CPlayerInterface.cpp 55 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CCastleInterface.h"
  41. #include "windows/CCreatureWindow.h"
  42. #include "windows/CHeroWindow.h"
  43. #include "windows/CKingdomInterface.h"
  44. #include "windows/CPuzzleWindow.h"
  45. #include "windows/CQuestLog.h"
  46. #include "windows/CSpellWindow.h"
  47. #include "windows/CTradeWindow.h"
  48. #include "windows/GUIClasses.h"
  49. #include "windows/InfoWindows.h"
  50. #include "../CCallback.h"
  51. #include "../lib/CArtHandler.h"
  52. #include "../lib/CConfigHandler.h"
  53. #include "../lib/CGeneralTextHandler.h"
  54. #include "../lib/CHeroHandler.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/CStack.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/CThreadHelper.h"
  59. #include "../lib/CTownHandler.h"
  60. #include "../lib/CondSh.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/JsonNode.h"
  63. #include "../lib/NetPacks.h" //todo: remove
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/TextOperations.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/bonuses/CBonusSystemNode.h"
  72. #include "../lib/bonuses/Limiters.h"
  73. #include "../lib/bonuses/Propagators.h"
  74. #include "../lib/bonuses/Updaters.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/serializer/BinaryDeserializer.h"
  82. #include "../lib/serializer/BinarySerializer.h"
  83. #include "../lib/serializer/CTypeList.h"
  84. #include "../lib/spells/CSpellHandler.h"
  85. // The macro below is used to mark functions that are called by client when game state changes.
  86. // They all assume that CPlayerInterface::pim mutex is locked.
  87. #define EVENT_HANDLER_CALLED_BY_CLIENT
  88. #define BATTLE_EVENT_POSSIBLE_RETURN \
  89. if (LOCPLINT != this) \
  90. return; \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. struct HeroObjectRetriever
  97. {
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  99. {
  100. return h;
  101. }
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  103. {
  104. return nullptr;
  105. }
  106. };
  107. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  108. localState(std::make_unique<PlayerLocalState>(*this)),
  109. movementController(std::make_unique<HeroMovementController>())
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  112. GH.defActionsDef = 0;
  113. LOCPLINT = this;
  114. playerID=Player;
  115. human=true;
  116. battleInt = nullptr;
  117. castleInt = nullptr;
  118. makingTurn = false;
  119. showingDialog = new CondSh<bool>(false);
  120. cingconsole = new CInGameConsole();
  121. firstCall = 1; //if loading will be overwritten in serialize
  122. autosaveCount = 0;
  123. isAutoFightOn = false;
  124. ignoreEvents = false;
  125. numOfMovedArts = 0;
  126. }
  127. CPlayerInterface::~CPlayerInterface()
  128. {
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->musich->loadTerrainMusicThemes();
  140. initializeHeroTownList();
  141. }
  142. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  143. {
  144. EVENT_HANDLER_CALLED_BY_CLIENT;
  145. if (player == playerID)
  146. {
  147. makingTurn = false;
  148. // remove all active dialogs that do not expect query answer
  149. for (;;)
  150. {
  151. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  152. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  153. if(adventureWindow != nullptr)
  154. break;
  155. if(infoWindow && infoWindow->ID != QueryID::NONE)
  156. break;
  157. if (infoWindow)
  158. infoWindow->close();
  159. else
  160. GH.windows().popWindows(1);
  161. }
  162. // remove all pending dialogs that do not expect query answer
  163. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  164. return window->ID == QueryID::NONE;
  165. });
  166. }
  167. }
  168. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  169. {
  170. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  171. {
  172. // after map load - remove all active windows and replace them with adventure map
  173. // always recreate advmap interface to avoid possible memory-corruption bugs
  174. adventureInt.reset(new AdventureMapInterface());
  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;
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. std::string forbiddenChars("\\/:?\"<>| ");
  203. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  204. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  205. }
  206. }
  207. autosaveCount++;
  208. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  209. if(autosaveCountLimit > 0)
  210. {
  211. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  212. autosaveCount %= autosaveCountLimit;
  213. }
  214. else
  215. {
  216. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  217. + std::to_string(cb->getDate(Date::WEEK))
  218. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  219. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  220. }
  221. }
  222. }
  223. void CPlayerInterface::yourTurn(QueryID queryID)
  224. {
  225. EVENT_HANDLER_CALLED_BY_CLIENT;
  226. {
  227. LOCPLINT = this;
  228. GH.curInt = this;
  229. NotificationHandler::notify("Your turn");
  230. if(settings["general"]["startTurnAutosave"].Bool())
  231. {
  232. performAutosave();
  233. }
  234. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  235. {
  236. adventureInt->onHotseatWaitStarted(playerID);
  237. makingTurn = true;
  238. std::string msg = CGI->generaltexth->allTexts[13];
  239. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  240. std::vector<std::shared_ptr<CComponent>> cmp;
  241. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  242. showInfoDialog(msg, cmp);
  243. }
  244. else
  245. {
  246. makingTurn = true;
  247. adventureInt->onPlayerTurnStarted(playerID);
  248. }
  249. }
  250. acceptTurn(queryID);
  251. }
  252. void CPlayerInterface::acceptTurn(QueryID queryID)
  253. {
  254. if (settings["session"]["autoSkip"].Bool())
  255. {
  256. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  257. iw->close();
  258. }
  259. if(CSH->howManyPlayerInterfaces() > 1)
  260. {
  261. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  262. adventureInt->onPlayerTurnStarted(playerID);
  263. }
  264. // warn player if he has no town
  265. if (cb->howManyTowns() == 0)
  266. {
  267. auto playerColor = *cb->getPlayerID();
  268. std::vector<Component> components;
  269. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  270. MetaString text;
  271. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  272. if(optDaysWithoutCastle)
  273. {
  274. auto daysWithoutCastle = optDaysWithoutCastle.value();
  275. if (daysWithoutCastle < 6)
  276. {
  277. 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.
  278. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  279. text.replaceNumber(7 - daysWithoutCastle);
  280. }
  281. else if (daysWithoutCastle == 6)
  282. {
  283. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  284. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  285. }
  286. showInfoDialogAndWait(components, text);
  287. }
  288. else
  289. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  290. }
  291. cb->selectionMade(0, queryID);
  292. movementController->onPlayerTurnStarted();
  293. }
  294. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  295. {
  296. EVENT_HANDLER_CALLED_BY_CLIENT;
  297. waitWhileDialog();
  298. if(LOCPLINT != this)
  299. return;
  300. //FIXME: read once and store
  301. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  302. return;
  303. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  304. if (!hero)
  305. return;
  306. movementController->onTryMoveHero(hero, details);
  307. }
  308. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  309. {
  310. EVENT_HANDLER_CALLED_BY_CLIENT;
  311. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  312. // if hero is not in town garrison
  313. if (vstd::contains(localState->getWanderingHeroes(), hero))
  314. localState->removeWanderingHero(hero);
  315. adventureInt->onHeroChanged(hero);
  316. localState->erasePath(hero);
  317. }
  318. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  319. {
  320. EVENT_HANDLER_CALLED_BY_CLIENT;
  321. if(start && visitedObj)
  322. {
  323. if(visitedObj->getVisitSound())
  324. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  325. }
  326. }
  327. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  328. {
  329. EVENT_HANDLER_CALLED_BY_CLIENT;
  330. localState->addWanderingHero(hero);
  331. adventureInt->onHeroChanged(hero);
  332. }
  333. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  334. {
  335. if(castleInt)
  336. castleInt->close();
  337. castleInt = nullptr;
  338. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  339. GH.windows().pushWindow(newCastleInt);
  340. }
  341. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. if (which == PrimarySkill::EXPERIENCE)
  345. {
  346. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  347. ctw->setExpToLevel();
  348. }
  349. else
  350. adventureInt->onHeroChanged(hero);
  351. }
  352. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  356. cuw->redraw();
  357. }
  358. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. adventureInt->onHeroChanged(hero);
  362. if (makingTurn && hero->tempOwner == playerID)
  363. adventureInt->onHeroChanged(hero);
  364. }
  365. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  366. {
  367. EVENT_HANDLER_CALLED_BY_CLIENT;
  368. if (makingTurn && hero->tempOwner == playerID)
  369. adventureInt->onHeroChanged(hero);
  370. }
  371. void CPlayerInterface::receivedResource()
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  375. mw->resourceChanged();
  376. GH.windows().totalRedraw();
  377. }
  378. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. waitWhileDialog();
  382. CCS->soundh->playSound(soundBase::heroNewLevel);
  383. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  384. {
  385. cb->selectionMade(selection, queryID);
  386. });
  387. }
  388. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. waitWhileDialog();
  392. CCS->soundh->playSound(soundBase::heroNewLevel);
  393. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  394. {
  395. cb->selectionMade(selection, queryID);
  396. });
  397. }
  398. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. if(town->garrisonHero) //wandering hero moved to the garrison
  402. {
  403. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  404. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  405. localState->removeWanderingHero(town->garrisonHero);
  406. }
  407. if(town->visitingHero) //hero leaves garrison
  408. {
  409. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  410. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  411. localState->addWanderingHero(town->visitingHero);
  412. }
  413. adventureInt->onHeroChanged(nullptr);
  414. adventureInt->onTownChanged(town);
  415. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  416. gh->updateGarrisons();
  417. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  418. ki->townChanged(town);
  419. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  420. GH.windows().totalRedraw();
  421. }
  422. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. if (hero->tempOwner != playerID )
  426. return;
  427. waitWhileDialog();
  428. openTownWindow(town);
  429. }
  430. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  431. {
  432. std::vector<const CGObjectInstance *> instances;
  433. if(auto obj = cb->getObj(id1))
  434. instances.push_back(obj);
  435. if(id2 != ObjectInstanceID() && id2 != id1)
  436. {
  437. if(auto obj = cb->getObj(id2))
  438. instances.push_back(obj);
  439. }
  440. garrisonsChanged(instances);
  441. }
  442. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  443. {
  444. boost::unique_lock<boost::recursive_mutex> un(*pim);
  445. for (auto object : objs)
  446. {
  447. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  448. auto * town = dynamic_cast<const CGTownInstance*>(object);
  449. if (hero)
  450. {
  451. adventureInt->onHeroChanged(hero);
  452. if(hero->inTownGarrison)
  453. {
  454. adventureInt->onTownChanged(hero->visitedTown);
  455. }
  456. }
  457. if (town)
  458. adventureInt->onTownChanged(town);
  459. }
  460. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  461. cgh->updateGarrisons();
  462. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  463. {
  464. if (vstd::contains(objs, cmw->hero))
  465. cmw->garrisonChanged();
  466. }
  467. GH.windows().totalRedraw();
  468. }
  469. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  470. {
  471. EVENT_HANDLER_CALLED_BY_CLIENT;
  472. adventureInt->onTownChanged(town);
  473. if (castleInt)
  474. {
  475. castleInt->townlist->updateElement(town);
  476. if (castleInt->town == town)
  477. {
  478. switch(what)
  479. {
  480. case 1:
  481. CCS->soundh->playSound(soundBase::newBuilding);
  482. castleInt->addBuilding(buildingID);
  483. break;
  484. case 2:
  485. castleInt->removeBuilding(buildingID);
  486. break;
  487. }
  488. }
  489. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  490. GH.windows().totalRedraw();
  491. }
  492. }
  493. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  494. {
  495. movementController->onBattleStarted();
  496. //Don't wait for dialogs when we are non-active hot-seat player
  497. if (LOCPLINT == this)
  498. waitForAllDialogs();
  499. }
  500. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  501. {
  502. EVENT_HANDLER_CALLED_BY_CLIENT;
  503. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  504. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  505. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  506. {
  507. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  508. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  509. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  510. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  511. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  512. isAutoFightOn = true;
  513. cb->registerBattleInterface(autofightingAI);
  514. }
  515. //Don't wait for dialogs when we are non-active hot-seat player
  516. if (LOCPLINT == this)
  517. waitForAllDialogs();
  518. BATTLE_EVENT_POSSIBLE_RETURN;
  519. }
  520. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. BATTLE_EVENT_POSSIBLE_RETURN;
  524. for(auto & info : units)
  525. {
  526. switch(info.operation)
  527. {
  528. case UnitChanges::EOperation::RESET_STATE:
  529. {
  530. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  531. if(!stack)
  532. {
  533. logGlobal->error("Invalid unit ID %d", info.id);
  534. continue;
  535. }
  536. battleInt->stackReset(stack);
  537. }
  538. break;
  539. case UnitChanges::EOperation::REMOVE:
  540. battleInt->stackRemoved(info.id);
  541. break;
  542. case UnitChanges::EOperation::ADD:
  543. {
  544. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  545. if(!unit)
  546. {
  547. logGlobal->error("Invalid unit ID %d", info.id);
  548. continue;
  549. }
  550. battleInt->stackAdded(unit);
  551. }
  552. break;
  553. default:
  554. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  555. break;
  556. }
  557. }
  558. }
  559. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  560. {
  561. EVENT_HANDLER_CALLED_BY_CLIENT;
  562. BATTLE_EVENT_POSSIBLE_RETURN;
  563. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  564. std::vector<ObstacleChanges> removedObstacles;
  565. for(auto & change : obstacles)
  566. {
  567. if(change.operation == BattleChanges::EOperation::ADD)
  568. {
  569. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  570. if(instance)
  571. newObstacles.push_back(instance);
  572. else
  573. logNetwork->error("Invalid obstacle instance %d", change.id);
  574. }
  575. if(change.operation == BattleChanges::EOperation::REMOVE)
  576. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  577. }
  578. if (!newObstacles.empty())
  579. battleInt->obstaclePlaced(newObstacles);
  580. if (!removedObstacles.empty())
  581. battleInt->obstacleRemoved(removedObstacles);
  582. battleInt->fieldController->redrawBackgroundWithHexes();
  583. }
  584. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  585. {
  586. EVENT_HANDLER_CALLED_BY_CLIENT;
  587. BATTLE_EVENT_POSSIBLE_RETURN;
  588. battleInt->stackIsCatapulting(ca);
  589. }
  590. 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
  591. {
  592. EVENT_HANDLER_CALLED_BY_CLIENT;
  593. BATTLE_EVENT_POSSIBLE_RETURN;
  594. battleInt->newRound();
  595. }
  596. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  597. {
  598. EVENT_HANDLER_CALLED_BY_CLIENT;
  599. BATTLE_EVENT_POSSIBLE_RETURN;
  600. battleInt->startAction(action);
  601. }
  602. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  603. {
  604. EVENT_HANDLER_CALLED_BY_CLIENT;
  605. BATTLE_EVENT_POSSIBLE_RETURN;
  606. battleInt->endAction(action);
  607. }
  608. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  609. {
  610. EVENT_HANDLER_CALLED_BY_CLIENT;
  611. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  612. assert(!cb->getBattle(battleID)->battleIsFinished());
  613. if (cb->getBattle(battleID)->battleIsFinished())
  614. {
  615. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  616. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  617. return ;
  618. }
  619. if (autofightingAI)
  620. {
  621. if (isAutoFightOn)
  622. {
  623. //FIXME: we want client rendering to proceed while AI is making actions
  624. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  625. auto unlockPim = vstd::makeUnlockGuard(*pim);
  626. autofightingAI->activeStack(battleID, stack);
  627. return;
  628. }
  629. cb->unregisterBattleInterface(autofightingAI);
  630. autofightingAI.reset();
  631. }
  632. assert(battleInt);
  633. if(!battleInt)
  634. {
  635. // probably battle is finished already
  636. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  637. }
  638. {
  639. boost::unique_lock<boost::recursive_mutex> un(*pim);
  640. battleInt->stackActivated(stack);
  641. //Regeneration & mana drain go there
  642. }
  643. }
  644. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  645. {
  646. EVENT_HANDLER_CALLED_BY_CLIENT;
  647. if(isAutoFightOn || autofightingAI)
  648. {
  649. isAutoFightOn = false;
  650. cb->unregisterBattleInterface(autofightingAI);
  651. autofightingAI.reset();
  652. if(!battleInt)
  653. {
  654. bool allowManualReplay = queryID != QueryID::NONE;
  655. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  656. if (allowManualReplay)
  657. {
  658. wnd->resultCallback = [=](ui32 selection)
  659. {
  660. cb->selectionMade(selection, queryID);
  661. };
  662. }
  663. GH.windows().pushWindow(wnd);
  664. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  665. // Otherwise NewTurn causes freeze.
  666. waitWhileDialog();
  667. return;
  668. }
  669. }
  670. BATTLE_EVENT_POSSIBLE_RETURN;
  671. battleInt->battleFinished(*br, queryID);
  672. }
  673. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  674. {
  675. EVENT_HANDLER_CALLED_BY_CLIENT;
  676. BATTLE_EVENT_POSSIBLE_RETURN;
  677. battleInt->displayBattleLog(lines);
  678. }
  679. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  680. {
  681. EVENT_HANDLER_CALLED_BY_CLIENT;
  682. BATTLE_EVENT_POSSIBLE_RETURN;
  683. battleInt->stackMoved(stack, dest, distance, teleport);
  684. }
  685. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  686. {
  687. EVENT_HANDLER_CALLED_BY_CLIENT;
  688. BATTLE_EVENT_POSSIBLE_RETURN;
  689. battleInt->spellCast(sc);
  690. }
  691. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  692. {
  693. EVENT_HANDLER_CALLED_BY_CLIENT;
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. battleInt->battleStacksEffectsSet(sse);
  696. }
  697. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  698. {
  699. EVENT_HANDLER_CALLED_BY_CLIENT;
  700. BATTLE_EVENT_POSSIBLE_RETURN;
  701. battleInt->effectsController->battleTriggerEffect(bte);
  702. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  703. {
  704. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  705. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  706. }
  707. }
  708. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. std::vector<StackAttackedInfo> arg;
  713. for(auto & elem : bsa)
  714. {
  715. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  716. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  717. assert(defender);
  718. StackAttackedInfo info;
  719. info.defender = defender;
  720. info.attacker = attacker;
  721. info.damageDealt = elem.damageAmount;
  722. info.amountKilled = elem.killedAmount;
  723. info.spellEffect = SpellID::NONE;
  724. info.indirectAttack = ranged;
  725. info.killed = elem.killed();
  726. info.rebirth = elem.willRebirth();
  727. info.cloneKilled = elem.cloneKilled();
  728. info.fireShield = elem.fireShield();
  729. if (elem.isSpell())
  730. info.spellEffect = elem.spellID;
  731. arg.push_back(info);
  732. }
  733. battleInt->stacksAreAttacked(arg);
  734. }
  735. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  736. {
  737. EVENT_HANDLER_CALLED_BY_CLIENT;
  738. BATTLE_EVENT_POSSIBLE_RETURN;
  739. StackAttackInfo info;
  740. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  741. info.defender = nullptr;
  742. info.indirectAttack = ba->shot();
  743. info.lucky = ba->lucky();
  744. info.unlucky = ba->unlucky();
  745. info.deathBlow = ba->deathBlow();
  746. info.lifeDrain = ba->lifeDrain();
  747. info.tile = ba->tile;
  748. info.spellEffect = SpellID::NONE;
  749. if (ba->spellLike())
  750. info.spellEffect = ba->spellID;
  751. for(auto & elem : ba->bsa)
  752. {
  753. if(!elem.isSecondary())
  754. {
  755. assert(info.defender == nullptr);
  756. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  757. }
  758. else
  759. {
  760. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  761. }
  762. }
  763. assert(info.defender != nullptr);
  764. assert(info.attacker != nullptr);
  765. battleInt->stackAttacking(info);
  766. }
  767. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. battleInt->gateStateChanged(state);
  772. }
  773. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. }
  777. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  781. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  782. if(autoTryHover || type == EInfoWindowMode::INFO)
  783. {
  784. waitWhileDialog(); //Fix for mantis #98
  785. adventureInt->showInfoBoxMessage(components, text, timer);
  786. // 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
  787. movementController->requestMovementAbort();
  788. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  789. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  790. return;
  791. }
  792. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  793. {
  794. return;
  795. }
  796. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  797. do
  798. {
  799. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  800. std::vector<std::shared_ptr<CComponent>> intComps;
  801. for (auto & component : sender)
  802. intComps.push_back(std::make_shared<CComponent>(component));
  803. showInfoDialog(text,intComps,soundID);
  804. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  805. }
  806. while(!vect.empty());
  807. }
  808. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  809. {
  810. std::vector<std::shared_ptr<CComponent>> intComps;
  811. intComps.push_back(component);
  812. showInfoDialog(text, intComps, soundBase::sound_todo);
  813. }
  814. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  815. {
  816. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  817. waitWhileDialog();
  818. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  819. {
  820. return;
  821. }
  822. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  823. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  824. {
  825. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  826. showingDialog->set(true);
  827. movementController->requestMovementAbort(); // interrupt movement to show dialog
  828. GH.windows().pushWindow(temp);
  829. }
  830. else
  831. {
  832. dialogs.push_back(temp);
  833. }
  834. }
  835. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. std::string str = text.toString();
  839. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  840. waitWhileDialog();
  841. }
  842. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  843. {
  844. boost::unique_lock<boost::recursive_mutex> un(*pim);
  845. movementController->requestMovementAbort();
  846. LOCPLINT->showingDialog->setn(true);
  847. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  848. }
  849. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  850. {
  851. EVENT_HANDLER_CALLED_BY_CLIENT;
  852. waitWhileDialog();
  853. movementController->requestMovementAbort();
  854. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  855. if (!selection && cancel) //simple yes/no dialog
  856. {
  857. std::vector<std::shared_ptr<CComponent>> intComps;
  858. for (auto & component : components)
  859. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  860. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  861. }
  862. else if (selection)
  863. {
  864. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  865. for (auto & component : components)
  866. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  867. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  868. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  869. if (cancel)
  870. {
  871. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  872. }
  873. int charperline = 35;
  874. if (pom.size() > 1)
  875. charperline = 50;
  876. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  877. intComps[0]->clickPressed(GH.getCursorPosition());
  878. intComps[0]->clickReleased(GH.getCursorPosition());
  879. }
  880. }
  881. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  882. {
  883. EVENT_HANDLER_CALLED_BY_CLIENT;
  884. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  885. }
  886. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  887. {
  888. EVENT_HANDLER_CALLED_BY_CLIENT;
  889. auto selectCallback = [=](int selection)
  890. {
  891. cb->sendQueryReply(selection, askID);
  892. };
  893. auto cancelCallback = [=]()
  894. {
  895. cb->sendQueryReply(std::nullopt, askID);
  896. };
  897. const std::string localTitle = title.toString();
  898. const std::string localDescription = description.toString();
  899. std::vector<int> tempList;
  900. tempList.reserve(objects.size());
  901. for(auto item : objects)
  902. tempList.push_back(item.getNum());
  903. CComponent localIconC(icon);
  904. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  905. localIconC.removeChild(localIcon.get(), false);
  906. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  907. wnd->onExit = cancelCallback;
  908. GH.windows().pushWindow(wnd);
  909. }
  910. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  911. {
  912. EVENT_HANDLER_CALLED_BY_CLIENT;
  913. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  914. adventureInt->onMapTilesChanged(pos);
  915. }
  916. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. adventureInt->onMapTilesChanged(pos);
  920. }
  921. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  922. {
  923. boost::unique_lock<boost::recursive_mutex> un(*pim);
  924. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  925. }
  926. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  927. {
  928. EVENT_HANDLER_CALLED_BY_CLIENT;
  929. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  930. {
  931. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  932. fortScreen->creaturesChangedEventHandler();
  933. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  934. if(castleInterface->town == town)
  935. castleInterface->creaturesChangedEventHandler();
  936. if (townObj)
  937. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  938. ki->townChanged(townObj);
  939. }
  940. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  941. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  942. {
  943. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  944. if (crw->dwelling == town)
  945. crw->availableCreaturesChanged();
  946. }
  947. }
  948. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. if (bonus.type == BonusType::NONE)
  952. return;
  953. adventureInt->onHeroChanged(hero);
  954. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  955. {
  956. //recalculate paths because hero has lost bonus influencing pathfinding
  957. localState->erasePath(hero);
  958. }
  959. }
  960. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  961. {
  962. EVENT_HANDLER_CALLED_BY_CLIENT;
  963. localState->serialize(h, version);
  964. }
  965. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  966. {
  967. EVENT_HANDLER_CALLED_BY_CLIENT;
  968. localState->serialize(h, version);
  969. firstCall = -1;
  970. }
  971. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  972. {
  973. assert(LOCPLINT->makingTurn);
  974. assert(h);
  975. assert(!showingDialog->get());
  976. assert(dialogs.empty());
  977. LOG_TRACE(logGlobal);
  978. if (!LOCPLINT->makingTurn)
  979. return;
  980. if (!h)
  981. return; //can't find hero
  982. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  983. if (showingDialog->get() || !dialogs.empty())
  984. return;
  985. if (localState->isHeroSleeping(h))
  986. localState->setHeroAwaken(h);
  987. movementController->requestMovementStart(h, path);
  988. }
  989. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  993. if (movementController->isHeroMovingThroughGarrison(down, up))
  994. {
  995. onEnd();
  996. return;
  997. }
  998. waitForAllDialogs();
  999. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1000. cgw->quit->addCallback(onEnd);
  1001. GH.windows().pushWindow(cgw);
  1002. }
  1003. /**
  1004. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1005. * into a combinational one on an artifact screen. Does not require the combination of
  1006. * artifacts to be legal.
  1007. */
  1008. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1009. {
  1010. std::string text = artifact->getDescriptionTranslated();
  1011. text += "\n\n";
  1012. std::vector<std::shared_ptr<CComponent>> scs;
  1013. if(assembledArtifact)
  1014. {
  1015. // You possess all of the components to...
  1016. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1017. // Picture of assembled artifact at bottom.
  1018. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1019. scs.push_back(sc);
  1020. }
  1021. else
  1022. {
  1023. // Do you wish to disassemble this artifact?
  1024. text += CGI->generaltexth->allTexts[733];
  1025. }
  1026. showYesNoDialog(text, onYes, nullptr, scs);
  1027. }
  1028. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1029. {
  1030. if(pa->packType == typeList.getTypeID<MoveHero>())
  1031. movementController->onMoveHeroApplied();
  1032. if(pa->packType == typeList.getTypeID<QueryReply>())
  1033. movementController->onQueryReplyApplied();
  1034. }
  1035. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1036. {
  1037. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1038. }
  1039. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1040. {
  1041. EVENT_HANDLER_CALLED_BY_CLIENT;
  1042. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1043. }
  1044. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1045. {
  1046. if (sop->what == ObjProperty::OWNER)
  1047. {
  1048. const CGObjectInstance * obj = cb->getObj(sop->id);
  1049. if(obj->ID == Obj::TOWN)
  1050. {
  1051. auto town = static_cast<const CGTownInstance *>(obj);
  1052. if(obj->tempOwner == playerID)
  1053. {
  1054. localState->removeOwnedTown(town);
  1055. adventureInt->onTownChanged(town);
  1056. }
  1057. }
  1058. }
  1059. }
  1060. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1061. {
  1062. EVENT_HANDLER_CALLED_BY_CLIENT;
  1063. if (sop->what == ObjProperty::OWNER)
  1064. {
  1065. const CGObjectInstance * obj = cb->getObj(sop->id);
  1066. if(obj->ID == Obj::TOWN)
  1067. {
  1068. auto town = static_cast<const CGTownInstance *>(obj);
  1069. if(obj->tempOwner == playerID)
  1070. {
  1071. localState->addOwnedTown(town);
  1072. adventureInt->onTownChanged(town);
  1073. }
  1074. }
  1075. //redraw minimap if owner changed
  1076. std::set<int3> pos = obj->getBlockedPos();
  1077. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1078. adventureInt->onMapTilesChanged(upos);
  1079. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1080. }
  1081. }
  1082. void CPlayerInterface::initializeHeroTownList()
  1083. {
  1084. if(localState->getWanderingHeroes().empty())
  1085. {
  1086. for(auto & hero : cb->getHeroesInfo())
  1087. {
  1088. if(!hero->inTownGarrison)
  1089. localState->addWanderingHero(hero);
  1090. }
  1091. }
  1092. if(localState->getOwnedTowns().empty())
  1093. {
  1094. for(auto & town : cb->getTownsInfo())
  1095. localState->addOwnedTown(town);
  1096. }
  1097. if(adventureInt)
  1098. adventureInt->onHeroChanged(nullptr);
  1099. }
  1100. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1101. {
  1102. EVENT_HANDLER_CALLED_BY_CLIENT;
  1103. waitWhileDialog();
  1104. auto recruitCb = [=](CreatureID id, int count)
  1105. {
  1106. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1107. };
  1108. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1109. }
  1110. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1111. {
  1112. if (GH.amIGuiThread())
  1113. {
  1114. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1115. return;
  1116. }
  1117. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1118. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1119. while(showingDialog->data)
  1120. showingDialog->cond.wait(un);
  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. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1153. IgnoreEvents ignore(*this);
  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 && obj->getRemovalSound())
  1163. {
  1164. waitWhileDialog();
  1165. CCS->soundh->playSound(obj->getRemovalSound().value());
  1166. }
  1167. CGI->mh->waitForOngoingAnimations();
  1168. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1169. {
  1170. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1171. heroKilled(h);
  1172. }
  1173. GH.fakeMouseMove();
  1174. }
  1175. void CPlayerInterface::objectRemovedAfter()
  1176. {
  1177. EVENT_HANDLER_CALLED_BY_CLIENT;
  1178. adventureInt->onMapTilesChanged(boost::none);
  1179. // visiting or garrisoned hero removed - update window
  1180. if (castleInt)
  1181. castleInt->updateGarrisons();
  1182. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1183. ki->heroRemoved();
  1184. }
  1185. void CPlayerInterface::playerBlocked(int reason, bool start)
  1186. {
  1187. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1188. {
  1189. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1190. {
  1191. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1192. LOCPLINT = this;
  1193. GH.curInt = this;
  1194. adventureInt->onCurrentPlayerChanged(playerID);
  1195. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1196. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1197. std::vector<std::shared_ptr<CComponent>> cmp;
  1198. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1199. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1200. showInfoDialog(msg, cmp);
  1201. makingTurn = false;
  1202. }
  1203. }
  1204. }
  1205. void CPlayerInterface::update()
  1206. {
  1207. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1208. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1209. // While mutexes were locked away we may be have stopped being the active interface
  1210. if (LOCPLINT != this)
  1211. return;
  1212. //if there are any waiting dialogs, show them
  1213. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1214. {
  1215. showingDialog->set(true);
  1216. GH.windows().pushWindow(dialogs.front());
  1217. dialogs.pop_front();
  1218. }
  1219. assert(adventureInt);
  1220. // Handles mouse and key input
  1221. GH.handleEvents();
  1222. GH.windows().simpleRedraw();
  1223. }
  1224. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1225. {
  1226. using namespace boost::filesystem;
  1227. using namespace boost::algorithm;
  1228. path gamesDir = VCMIDirs::get().userSavePath();
  1229. std::map<std::time_t, int> dates; //save number => datestamp
  1230. const directory_iterator enddir;
  1231. if (!exists(gamesDir))
  1232. create_directory(gamesDir);
  1233. else
  1234. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1235. {
  1236. if (is_regular_file(dir->status()))
  1237. {
  1238. std::string name = dir->path().filename().string();
  1239. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1240. {
  1241. char nr = name[namePrefix.size()];
  1242. if (std::isdigit(nr))
  1243. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1244. }
  1245. }
  1246. }
  1247. if (!dates.empty())
  1248. return (--dates.end())->second; //return latest file number
  1249. return 0;
  1250. }
  1251. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1252. {
  1253. EVENT_HANDLER_CALLED_BY_CLIENT;
  1254. if (player == playerID)
  1255. {
  1256. if (victoryLossCheckResult.loss())
  1257. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1258. assert(GH.curInt == LOCPLINT);
  1259. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1260. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1261. GH.curInt = this; //waiting for dialogs requires this to get events
  1262. if(!makingTurn)
  1263. {
  1264. makingTurn = true; //also needed for dialog to show with current implementation
  1265. waitForAllDialogs();
  1266. makingTurn = false;
  1267. }
  1268. else
  1269. waitForAllDialogs();
  1270. GH.curInt = previousInterface;
  1271. LOCPLINT = previousInterface;
  1272. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1273. {
  1274. if(adventureInt)
  1275. {
  1276. GH.windows().popWindows(GH.windows().count());
  1277. adventureInt.reset();
  1278. }
  1279. }
  1280. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1281. {
  1282. // end game if current human player has won
  1283. CSH->sendClientDisconnecting();
  1284. requestReturningToMainMenu(true);
  1285. }
  1286. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1287. {
  1288. //all human players eliminated
  1289. CSH->sendClientDisconnecting();
  1290. requestReturningToMainMenu(false);
  1291. }
  1292. if (GH.curInt == this)
  1293. GH.curInt = nullptr;
  1294. }
  1295. }
  1296. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1297. {
  1298. EVENT_HANDLER_CALLED_BY_CLIENT;
  1299. }
  1300. void CPlayerInterface::showPuzzleMap()
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. waitWhileDialog();
  1304. //TODO: interface should not know the real position of Grail...
  1305. double ratio = 0;
  1306. int3 grailPos = cb->getGrailPos(&ratio);
  1307. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1308. }
  1309. void CPlayerInterface::viewWorldMap()
  1310. {
  1311. adventureInt->openWorldView();
  1312. }
  1313. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. if(GH.windows().topWindow<CSpellWindow>())
  1317. GH.windows().popWindows(1);
  1318. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1319. localState->erasePath(caster);
  1320. auto castSoundPath = spellID.toSpell()->getCastSound();
  1321. if(!castSoundPath.empty())
  1322. CCS->soundh->playSound(castSoundPath);
  1323. }
  1324. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1325. {
  1326. int msgToShow = -1;
  1327. const auto diggingStatus = h->diggingStatus();
  1328. switch(diggingStatus)
  1329. {
  1330. case EDiggingStatus::CAN_DIG:
  1331. break;
  1332. case EDiggingStatus::LACK_OF_MOVEMENT:
  1333. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1334. break;
  1335. case EDiggingStatus::TILE_OCCUPIED:
  1336. msgToShow = 97; //Try searching on clear ground.
  1337. break;
  1338. case EDiggingStatus::WRONG_TERRAIN:
  1339. msgToShow = 60; ////Try looking on land!
  1340. break;
  1341. case EDiggingStatus::BACKPACK_IS_FULL:
  1342. msgToShow = 247; //Searching for the Grail is fruitless...
  1343. break;
  1344. default:
  1345. assert(0);
  1346. }
  1347. if(msgToShow < 0)
  1348. cb->dig(h);
  1349. else
  1350. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1351. }
  1352. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1353. {
  1354. EVENT_HANDLER_CALLED_BY_CLIENT;
  1355. BATTLE_EVENT_POSSIBLE_RETURN;
  1356. battleInt->newRoundFirst();
  1357. }
  1358. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1359. {
  1360. EVENT_HANDLER_CALLED_BY_CLIENT;
  1361. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1362. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1363. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1364. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1366. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1367. else if(!market->availableModes().empty())
  1368. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1369. }
  1370. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1371. {
  1372. EVENT_HANDLER_CALLED_BY_CLIENT;
  1373. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1374. }
  1375. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1376. {
  1377. EVENT_HANDLER_CALLED_BY_CLIENT;
  1378. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1379. }
  1380. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1381. {
  1382. EVENT_HANDLER_CALLED_BY_CLIENT;
  1383. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1384. cmw->artifactsChanged(false);
  1385. }
  1386. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1387. {
  1388. EVENT_HANDLER_CALLED_BY_CLIENT;
  1389. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1390. }
  1391. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1392. {
  1393. EVENT_HANDLER_CALLED_BY_CLIENT;
  1394. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1395. }
  1396. void CPlayerInterface::showQuestLog()
  1397. {
  1398. EVENT_HANDLER_CALLED_BY_CLIENT;
  1399. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1400. }
  1401. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1402. {
  1403. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1404. {
  1405. MetaString txt;
  1406. obj->getProblemText(txt);
  1407. showInfoDialog(txt.toString());
  1408. }
  1409. else
  1410. showShipyardDialog(obj);
  1411. }
  1412. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1413. {
  1414. HighScoreParameter param;
  1415. param.difficulty = cb->getStartInfo()->difficulty;
  1416. param.day = cb->getDate();
  1417. param.townAmount = cb->howManyTowns();
  1418. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1419. param.hasGrail = false;
  1420. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1421. if(h->hasArt(ArtifactID::GRAIL))
  1422. param.hasGrail = true;
  1423. for(const CGTownInstance * t : cb->getTownsInfo())
  1424. if(t->builtBuildings.count(BuildingID::GRAIL))
  1425. param.hasGrail = true;
  1426. param.allDefeated = true;
  1427. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1428. {
  1429. auto ps = cb->getPlayerState(player, false);
  1430. if(ps && player != *cb->getPlayerID())
  1431. if(!ps->checkVanquished())
  1432. param.allDefeated = false;
  1433. }
  1434. param.scenarioName = cb->getMapHeader()->name;
  1435. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1436. HighScoreCalculation highScoreCalc;
  1437. highScoreCalc.parameters.push_back(param);
  1438. highScoreCalc.isCampaign = false;
  1439. if(won && cb->getStartInfo()->campState)
  1440. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1441. else
  1442. {
  1443. GH.dispatchMainThread(
  1444. [won, highScoreCalc]()
  1445. {
  1446. CSH->endGameplay();
  1447. GH.defActionsDef = 63;
  1448. CMM->menu->switchToTab("main");
  1449. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1450. }
  1451. );
  1452. }
  1453. }
  1454. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1455. {
  1456. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1457. if(hero)
  1458. {
  1459. auto art = hero->getArt(al.slot);
  1460. if(art == nullptr)
  1461. {
  1462. logGlobal->error("artifact location %d points to nothing",
  1463. al.slot.num);
  1464. return;
  1465. }
  1466. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1467. }
  1468. }
  1469. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1470. {
  1471. EVENT_HANDLER_CALLED_BY_CLIENT;
  1472. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1473. adventureInt->onHeroChanged(hero);
  1474. }
  1475. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1479. adventureInt->onHeroChanged(hero);
  1480. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1481. artWin->artifactRemoved(al);
  1482. waitWhileDialog();
  1483. }
  1484. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1485. {
  1486. EVENT_HANDLER_CALLED_BY_CLIENT;
  1487. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1488. adventureInt->onHeroChanged(hero);
  1489. bool redraw = true;
  1490. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1491. if(numOfMovedArts != 0)
  1492. {
  1493. numOfMovedArts--;
  1494. if(numOfMovedArts != 0)
  1495. redraw = false;
  1496. }
  1497. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1498. artWin->artifactMoved(src, dst, redraw);
  1499. waitWhileDialog();
  1500. }
  1501. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1502. {
  1503. numOfMovedArts = numOfArts;
  1504. }
  1505. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1506. {
  1507. EVENT_HANDLER_CALLED_BY_CLIENT;
  1508. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1509. adventureInt->onHeroChanged(hero);
  1510. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1511. artWin->artifactAssembled(al);
  1512. }
  1513. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1514. {
  1515. EVENT_HANDLER_CALLED_BY_CLIENT;
  1516. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1517. adventureInt->onHeroChanged(hero);
  1518. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1519. artWin->artifactDisassembled(al);
  1520. }
  1521. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1522. {
  1523. while(!dialogs.empty())
  1524. {
  1525. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1526. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1527. }
  1528. waitWhileDialog(unlockPim);
  1529. }
  1530. void CPlayerInterface::proposeLoadingGame()
  1531. {
  1532. showYesNoDialog(
  1533. CGI->generaltexth->allTexts[68],
  1534. []()
  1535. {
  1536. GH.dispatchMainThread(
  1537. []()
  1538. {
  1539. CSH->endGameplay();
  1540. GH.defActionsDef = 63;
  1541. CMM->menu->switchToTab("load");
  1542. }
  1543. );
  1544. },
  1545. nullptr
  1546. );
  1547. }
  1548. bool CPlayerInterface::capturedAllEvents()
  1549. {
  1550. if(movementController->isHeroMoving())
  1551. {
  1552. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1553. return true;
  1554. }
  1555. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1556. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1557. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1558. {
  1559. GH.input().ignoreEventsUntilInput();
  1560. return true;
  1561. }
  1562. return false;
  1563. }
  1564. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1565. {
  1566. EVENT_HANDLER_CALLED_BY_CLIENT;
  1567. adventureInt->openWorldView(objectPositions, showTerrain );
  1568. }
  1569. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1570. {
  1571. return std::nullopt;
  1572. }