soundID);
  796. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  797. }
  798. while(!vect.empty());
  799. }
  800. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  801. {
  802. std::vector<std::shared_ptr<CComponent>> intComps;
  803. intComps.push_back(component);
  804. showInfoDialog(text, intComps, soundBase::sound_todo);
  805. }
  806. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  807. {
  808. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  809. waitWhileDialog();
  810. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  811. {
  812. return;
  813. }
  814. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  815. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  816. {
  817. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  818. showingDialog->set(true);
  819. movementController->requestMovementAbort(); // interrupt movement to show dialog
  820. GH.windows().pushWindow(temp);
  821. }
  822. else
  823. {
  824. dialogs.push_back(temp);
  825. }
  826. }
  827. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  828. {
  829. EVENT_HANDLER_CALLED_BY_CLIENT;
  830. std::string str = text.toString();
  831. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  832. waitWhileDialog();
  833. }
  834. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  835. {
  836. boost::unique_lock<boost::recursive_mutex> un(*pim);
  837. movementController->requestMovementAbort();
  838. LOCPLINT->showingDialog->setn(true);
  839. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  840. }
  841. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. waitWhileDialog();
  845. movementController->requestMovementAbort();
  846. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  847. if (!selection && cancel) //simple yes/no dialog
  848. {
  849. std::vector<std::shared_ptr<CComponent>> intComps;
  850. for (auto & component : components)
  851. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  852. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  853. }
  854. else if (selection)
  855. {
  856. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  857. for (auto & component : components)
  858. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  859. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  860. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  861. if (cancel)
  862. {
  863. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  864. }
  865. int charperline = 35;
  866. if (pom.size() > 1)
  867. charperline = 50;
  868. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  869. intComps[0]->clickPressed(GH.getCursorPosition());
  870. intComps[0]->clickReleased(GH.getCursorPosition());
  871. }
  872. }
  873. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  874. {
  875. EVENT_HANDLER_CALLED_BY_CLIENT;
  876. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  877. }
  878. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  879. {
  880. EVENT_HANDLER_CALLED_BY_CLIENT;
  881. auto selectCallback = [=](int selection)
  882. {
  883. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  884. reply.Integer() = selection;
  885. cb->sendQueryReply(reply, askID);
  886. };
  887. auto cancelCallback = [=]()
  888. {
  889. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  890. cb->sendQueryReply(reply, askID);
  891. };
  892. const std::string localTitle = title.toString();
  893. const std::string localDescription = description.toString();
  894. std::vector<int> tempList;
  895. tempList.reserve(objects.size());
  896. for(auto item : objects)
  897. tempList.push_back(item.getNum());
  898. CComponent localIconC(icon);
  899. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  900. localIconC.removeChild(localIcon.get(), false);
  901. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  902. wnd->onExit = cancelCallback;
  903. GH.windows().pushWindow(wnd);
  904. }
  905. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  906. {
  907. EVENT_HANDLER_CALLED_BY_CLIENT;
  908. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  909. adventureInt->onMapTilesChanged(pos);
  910. }
  911. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  912. {
  913. EVENT_HANDLER_CALLED_BY_CLIENT;
  914. adventureInt->onMapTilesChanged(pos);
  915. }
  916. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  917. {
  918. boost::unique_lock<boost::recursive_mutex> un(*pim);
  919. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  920. }
  921. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  922. {
  923. EVENT_HANDLER_CALLED_BY_CLIENT;
  924. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  925. {
  926. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  927. fortScreen->creaturesChangedEventHandler();
  928. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  929. if(castleInterface->town == town)
  930. castleInterface->creaturesChangedEventHandler();
  931. if (townObj)
  932. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  933. ki->townChanged(townObj);
  934. }
  935. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  936. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  937. {
  938. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  939. if (crw->dwelling == town)
  940. crw->availableCreaturesChanged();
  941. }
  942. }
  943. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  944. {
  945. EVENT_HANDLER_CALLED_BY_CLIENT;
  946. if (bonus.type == BonusType::NONE)
  947. return;
  948. adventureInt->onHeroChanged(hero);
  949. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  950. {
  951. //recalculate paths because hero has lost bonus influencing pathfinding
  952. localState->erasePath(hero);
  953. }
  954. }
  955. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  956. {
  957. EVENT_HANDLER_CALLED_BY_CLIENT;
  958. localState->serialize(h, version);
  959. }
  960. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  961. {
  962. EVENT_HANDLER_CALLED_BY_CLIENT;
  963. localState->serialize(h, version);
  964. firstCall = -1;
  965. }
  966. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  967. {
  968. assert(LOCPLINT->makingTurn);
  969. assert(h);
  970. assert(!showingDialog->get());
  971. assert(dialogs.empty());
  972. LOG_TRACE(logGlobal);
  973. if (!LOCPLINT->makingTurn)
  974. return;
  975. if (!h)
  976. return; //can't find hero
  977. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  978. if (showingDialog->get() || !dialogs.empty())
  979. return;
  980. if (localState->isHeroSleeping(h))
  981. localState->setHeroAwaken(h);
  982. movementController->requestMovementStart(h, path);
  983. }
  984. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  988. if (movementController->isHeroMovingThroughGarrison(down, up))
  989. {
  990. onEnd();
  991. return;
  992. }
  993. waitForAllDialogs();
  994. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  995. cgw->quit->addCallback(onEnd);
  996. GH.windows().pushWindow(cgw);
  997. }
  998. /**
  999. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1000. * into a combinational one on an artifact screen. Does not require the combination of
  1001. * artifacts to be legal.
  1002. */
  1003. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1004. {
  1005. std::string text = artifact->getDescriptionTranslated();
  1006. text += "\n\n";
  1007. std::vector<std::shared_ptr<CComponent>> scs;
  1008. if(assembledArtifact)
  1009. {
  1010. // You possess all of the components to...
  1011. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1012. // Picture of assembled artifact at bottom.
  1013. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1014. scs.push_back(sc);
  1015. }
  1016. else
  1017. {
  1018. // Do you wish to disassemble this artifact?
  1019. text += CGI->generaltexth->allTexts[733];
  1020. }
  1021. showYesNoDialog(text, onYes, nullptr, scs);
  1022. }
  1023. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1024. {
  1025. if(pa->packType == typeList.getTypeID<MoveHero>())
  1026. movementController->onMoveHeroApplied();
  1027. if(pa->packType == typeList.getTypeID<QueryReply>())
  1028. movementController->onQueryReplyApplied();
  1029. }
  1030. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1031. {
  1032. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1033. }
  1034. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1035. {
  1036. EVENT_HANDLER_CALLED_BY_CLIENT;
  1037. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1038. }
  1039. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1040. {
  1041. if (sop->what == ObjProperty::OWNER)
  1042. {
  1043. const CGObjectInstance * obj = cb->getObj(sop->id);
  1044. if(obj->ID == Obj::TOWN)
  1045. {
  1046. auto town = static_cast<const CGTownInstance *>(obj);
  1047. if(obj->tempOwner == playerID)
  1048. {
  1049. localState->removeOwnedTown(town);
  1050. adventureInt->onTownChanged(town);
  1051. }
  1052. }
  1053. }
  1054. }
  1055. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1056. {
  1057. EVENT_HANDLER_CALLED_BY_CLIENT;
  1058. if (sop->what == ObjProperty::OWNER)
  1059. {
  1060. const CGObjectInstance * obj = cb->getObj(sop->id);
  1061. if(obj->ID == Obj::TOWN)
  1062. {
  1063. auto town = static_cast<const CGTownInstance *>(obj);
  1064. if(obj->tempOwner == playerID)
  1065. {
  1066. localState->addOwnedTown(town);
  1067. adventureInt->onTownChanged(town);
  1068. }
  1069. }
  1070. //redraw minimap if owner changed
  1071. std::set<int3> pos = obj->getBlockedPos();
  1072. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1073. adventureInt->onMapTilesChanged(upos);
  1074. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1075. }
  1076. }
  1077. void CPlayerInterface::initializeHeroTownList()
  1078. {
  1079. if(localState->getWanderingHeroes().empty())
  1080. {
  1081. for(auto & hero : cb->getHeroesInfo())
  1082. {
  1083. if(!hero->inTownGarrison)
  1084. localState->addWanderingHero(hero);
  1085. }
  1086. }
  1087. if(localState->getOwnedTowns().empty())
  1088. {
  1089. for(auto & town : cb->getTownsInfo())
  1090. localState->addOwnedTown(town);
  1091. }
  1092. if(adventureInt)
  1093. adventureInt->onHeroChanged(nullptr);
  1094. }
  1095. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1096. {
  1097. EVENT_HANDLER_CALLED_BY_CLIENT;
  1098. waitWhileDialog();
  1099. auto recruitCb = [=](CreatureID id, int count)
  1100. {
  1101. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1102. };
  1103. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1104. }
  1105. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1106. {
  1107. if (GH.amIGuiThread())
  1108. {
  1109. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1110. return;
  1111. }
  1112. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1113. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1114. while(showingDialog->data)
  1115. showingDialog->cond.wait(un);
  1116. }
  1117. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. auto state = obj->shipyardStatus();
  1121. TResources cost;
  1122. obj->getBoatCost(cost);
  1123. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1124. }
  1125. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1126. {
  1127. EVENT_HANDLER_CALLED_BY_CLIENT;
  1128. //we might have built a boat in shipyard in opened town screen
  1129. if (obj->ID == Obj::BOAT
  1130. && LOCPLINT->castleInt
  1131. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1132. {
  1133. CCS->soundh->playSound(soundBase::newBuilding);
  1134. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1135. }
  1136. }
  1137. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1138. {
  1139. EVENT_HANDLER_CALLED_BY_CLIENT;
  1140. waitWhileDialog();
  1141. CCS->curh->hide();
  1142. adventureInt->centerOnTile(pos);
  1143. if (focusTime)
  1144. {
  1145. GH.windows().totalRedraw();
  1146. {
  1147. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1148. IgnoreEvents ignore(*this);
  1149. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1150. }
  1151. }
  1152. CCS->curh->show();
  1153. }
  1154. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1155. {
  1156. EVENT_HANDLER_CALLED_BY_CLIENT;
  1157. if(playerID == initiator && obj->getRemovalSound())
  1158. {
  1159. waitWhileDialog();
  1160. CCS->soundh->playSound(obj->getRemovalSound().value());
  1161. }
  1162. CGI->mh->waitForOngoingAnimations();
  1163. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1164. {
  1165. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1166. heroKilled(h);
  1167. }
  1168. GH.fakeMouseMove();
  1169. }
  1170. void CPlayerInterface::objectRemovedAfter()
  1171. {
  1172. EVENT_HANDLER_CALLED_BY_CLIENT;
  1173. adventureInt->onMapTilesChanged(boost::none);
  1174. // visiting or garrisoned hero removed - update window
  1175. if (castleInt)
  1176. castleInt->updateGarrisons();
  1177. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1178. ki->heroRemoved();
  1179. }
  1180. void CPlayerInterface::playerBlocked(int reason, bool start)
  1181. {
  1182. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1183. {
  1184. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1185. {
  1186. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1187. LOCPLINT = this;
  1188. GH.curInt = this;
  1189. adventureInt->onCurrentPlayerChanged(playerID);
  1190. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1191. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1192. std::vector<std::shared_ptr<CComponent>> cmp;
  1193. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1194. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1195. showInfoDialog(msg, cmp);
  1196. makingTurn = false;
  1197. }
  1198. }
  1199. }
  1200. void CPlayerInterface::update()
  1201. {
  1202. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1203. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1204. // While mutexes were locked away we may be have stopped being the active interface
  1205. if (LOCPLINT != this)
  1206. return;
  1207. //if there are any waiting dialogs, show them
  1208. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1209. {
  1210. showingDialog->set(true);
  1211. GH.windows().pushWindow(dialogs.front());
  1212. dialogs.pop_front();
  1213. }
  1214. assert(adventureInt);
  1215. // Handles mouse and key input
  1216. GH.handleEvents();
  1217. GH.windows().simpleRedraw();
  1218. }
  1219. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1220. {
  1221. using namespace boost::filesystem;
  1222. using namespace boost::algorithm;
  1223. path gamesDir = VCMIDirs::get().userSavePath();
  1224. std::map<std::time_t, int> dates; //save number => datestamp
  1225. const directory_iterator enddir;
  1226. if (!exists(gamesDir))
  1227. create_directory(gamesDir);
  1228. else
  1229. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1230. {
  1231. if (is_regular_file(dir->status()))
  1232. {
  1233. std::string name = dir->path().filename().string();
  1234. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1235. {
  1236. char nr = name[namePrefix.size()];
  1237. if (std::isdigit(nr))
  1238. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1239. }
  1240. }
  1241. }
  1242. if (!dates.empty())
  1243. return (--dates.end())->second; //return latest file number
  1244. return 0;
  1245. }
  1246. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1247. {
  1248. EVENT_HANDLER_CALLED_BY_CLIENT;
  1249. if (player == playerID)
  1250. {
  1251. if (victoryLossCheckResult.loss())
  1252. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1253. assert(GH.curInt == LOCPLINT);
  1254. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1255. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1256. GH.curInt = this; //waiting for dialogs requires this to get events
  1257. if(!makingTurn)
  1258. {
  1259. makingTurn = true; //also needed for dialog to show with current implementation
  1260. waitForAllDialogs();
  1261. makingTurn = false;
  1262. }
  1263. else
  1264. waitForAllDialogs();
  1265. GH.curInt = previousInterface;
  1266. LOCPLINT = previousInterface;
  1267. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1268. {
  1269. if(adventureInt)
  1270. {
  1271. GH.windows().popWindows(GH.windows().count());
  1272. adventureInt.reset();
  1273. }
  1274. }
  1275. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1276. {
  1277. // end game if current human player has won
  1278. CSH->sendClientDisconnecting();
  1279. requestReturningToMainMenu(true);
  1280. }
  1281. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1282. {
  1283. //all human players eliminated
  1284. CSH->sendClientDisconnecting();
  1285. requestReturningToMainMenu(false);
  1286. }
  1287. if (GH.curInt == this)
  1288. GH.curInt = nullptr;
  1289. }
  1290. }
  1291. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1292. {
  1293. EVENT_HANDLER_CALLED_BY_CLIENT;
  1294. }
  1295. void CPlayerInterface::showPuzzleMap()
  1296. {
  1297. EVENT_HANDLER_CALLED_BY_CLIENT;
  1298. waitWhileDialog();
  1299. //TODO: interface should not know the real position of Grail...
  1300. double ratio = 0;
  1301. int3 grailPos = cb->getGrailPos(&ratio);
  1302. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1303. }
  1304. void CPlayerInterface::viewWorldMap()
  1305. {
  1306. adventureInt->openWorldView();
  1307. }
  1308. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1309. {
  1310. EVENT_HANDLER_CALLED_BY_CLIENT;
  1311. if(GH.windows().topWindow<CSpellWindow>())
  1312. GH.windows().popWindows(1);
  1313. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1314. localState->erasePath(caster);
  1315. auto castSoundPath = spellID.toSpell()->getCastSound();
  1316. if(!castSoundPath.empty())
  1317. CCS->soundh->playSound(castSoundPath);
  1318. }
  1319. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1320. {
  1321. int msgToShow = -1;
  1322. const auto diggingStatus = h->diggingStatus();
  1323. switch(diggingStatus)
  1324. {
  1325. case EDiggingStatus::CAN_DIG:
  1326. break;
  1327. case EDiggingStatus::LACK_OF_MOVEMENT:
  1328. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1329. break;
  1330. case EDiggingStatus::TILE_OCCUPIED:
  1331. msgToShow = 97; //Try searching on clear ground.
  1332. break;
  1333. case EDiggingStatus::WRONG_TERRAIN:
  1334. msgToShow = 60; ////Try looking on land!
  1335. break;
  1336. case EDiggingStatus::BACKPACK_IS_FULL:
  1337. msgToShow = 247; //Searching for the Grail is fruitless...
  1338. break;
  1339. default:
  1340. assert(0);
  1341. }
  1342. if(msgToShow < 0)
  1343. cb->dig(h);
  1344. else
  1345. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1346. }
  1347. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1348. {
  1349. EVENT_HANDLER_CALLED_BY_CLIENT;
  1350. BATTLE_EVENT_POSSIBLE_RETURN;
  1351. battleInt->newRoundFirst();
  1352. }
  1353. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1354. {
  1355. EVENT_HANDLER_CALLED_BY_CLIENT;
  1356. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1357. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1358. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1359. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1360. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1361. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1362. else if(!market->availableModes().empty())
  1363. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1364. }
  1365. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1366. {
  1367. EVENT_HANDLER_CALLED_BY_CLIENT;
  1368. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1369. }
  1370. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1371. {
  1372. EVENT_HANDLER_CALLED_BY_CLIENT;
  1373. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1374. }
  1375. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1376. {
  1377. EVENT_HANDLER_CALLED_BY_CLIENT;
  1378. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1379. cmw->artifactsChanged(false);
  1380. }
  1381. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1385. }
  1386. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1387. {
  1388. EVENT_HANDLER_CALLED_BY_CLIENT;
  1389. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1390. }
  1391. void CPlayerInterface::showQuestLog()
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1395. }
  1396. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1397. {
  1398. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1399. {
  1400. MetaString txt;
  1401. obj->getProblemText(txt);
  1402. showInfoDialog(txt.toString());
  1403. }
  1404. else
  1405. showShipyardDialog(obj);
  1406. }
  1407. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1408. {
  1409. if(won && cb->getStartInfo()->campState)
  1410. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1411. else
  1412. {
  1413. GH.dispatchMainThread(
  1414. []()
  1415. {
  1416. CSH->endGameplay();
  1417. GH.defActionsDef = 63;
  1418. CMM->menu->switchToTab("main");
  1419. }
  1420. );
  1421. }
  1422. }
  1423. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1424. {
  1425. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1426. if(hero)
  1427. {
  1428. auto art = hero->getArt(al.slot);
  1429. if(art == nullptr)
  1430. {
  1431. logGlobal->error("artifact location %d points to nothing",
  1432. al.slot.num);
  1433. return;
  1434. }
  1435. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1436. }
  1437. }
  1438. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1439. {
  1440. EVENT_HANDLER_CALLED_BY_CLIENT;
  1441. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1442. adventureInt->onHeroChanged(hero);
  1443. }
  1444. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1445. {
  1446. EVENT_HANDLER_CALLED_BY_CLIENT;
  1447. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1448. adventureInt->onHeroChanged(hero);
  1449. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1450. artWin->artifactRemoved(al);
  1451. waitWhileDialog();
  1452. }
  1453. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1457. adventureInt->onHeroChanged(hero);
  1458. bool redraw = true;
  1459. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1460. if(numOfMovedArts != 0)
  1461. {
  1462. numOfMovedArts--;
  1463. if(numOfMovedArts != 0)
  1464. redraw = false;
  1465. }
  1466. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1467. artWin->artifactMoved(src, dst, redraw);
  1468. waitWhileDialog();
  1469. }
  1470. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1471. {
  1472. numOfMovedArts = numOfArts;
  1473. }
  1474. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1478. adventureInt->onHeroChanged(hero);
  1479. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1480. artWin->artifactAssembled(al);
  1481. }
  1482. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1483. {
  1484. EVENT_HANDLER_CALLED_BY_CLIENT;
  1485. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1486. adventureInt->onHeroChanged(hero);
  1487. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1488. artWin->artifactDisassembled(al);
  1489. }
  1490. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1491. {
  1492. while(!dialogs.empty())
  1493. {
  1494. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1495. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1496. }
  1497. waitWhileDialog(unlockPim);
  1498. }
  1499. void CPlayerInterface::proposeLoadingGame()
  1500. {
  1501. showYesNoDialog(
  1502. CGI->generaltexth->allTexts[68],
  1503. []()
  1504. {
  1505. GH.dispatchMainThread(
  1506. []()
  1507. {
  1508. CSH->endGameplay();
  1509. GH.defActionsDef = 63;
  1510. CMM->menu->switchToTab("load");
  1511. }
  1512. );
  1513. },
  1514. nullptr
  1515. );
  1516. }
  1517. bool CPlayerInterface::capturedAllEvents()
  1518. {
  1519. if(movementController->isHeroMoving())
  1520. {
  1521. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1522. return true;
  1523. }
  1524. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1525. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1526. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1527. {
  1528. GH.input().ignoreEventsUntilInput();
  1529. return true;
  1530. }
  1531. return false;
  1532. }
  1533. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1534. {
  1535. EVENT_HANDLER_CALLED_BY_CLIENT;
  1536. adventureInt->openWorldView(objectPositions, showTerrain );
  1537. }
  1538. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1539. {
  1540. return std::nullopt;
  1541. }