CPlayerInterface.cpp 53 KB

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