CPlayerInterface.cpp 54 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 "Client.h"
  14. #include "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleResultWindow.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "GameEngine.h"
  28. #include "GameInstance.h"
  29. #include "gui/CursorHandler.h"
  30. #include "gui/WindowHandler.h"
  31. #include "mainmenu/CMainMenu.h"
  32. #include "mainmenu/CHighScoreScreen.h"
  33. #include "mapView/mapHandler.h"
  34. #include "media/IMusicPlayer.h"
  35. #include "media/ISoundPlayer.h"
  36. #include "render/CAnimation.h"
  37. #include "render/IImage.h"
  38. #include "render/IRenderHandler.h"
  39. #include "render/IScreenHandler.h"
  40. #include "widgets/Buttons.h"
  41. #include "widgets/CComponent.h"
  42. #include "widgets/CGarrisonInt.h"
  43. #include "windows/CCastleInterface.h"
  44. #include "windows/CCreatureWindow.h"
  45. #include "windows/CExchangeWindow.h"
  46. #include "windows/CHeroWindow.h"
  47. #include "windows/CKingdomInterface.h"
  48. #include "windows/CMarketWindow.h"
  49. #include "windows/CPuzzleWindow.h"
  50. #include "windows/CQuestLog.h"
  51. #include "windows/CSpellWindow.h"
  52. #include "windows/CTutorialWindow.h"
  53. #include "windows/GUIClasses.h"
  54. #include "windows/InfoWindows.h"
  55. #include "windows/settings/SettingsMainWindow.h"
  56. #include "../lib/callback/CDynLibHandler.h"
  57. #include "../lib/CConfigHandler.h"
  58. #include "../lib/GameLibrary.h"
  59. #include "../lib/texts/CGeneralTextHandler.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/CRandomGenerator.h"
  62. #include "../lib/CStack.h"
  63. #include "../lib/CStopWatch.h"
  64. #include "../lib/CThreadHelper.h"
  65. #include "../lib/GameConstants.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/StartInfo.h"
  68. #include "../lib/TerrainHandler.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/battle/CPlayerBattleCallback.h"
  72. #include "../lib/bonuses/Limiters.h"
  73. #include "../lib/bonuses/Propagators.h"
  74. #include "../lib/bonuses/Updaters.h"
  75. #include "../lib/callback/CCallback.h"
  76. #include "../lib/gameState/CGameState.h"
  77. #include "../lib/mapObjects/CGMarket.h"
  78. #include "../lib/mapObjects/CGTownInstance.h"
  79. #include "../lib/mapObjects/MiscObjects.h"
  80. #include "../lib/mapObjects/ObjectTemplate.h"
  81. #include "../lib/mapping/CMap.h"
  82. #include "../lib/mapping/CMapHeader.h"
  83. #include "../lib/networkPacks/PacksForClient.h"
  84. #include "../lib/networkPacks/PacksForClientBattle.h"
  85. #include "../lib/networkPacks/PacksForServer.h"
  86. #include "../lib/pathfinder/CGPathNode.h"
  87. #include "../lib/pathfinder/PathfinderCache.h"
  88. #include "../lib/pathfinder/PathfinderOptions.h"
  89. #include "../lib/serializer/CTypeList.h"
  90. #include "../lib/serializer/ESerializationVersion.h"
  91. #include "../lib/spells/CSpellHandler.h"
  92. #include "../lib/texts/TextOperations.h"
  93. #include <boost/lexical_cast.hpp>
  94. // The macro below is used to mark functions that are called by client when game state changes.
  95. // They all assume that interface mutex is locked.
  96. #define EVENT_HANDLER_CALLED_BY_CLIENT
  97. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  98. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  99. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  100. localState(std::make_unique<PlayerLocalState>(*this)),
  101. movementController(std::make_unique<HeroMovementController>()),
  102. artifactController(std::make_unique<ArtifactsUIController>())
  103. {
  104. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  105. GAME->setInterfaceInstance(this);
  106. playerID=Player;
  107. human=true;
  108. battleInt.reset();
  109. castleInt = nullptr;
  110. makingTurn = false;
  111. showingDialog = new ConditionalWait();
  112. cingconsole = new CInGameConsole();
  113. autosaveCount = 0;
  114. isAutoFightOn = false;
  115. isAutoFightEndBattle = false;
  116. ignoreEvents = false;
  117. }
  118. CPlayerInterface::~CPlayerInterface()
  119. {
  120. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  121. delete showingDialog;
  122. delete cingconsole;
  123. if (GAME->interface() == this)
  124. GAME->setInterfaceInstance(nullptr);
  125. }
  126. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  127. {
  128. cb = CB;
  129. env = ENV;
  130. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  131. ENGINE->music().loadTerrainMusicThemes();
  132. initializeHeroTownList();
  133. adventureInt.reset(new AdventureMapInterface());
  134. }
  135. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  136. {
  137. return pathfinderCache->getPathsInfo(h);
  138. }
  139. void CPlayerInterface::invalidatePaths()
  140. {
  141. pathfinderCache->invalidatePaths();
  142. }
  143. void CPlayerInterface::closeAllDialogs()
  144. {
  145. // remove all active dialogs that do not expect query answer
  146. while(true)
  147. {
  148. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  149. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  150. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  151. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  152. if(adventureWindow != nullptr)
  153. break;
  154. if(infoWindow && infoWindow->ID != QueryID::NONE)
  155. break;
  156. if (settingsWindow)
  157. {
  158. settingsWindow->close();
  159. continue;
  160. }
  161. if (topWindow)
  162. topWindow->close();
  163. else
  164. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  165. }
  166. }
  167. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  168. {
  169. EVENT_HANDLER_CALLED_BY_CLIENT;
  170. if (player == playerID)
  171. {
  172. makingTurn = false;
  173. closeAllDialogs();
  174. // remove all pending dialogs that do not expect query answer
  175. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  176. return window->ID == QueryID::NONE;
  177. });
  178. }
  179. }
  180. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  181. {
  182. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  183. {
  184. // after map load - remove all active windows and replace them with adventure map
  185. ENGINE->windows().clear();
  186. ENGINE->windows().pushWindow(adventureInt);
  187. }
  188. EVENT_HANDLER_CALLED_BY_CLIENT;
  189. if (player != playerID && GAME->interface() == this)
  190. {
  191. waitWhileDialog();
  192. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  193. if (makingTurn == false)
  194. adventureInt->onEnemyTurnStarted(player, isHuman);
  195. }
  196. }
  197. void CPlayerInterface::performAutosave()
  198. {
  199. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  200. if(frequency > 0 && cb->getDate() % frequency == 0)
  201. {
  202. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  203. std::string prefix = std::string();
  204. if(usePrefix)
  205. {
  206. prefix = settings["general"]["savePrefix"].String();
  207. if(prefix.empty())
  208. {
  209. std::string name = cb->getMapHeader()->name.toString();
  210. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  211. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  212. auto const & isSymbolIllegal = [&](char c) {
  213. static const std::string forbiddenChars("\\/:*?\"<>| ");
  214. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  215. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  216. return charForbidden || charNonprintable;
  217. };
  218. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  219. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  220. }
  221. }
  222. autosaveCount++;
  223. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  224. if(autosaveCountLimit > 0)
  225. {
  226. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  227. autosaveCount %= autosaveCountLimit;
  228. }
  229. else
  230. {
  231. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  232. + std::to_string(cb->getDate(Date::WEEK))
  233. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  234. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  235. }
  236. }
  237. }
  238. void CPlayerInterface::gamePause(bool pause)
  239. {
  240. cb->gamePause(pause);
  241. }
  242. void CPlayerInterface::yourTurn(QueryID queryID)
  243. {
  244. closeAllDialogs();
  245. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  246. EVENT_HANDLER_CALLED_BY_CLIENT;
  247. int humanPlayersCount = 0;
  248. for(const auto & info : cb->getStartInfo()->playerInfos)
  249. if (info.second.isControlledByHuman())
  250. humanPlayersCount++;
  251. bool hotseatWait = humanPlayersCount > 1;
  252. GAME->setInterfaceInstance(this);
  253. NotificationHandler::notify("Your turn");
  254. if(settings["general"]["startTurnAutosave"].Bool())
  255. {
  256. performAutosave();
  257. }
  258. if (hotseatWait) //hot seat or MP message
  259. {
  260. adventureInt->onHotseatWaitStarted(playerID);
  261. makingTurn = true;
  262. std::string msg = LIBRARY->generaltexth->allTexts[13];
  263. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  264. std::vector<std::shared_ptr<CComponent>> cmp;
  265. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  266. showInfoDialog(msg, cmp);
  267. }
  268. else
  269. {
  270. makingTurn = true;
  271. adventureInt->onPlayerTurnStarted(playerID);
  272. }
  273. acceptTurn(queryID, hotseatWait);
  274. }
  275. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  276. {
  277. if (settings["session"]["autoSkip"].Bool())
  278. {
  279. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  280. iw->close();
  281. }
  282. if(hotseatWait)
  283. {
  284. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  285. adventureInt->onPlayerTurnStarted(playerID);
  286. }
  287. // warn player if he has no town
  288. if (cb->howManyTowns() == 0)
  289. {
  290. auto playerColor = *cb->getPlayerID();
  291. std::vector<Component> components;
  292. components.emplace_back(ComponentType::FLAG, playerColor);
  293. MetaString text;
  294. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  295. if(optDaysWithoutCastle)
  296. {
  297. auto daysWithoutCastle = optDaysWithoutCastle.value();
  298. if (daysWithoutCastle < 6)
  299. {
  300. 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.
  301. text.replaceName(playerColor);
  302. text.replaceNumber(7 - daysWithoutCastle);
  303. }
  304. else if (daysWithoutCastle == 6)
  305. {
  306. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  307. text.replaceName(playerColor);
  308. }
  309. showInfoDialogAndWait(components, text);
  310. }
  311. else
  312. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  313. }
  314. cb->selectionMade(0, queryID);
  315. movementController->onPlayerTurnStarted();
  316. }
  317. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  318. {
  319. EVENT_HANDLER_CALLED_BY_CLIENT;
  320. waitWhileDialog();
  321. if(GAME->interface() != this)
  322. return;
  323. //FIXME: read once and store
  324. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  325. return;
  326. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  327. if (!hero)
  328. return;
  329. movementController->onTryMoveHero(hero, details);
  330. }
  331. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  332. {
  333. EVENT_HANDLER_CALLED_BY_CLIENT;
  334. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  335. // if hero is not in town garrison
  336. if (vstd::contains(localState->getWanderingHeroes(), hero))
  337. localState->removeWanderingHero(hero);
  338. adventureInt->onHeroChanged(hero);
  339. localState->erasePath(hero);
  340. }
  341. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. if(town->tempOwner == playerID)
  345. {
  346. localState->removeOwnedTown(town);
  347. adventureInt->onTownChanged(town);
  348. }
  349. }
  350. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. if(start && visitedObj)
  354. {
  355. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  356. if (visitSound)
  357. ENGINE->sound().playSound(visitSound.value());
  358. }
  359. }
  360. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. localState->addWanderingHero(hero);
  364. adventureInt->onHeroChanged(hero);
  365. if(castleInt)
  366. ENGINE->sound().playSound(soundBase::newBuilding);
  367. }
  368. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  369. {
  370. if(castleInt)
  371. castleInt->close();
  372. castleInt = nullptr;
  373. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  374. ENGINE->windows().pushWindow(newCastleInt);
  375. }
  376. void CPlayerInterface::heroExperienceChanged(const CGHeroInstance * hero, si64 val)
  377. {
  378. EVENT_HANDLER_CALLED_BY_CLIENT;
  379. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  380. ctw->updateExperience();
  381. }
  382. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. adventureInt->onHeroChanged(hero);
  386. }
  387. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  391. cuw->updateSecondarySkills();
  392. localState->verifyPath(hero);
  393. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  394. }
  395. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. adventureInt->onHeroChanged(hero);
  399. if (makingTurn && hero->tempOwner == playerID)
  400. adventureInt->onHeroChanged(hero);
  401. }
  402. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. if (makingTurn && hero->tempOwner == playerID)
  406. adventureInt->onHeroChanged(hero);
  407. invalidatePaths();
  408. localState->verifyPath(hero);
  409. }
  410. void CPlayerInterface::receivedResource()
  411. {
  412. EVENT_HANDLER_CALLED_BY_CLIENT;
  413. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  414. mw->updateResources();
  415. ENGINE->windows().totalRedraw();
  416. }
  417. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. waitWhileDialog();
  421. ENGINE->sound().playSound(soundBase::heroNewLevel);
  422. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  423. {
  424. cb->selectionMade(selection, queryID);
  425. });
  426. }
  427. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  428. {
  429. EVENT_HANDLER_CALLED_BY_CLIENT;
  430. waitWhileDialog();
  431. ENGINE->sound().playSound(soundBase::heroNewLevel);
  432. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  433. {
  434. cb->selectionMade(selection, queryID);
  435. });
  436. }
  437. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  438. {
  439. EVENT_HANDLER_CALLED_BY_CLIENT;
  440. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  441. {
  442. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  443. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  444. localState->removeWanderingHero(town->getGarrisonHero());
  445. }
  446. if(town->getVisitingHero()) //hero leaves garrison
  447. {
  448. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  449. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  450. localState->addWanderingHero(town->getVisitingHero());
  451. }
  452. adventureInt->onHeroChanged(nullptr);
  453. adventureInt->onTownChanged(town);
  454. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  455. if (cgh->holdsGarrison(town))
  456. cgh->updateGarrisons();
  457. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  458. ki->townChanged(town);
  459. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  460. ENGINE->windows().totalRedraw();
  461. }
  462. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. if (hero->tempOwner != playerID )
  466. return;
  467. waitWhileDialog();
  468. openTownWindow(town);
  469. }
  470. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  471. {
  472. std::vector<const CArmedInstance *> instances;
  473. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  474. instances.push_back(obj);
  475. if(id2 != ObjectInstanceID() && id2 != id1)
  476. {
  477. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  478. instances.push_back(obj);
  479. }
  480. garrisonsChanged(instances);
  481. }
  482. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  483. {
  484. for (auto object : objs)
  485. {
  486. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  487. auto * town = dynamic_cast<const CGTownInstance*>(object);
  488. if (town)
  489. adventureInt->onTownChanged(town);
  490. if (hero)
  491. {
  492. localState->verifyPath(hero);
  493. adventureInt->onHeroChanged(hero);
  494. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  495. adventureInt->onTownChanged(hero->getVisitedTown());
  496. }
  497. }
  498. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  499. if (cgh->holdsGarrisons(objs))
  500. cgh->updateGarrisons();
  501. ENGINE->windows().totalRedraw();
  502. }
  503. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  504. {
  505. EVENT_HANDLER_CALLED_BY_CLIENT;
  506. adventureInt->onTownChanged(town);
  507. if (castleInt)
  508. {
  509. castleInt->townlist->updateElement(town);
  510. if (castleInt->town == town)
  511. {
  512. switch(what)
  513. {
  514. case 1:
  515. castleInt->addBuilding(buildingID);
  516. break;
  517. case 2:
  518. castleInt->removeBuilding(buildingID);
  519. break;
  520. }
  521. }
  522. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  523. ENGINE->windows().totalRedraw();
  524. }
  525. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  526. cgh->buildChanged();
  527. }
  528. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  529. {
  530. movementController->onBattleStarted();
  531. waitForAllDialogs();
  532. }
  533. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  534. {
  535. EVENT_HANDLER_CALLED_BY_CLIENT;
  536. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool() || GAME->map().getMap()->battleOnly;
  537. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  538. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  539. {
  540. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  541. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  542. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  543. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  544. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  545. isAutoFightOn = true;
  546. registerBattleInterface(autofightingAI);
  547. }
  548. waitForAllDialogs();
  549. BATTLE_EVENT_POSSIBLE_RETURN;
  550. }
  551. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  552. {
  553. EVENT_HANDLER_CALLED_BY_CLIENT;
  554. BATTLE_EVENT_POSSIBLE_RETURN;
  555. for(auto & info : units)
  556. {
  557. switch(info.operation)
  558. {
  559. case UnitChanges::EOperation::RESET_STATE:
  560. {
  561. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  562. if(!stack)
  563. {
  564. logGlobal->error("Invalid unit ID %d", info.id);
  565. continue;
  566. }
  567. battleInt->stackReset(stack);
  568. }
  569. break;
  570. case UnitChanges::EOperation::REMOVE:
  571. battleInt->stackRemoved(info.id);
  572. break;
  573. case UnitChanges::EOperation::ADD:
  574. {
  575. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  576. if(!unit)
  577. {
  578. logGlobal->error("Invalid unit ID %d", info.id);
  579. continue;
  580. }
  581. battleInt->stackAdded(unit);
  582. }
  583. break;
  584. default:
  585. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  586. break;
  587. }
  588. }
  589. }
  590. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  591. {
  592. EVENT_HANDLER_CALLED_BY_CLIENT;
  593. BATTLE_EVENT_POSSIBLE_RETURN;
  594. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  595. std::vector<ObstacleChanges> removedObstacles;
  596. for(auto & change : obstacles)
  597. {
  598. if(change.operation == BattleChanges::EOperation::ADD)
  599. {
  600. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  601. if(instance)
  602. newObstacles.push_back(instance);
  603. else
  604. logNetwork->error("Invalid obstacle instance %d", change.id);
  605. }
  606. if(change.operation == BattleChanges::EOperation::REMOVE)
  607. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  608. }
  609. if (!newObstacles.empty())
  610. battleInt->obstaclePlaced(newObstacles);
  611. if (!removedObstacles.empty())
  612. battleInt->obstacleRemoved(removedObstacles);
  613. battleInt->fieldController->redrawBackgroundWithHexes();
  614. }
  615. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. battleInt->stackIsCatapulting(ca);
  620. }
  621. 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
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. battleInt->newRound();
  626. }
  627. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  628. {
  629. EVENT_HANDLER_CALLED_BY_CLIENT;
  630. BATTLE_EVENT_POSSIBLE_RETURN;
  631. battleInt->startAction(action);
  632. }
  633. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  634. {
  635. EVENT_HANDLER_CALLED_BY_CLIENT;
  636. BATTLE_EVENT_POSSIBLE_RETURN;
  637. battleInt->endAction(action);
  638. }
  639. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  640. {
  641. EVENT_HANDLER_CALLED_BY_CLIENT;
  642. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  643. assert(!cb->getBattle(battleID)->battleIsFinished());
  644. if (cb->getBattle(battleID)->battleIsFinished())
  645. {
  646. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  647. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  648. return ;
  649. }
  650. if (autofightingAI)
  651. {
  652. if (isAutoFightOn)
  653. {
  654. //FIXME: we want client rendering to proceed while AI is making actions
  655. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  656. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  657. autofightingAI->activeStack(battleID, stack);
  658. return;
  659. }
  660. unregisterBattleInterface(autofightingAI);
  661. }
  662. assert(battleInt);
  663. if(!battleInt)
  664. {
  665. // probably battle is finished already
  666. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  667. }
  668. battleInt->stackActivated(stack);
  669. }
  670. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  671. {
  672. EVENT_HANDLER_CALLED_BY_CLIENT;
  673. if(isAutoFightOn || autofightingAI)
  674. {
  675. isAutoFightOn = false;
  676. unregisterBattleInterface(autofightingAI);
  677. if(!battleInt)
  678. {
  679. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  680. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  681. if (allowManualReplay || isAutoFightEndBattle)
  682. {
  683. wnd->resultCallback = [this, queryID](ui32 selection)
  684. {
  685. cb->selectionMade(selection, queryID);
  686. };
  687. }
  688. isAutoFightEndBattle = false;
  689. ENGINE->windows().pushWindow(wnd);
  690. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  691. // Otherwise NewTurn causes freeze.
  692. waitWhileDialog();
  693. return;
  694. }
  695. }
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->battleFinished(*br, queryID);
  698. }
  699. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  700. {
  701. EVENT_HANDLER_CALLED_BY_CLIENT;
  702. BATTLE_EVENT_POSSIBLE_RETURN;
  703. battleInt->displayBattleLog(lines);
  704. }
  705. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  706. {
  707. EVENT_HANDLER_CALLED_BY_CLIENT;
  708. BATTLE_EVENT_POSSIBLE_RETURN;
  709. battleInt->stackMoved(stack, dest, distance, teleport);
  710. }
  711. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  712. {
  713. EVENT_HANDLER_CALLED_BY_CLIENT;
  714. BATTLE_EVENT_POSSIBLE_RETURN;
  715. battleInt->spellCast(sc);
  716. }
  717. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  718. {
  719. EVENT_HANDLER_CALLED_BY_CLIENT;
  720. BATTLE_EVENT_POSSIBLE_RETURN;
  721. battleInt->battleStacksEffectsSet(sse);
  722. }
  723. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  724. {
  725. EVENT_HANDLER_CALLED_BY_CLIENT;
  726. BATTLE_EVENT_POSSIBLE_RETURN;
  727. battleInt->effectsController->battleTriggerEffect(bte);
  728. if(bte.effect == BonusType::MANA_DRAIN)
  729. {
  730. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  731. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  732. }
  733. }
  734. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  735. {
  736. EVENT_HANDLER_CALLED_BY_CLIENT;
  737. BATTLE_EVENT_POSSIBLE_RETURN;
  738. std::vector<StackAttackedInfo> arg;
  739. for(auto & elem : bsa)
  740. {
  741. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  742. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  743. assert(defender);
  744. StackAttackedInfo info;
  745. info.defender = defender;
  746. info.attacker = attacker;
  747. info.damageDealt = elem.damageAmount;
  748. info.amountKilled = elem.killedAmount;
  749. info.spellEffect = SpellID::NONE;
  750. info.indirectAttack = ranged;
  751. info.killed = elem.killed();
  752. info.rebirth = elem.willRebirth();
  753. info.cloneKilled = elem.cloneKilled();
  754. info.fireShield = elem.fireShield();
  755. if (elem.isSpell())
  756. info.spellEffect = elem.spellID;
  757. arg.push_back(info);
  758. }
  759. battleInt->stacksAreAttacked(arg);
  760. }
  761. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. BATTLE_EVENT_POSSIBLE_RETURN;
  765. StackAttackInfo info;
  766. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  767. info.defender = nullptr;
  768. info.indirectAttack = ba->shot();
  769. info.lucky = ba->lucky();
  770. info.unlucky = ba->unlucky();
  771. info.deathBlow = ba->deathBlow();
  772. info.lifeDrain = ba->lifeDrain();
  773. info.playCustomAnimation = ba->playCustomAnimation();
  774. info.tile = ba->tile;
  775. info.spellEffect = SpellID::NONE;
  776. if (ba->spellLike())
  777. info.spellEffect = ba->spellID;
  778. for(auto & elem : ba->bsa)
  779. {
  780. if(!elem.isSecondary())
  781. {
  782. assert(info.defender == nullptr);
  783. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  784. }
  785. else
  786. {
  787. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  788. }
  789. }
  790. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  791. assert(info.attacker != nullptr);
  792. battleInt->stackAttacking(info);
  793. }
  794. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  795. {
  796. EVENT_HANDLER_CALLED_BY_CLIENT;
  797. BATTLE_EVENT_POSSIBLE_RETURN;
  798. battleInt->gateStateChanged(state);
  799. }
  800. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  801. {
  802. EVENT_HANDLER_CALLED_BY_CLIENT;
  803. }
  804. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  805. {
  806. EVENT_HANDLER_CALLED_BY_CLIENT;
  807. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  808. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  809. if(autoTryHover || type == EInfoWindowMode::INFO)
  810. {
  811. waitWhileDialog(); //Fix for mantis #98
  812. adventureInt->showInfoBoxMessage(components, text, timer);
  813. // 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
  814. movementController->requestMovementAbort();
  815. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  816. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  817. return;
  818. }
  819. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  820. {
  821. return;
  822. }
  823. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  824. do
  825. {
  826. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  827. std::vector<std::shared_ptr<CComponent>> intComps;
  828. for (auto & component : sender)
  829. intComps.push_back(std::make_shared<CComponent>(component));
  830. showInfoDialog(text,intComps,soundID);
  831. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  832. }
  833. while(!vect.empty());
  834. }
  835. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  836. {
  837. std::vector<std::shared_ptr<CComponent>> intComps;
  838. intComps.push_back(component);
  839. showInfoDialog(text, intComps, soundBase::sound_todo);
  840. }
  841. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  842. {
  843. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  844. waitWhileDialog();
  845. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  846. {
  847. return;
  848. }
  849. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  850. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  851. {
  852. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  853. showingDialog->setBusy();
  854. movementController->requestMovementAbort(); // interrupt movement to show dialog
  855. ENGINE->windows().pushWindow(temp);
  856. }
  857. else
  858. {
  859. dialogs.push_back(temp);
  860. }
  861. }
  862. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  863. {
  864. EVENT_HANDLER_CALLED_BY_CLIENT;
  865. std::string str = text.toString();
  866. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  867. waitWhileDialog();
  868. }
  869. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  870. {
  871. waitWhileDialog();
  872. movementController->requestMovementAbort();
  873. GAME->interface()->showingDialog->setBusy();
  874. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  875. }
  876. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. waitWhileDialog();
  880. movementController->requestMovementAbort();
  881. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  882. if (!selection && cancel) //simple yes/no dialog
  883. {
  884. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  885. {
  886. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  887. return;
  888. }
  889. std::vector<std::shared_ptr<CComponent>> intComps;
  890. for (auto & component : components)
  891. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  892. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  893. }
  894. else if (selection)
  895. {
  896. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  897. for (auto & component : components)
  898. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  899. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  900. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  901. if (cancel)
  902. {
  903. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  904. }
  905. int charperline = 35;
  906. if (pom.size() > 1)
  907. charperline = 50;
  908. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  909. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  910. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  911. }
  912. }
  913. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  914. {
  915. EVENT_HANDLER_CALLED_BY_CLIENT;
  916. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  917. }
  918. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  919. {
  920. EVENT_HANDLER_CALLED_BY_CLIENT;
  921. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  922. std::map<ObjectInstanceID, int> townOrder;
  923. auto ownedTowns = localState->getOwnedTowns();
  924. for (int i = 0; i < ownedTowns.size(); ++i)
  925. townOrder[ownedTowns[i]->id] = i;
  926. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  927. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  928. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  929. return leftIndex < rightIndex;
  930. };
  931. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  932. auto selectCallback = [this, askID](int selection)
  933. {
  934. cb->sendQueryReply(selection, askID);
  935. };
  936. auto cancelCallback = [this, askID]()
  937. {
  938. cb->sendQueryReply(std::nullopt, askID);
  939. };
  940. const std::string localTitle = title.toString();
  941. const std::string localDescription = description.toString();
  942. std::vector<int> tempList;
  943. tempList.reserve(objectGuiOrdered.size());
  944. for(const auto & item : objectGuiOrdered)
  945. tempList.push_back(item.getNum());
  946. CComponent localIconC(icon);
  947. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  948. localIconC.removeChild(localIcon.get(), false);
  949. std::vector<std::shared_ptr<IImage>> images;
  950. for(const auto & obj : objectGuiOrdered)
  951. {
  952. if(!settings["general"]["enableUiEnhancements"].Bool())
  953. break;
  954. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  955. if(t)
  956. {
  957. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  958. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  959. images.push_back(image);
  960. }
  961. }
  962. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  963. wnd->onExit = cancelCallback;
  964. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  965. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  966. ENGINE->windows().pushWindow(wnd);
  967. }
  968. void CPlayerInterface::tileRevealed(const FowTilesType &pos)
  969. {
  970. EVENT_HANDLER_CALLED_BY_CLIENT;
  971. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  972. adventureInt->onMapTilesChanged(pos);
  973. }
  974. void CPlayerInterface::tileHidden(const FowTilesType &pos)
  975. {
  976. EVENT_HANDLER_CALLED_BY_CLIENT;
  977. adventureInt->onMapTilesChanged(pos);
  978. }
  979. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  980. {
  981. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  982. }
  983. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  987. {
  988. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  989. fortScreen->creaturesChangedEventHandler();
  990. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  991. if(castleInterface->town == town)
  992. castleInterface->creaturesChangedEventHandler();
  993. if (townObj)
  994. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  995. ki->townChanged(townObj);
  996. }
  997. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  998. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  999. {
  1000. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  1001. if (crw->dwelling == town)
  1002. crw->availableCreaturesChanged();
  1003. }
  1004. }
  1005. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1006. {
  1007. EVENT_HANDLER_CALLED_BY_CLIENT;
  1008. if (bonus.type == BonusType::NONE)
  1009. return;
  1010. adventureInt->onHeroChanged(hero);
  1011. //recalculate paths because hero has lost or gained bonus influencing pathfinding
  1012. if (bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING || bonus.type == BonusType::ROUGH_TERRAIN_DISCOUNT || bonus.type == BonusType::NO_TERRAIN_PENALTY)
  1013. localState->verifyPath(hero);
  1014. }
  1015. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1016. {
  1017. LOG_TRACE(logGlobal);
  1018. if (!GAME->interface()->makingTurn)
  1019. return;
  1020. assert(h);
  1021. assert(!showingDialog->isBusy());
  1022. assert(dialogs.empty());
  1023. if (!h)
  1024. return; //can't find hero
  1025. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1026. if (showingDialog->isBusy() || !dialogs.empty())
  1027. return;
  1028. if (localState->isHeroSleeping(h))
  1029. localState->setHeroAwaken(h);
  1030. movementController->requestMovementStart(h, path);
  1031. }
  1032. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1033. {
  1034. EVENT_HANDLER_CALLED_BY_CLIENT;
  1035. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1036. if (movementController->isHeroMovingThroughGarrison(down, up))
  1037. {
  1038. onEnd();
  1039. return;
  1040. }
  1041. waitForAllDialogs();
  1042. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1043. cgw->quit->addCallback(onEnd);
  1044. ENGINE->windows().pushWindow(cgw);
  1045. }
  1046. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1047. {
  1048. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1049. movementController->onMoveHeroApplied();
  1050. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1051. movementController->onQueryReplyApplied();
  1052. }
  1053. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1054. {
  1055. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1056. }
  1057. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1058. {
  1059. EVENT_HANDLER_CALLED_BY_CLIENT;
  1060. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1061. }
  1062. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1063. {
  1064. if (sop->what == ObjProperty::OWNER)
  1065. {
  1066. const CGObjectInstance * obj = cb->getObj(sop->id);
  1067. if(obj->ID == Obj::TOWN)
  1068. {
  1069. auto town = static_cast<const CGTownInstance *>(obj);
  1070. if(obj->tempOwner == playerID)
  1071. {
  1072. localState->removeOwnedTown(town);
  1073. adventureInt->onTownChanged(town);
  1074. }
  1075. }
  1076. }
  1077. }
  1078. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1079. {
  1080. EVENT_HANDLER_CALLED_BY_CLIENT;
  1081. if (sop->what == ObjProperty::OWNER)
  1082. {
  1083. const CGObjectInstance * obj = cb->getObj(sop->id);
  1084. if(obj->ID == Obj::TOWN)
  1085. {
  1086. auto town = static_cast<const CGTownInstance *>(obj);
  1087. if(obj->tempOwner == playerID)
  1088. {
  1089. localState->addOwnedTown(town);
  1090. adventureInt->onTownChanged(town);
  1091. }
  1092. }
  1093. //redraw minimap if owner changed
  1094. std::set<int3> pos = obj->getBlockedPos();
  1095. FowTilesType upos(pos.begin(), pos.end());
  1096. adventureInt->onMapTilesChanged(upos);
  1097. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1098. }
  1099. }
  1100. void CPlayerInterface::initializeHeroTownList()
  1101. {
  1102. if(localState->getWanderingHeroes().empty())
  1103. {
  1104. for(auto & hero : cb->getHeroesInfo())
  1105. {
  1106. if(!hero->isGarrisoned())
  1107. localState->addWanderingHero(hero);
  1108. }
  1109. }
  1110. if(localState->getOwnedTowns().empty())
  1111. {
  1112. for(auto & town : cb->getTownsInfo())
  1113. localState->addOwnedTown(town);
  1114. }
  1115. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1116. if(adventureInt)
  1117. adventureInt->onHeroChanged(nullptr);
  1118. }
  1119. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1120. {
  1121. EVENT_HANDLER_CALLED_BY_CLIENT;
  1122. waitWhileDialog();
  1123. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1124. {
  1125. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1126. };
  1127. auto closeCb = [this, queryID]()
  1128. {
  1129. cb->selectionMade(0, queryID);
  1130. };
  1131. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1132. }
  1133. void CPlayerInterface::waitWhileDialog()
  1134. {
  1135. if (ENGINE->amIGuiThread())
  1136. {
  1137. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1138. return;
  1139. }
  1140. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1141. showingDialog->waitWhileBusy();
  1142. }
  1143. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. auto state = obj->shipyardStatus();
  1147. TResources cost;
  1148. obj->getBoatCost(cost);
  1149. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1150. }
  1151. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1152. {
  1153. EVENT_HANDLER_CALLED_BY_CLIENT;
  1154. //we might have built a boat in shipyard in opened town screen
  1155. if (obj->ID == Obj::BOAT
  1156. && GAME->interface()->castleInt
  1157. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1158. {
  1159. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1160. }
  1161. }
  1162. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. waitWhileDialog();
  1166. ENGINE->cursor().hide();
  1167. adventureInt->centerOnTile(pos);
  1168. if (focusTime)
  1169. {
  1170. ENGINE->windows().totalRedraw();
  1171. {
  1172. IgnoreEvents ignore(*this);
  1173. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1174. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1175. }
  1176. }
  1177. ENGINE->cursor().show();
  1178. }
  1179. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. if(playerID == initiator)
  1183. {
  1184. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1185. if (removalSound)
  1186. {
  1187. waitWhileDialog();
  1188. ENGINE->sound().playSound(removalSound.value());
  1189. }
  1190. }
  1191. GAME->map().waitForOngoingAnimations();
  1192. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1193. {
  1194. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1195. heroKilled(h);
  1196. }
  1197. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1198. {
  1199. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1200. townRemoved(t);
  1201. }
  1202. ENGINE->fakeMouseMove();
  1203. }
  1204. void CPlayerInterface::objectRemovedAfter()
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. adventureInt->onMapTilesChanged(boost::none);
  1208. // visiting or garrisoned hero removed - update window
  1209. if (castleInt)
  1210. castleInt->updateGarrisons();
  1211. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1212. ki->heroRemoved();
  1213. }
  1214. void CPlayerInterface::playerBlocked(int reason, bool start)
  1215. {
  1216. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1217. {
  1218. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false && !GAME->map().getMap()->battleOnly)
  1219. {
  1220. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1221. GAME->setInterfaceInstance(this);
  1222. adventureInt->onCurrentPlayerChanged(playerID);
  1223. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1224. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1225. std::vector<std::shared_ptr<CComponent>> cmp;
  1226. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1227. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1228. showInfoDialog(msg, cmp);
  1229. waitWhileDialog();
  1230. makingTurn = false;
  1231. }
  1232. }
  1233. }
  1234. void CPlayerInterface::update()
  1235. {
  1236. //if there are any waiting dialogs, show them
  1237. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1238. {
  1239. showingDialog->setBusy();
  1240. ENGINE->windows().pushWindow(dialogs.front());
  1241. dialogs.pop_front();
  1242. }
  1243. }
  1244. void CPlayerInterface::endNetwork()
  1245. {
  1246. showingDialog->requestTermination();
  1247. }
  1248. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1249. {
  1250. using namespace boost::filesystem;
  1251. using namespace boost::algorithm;
  1252. path gamesDir = VCMIDirs::get().userSavePath();
  1253. std::map<std::time_t, int> dates; //save number => datestamp
  1254. const directory_iterator enddir;
  1255. if (!exists(gamesDir))
  1256. create_directory(gamesDir);
  1257. else
  1258. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1259. {
  1260. if (is_regular_file(dir->status()))
  1261. {
  1262. std::string name = dir->path().filename().string();
  1263. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1264. {
  1265. char nr = name[namePrefix.size()];
  1266. if (std::isdigit(nr))
  1267. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1268. }
  1269. }
  1270. }
  1271. if (!dates.empty())
  1272. return (--dates.end())->second; //return latest file number
  1273. return 0;
  1274. }
  1275. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1276. {
  1277. EVENT_HANDLER_CALLED_BY_CLIENT;
  1278. if (player == playerID)
  1279. {
  1280. if (victoryLossCheckResult.loss())
  1281. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1282. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1283. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1284. if(!makingTurn)
  1285. {
  1286. makingTurn = true; //also needed for dialog to show with current implementation
  1287. waitForAllDialogs();
  1288. makingTurn = false;
  1289. }
  1290. else
  1291. waitForAllDialogs();
  1292. GAME->setInterfaceInstance(previousInterface);
  1293. }
  1294. }
  1295. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1296. {
  1297. EVENT_HANDLER_CALLED_BY_CLIENT;
  1298. }
  1299. void CPlayerInterface::showPuzzleMap()
  1300. {
  1301. EVENT_HANDLER_CALLED_BY_CLIENT;
  1302. waitWhileDialog();
  1303. //TODO: interface should not know the real position of Grail...
  1304. double ratio = 0;
  1305. int3 grailPos = cb->getGrailPos(&ratio);
  1306. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1307. }
  1308. void CPlayerInterface::viewWorldMap()
  1309. {
  1310. adventureInt->openWorldView();
  1311. }
  1312. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1313. {
  1314. EVENT_HANDLER_CALLED_BY_CLIENT;
  1315. if(ENGINE->windows().topWindow<CSpellWindow>())
  1316. ENGINE->windows().popWindows(1);
  1317. auto castSoundPath = spellID.toSpell()->getCastSound();
  1318. if(!castSoundPath.empty())
  1319. ENGINE->sound().playSound(castSoundPath);
  1320. }
  1321. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1322. {
  1323. int msgToShow = -1;
  1324. const auto diggingStatus = h->diggingStatus();
  1325. switch(diggingStatus)
  1326. {
  1327. case EDiggingStatus::CAN_DIG:
  1328. break;
  1329. case EDiggingStatus::LACK_OF_MOVEMENT:
  1330. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1331. break;
  1332. case EDiggingStatus::TILE_OCCUPIED:
  1333. msgToShow = 97; //Try searching on clear ground.
  1334. break;
  1335. case EDiggingStatus::WRONG_TERRAIN:
  1336. msgToShow = 60; ////Try looking on land!
  1337. break;
  1338. case EDiggingStatus::BACKPACK_IS_FULL:
  1339. msgToShow = 247; //Searching for the Grail is fruitless...
  1340. break;
  1341. default:
  1342. assert(0);
  1343. }
  1344. if(msgToShow < 0)
  1345. cb->dig(h);
  1346. else
  1347. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1348. }
  1349. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1350. {
  1351. EVENT_HANDLER_CALLED_BY_CLIENT;
  1352. BATTLE_EVENT_POSSIBLE_RETURN;
  1353. battleInt->newRoundFirst();
  1354. }
  1355. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1356. {
  1357. EVENT_HANDLER_CALLED_BY_CLIENT;
  1358. auto onWindowClosed = [this, queryID](){
  1359. cb->selectionMade(0, queryID);
  1360. };
  1361. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1362. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1363. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1364. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1366. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1367. else if (!market->availableModes().empty())
  1368. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1369. {
  1370. if(vstd::contains(market->availableModes(), mode))
  1371. {
  1372. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1373. break;
  1374. }
  1375. }
  1376. else
  1377. onWindowClosed();
  1378. }
  1379. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. auto onWindowClosed = [this, queryID](){
  1383. cb->selectionMade(0, queryID);
  1384. };
  1385. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1386. }
  1387. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1391. }
  1392. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1393. {
  1394. EVENT_HANDLER_CALLED_BY_CLIENT;
  1395. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1396. cmw->updateArtifacts();
  1397. }
  1398. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1399. {
  1400. EVENT_HANDLER_CALLED_BY_CLIENT;
  1401. auto onWindowClosed = [this, queryID](){
  1402. if (queryID != QueryID::NONE)
  1403. cb->selectionMade(0, queryID);
  1404. };
  1405. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1406. }
  1407. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1408. {
  1409. EVENT_HANDLER_CALLED_BY_CLIENT;
  1410. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1411. }
  1412. void CPlayerInterface::showQuestLog()
  1413. {
  1414. EVENT_HANDLER_CALLED_BY_CLIENT;
  1415. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1416. }
  1417. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1418. {
  1419. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1420. {
  1421. MetaString txt;
  1422. obj->getProblemText(txt);
  1423. showInfoDialog(txt.toString());
  1424. }
  1425. else
  1426. showShipyardDialog(obj);
  1427. }
  1428. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1429. {
  1430. artifactController->askToAssemble(al, true, true);
  1431. }
  1432. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1433. {
  1434. EVENT_HANDLER_CALLED_BY_CLIENT;
  1435. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1436. }
  1437. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1438. {
  1439. EVENT_HANDLER_CALLED_BY_CLIENT;
  1440. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1441. artifactController->artifactRemoved();
  1442. }
  1443. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1444. {
  1445. EVENT_HANDLER_CALLED_BY_CLIENT;
  1446. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1447. artifactController->artifactMoved();
  1448. }
  1449. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1450. {
  1451. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1452. }
  1453. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1454. {
  1455. EVENT_HANDLER_CALLED_BY_CLIENT;
  1456. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1457. artifactController->artifactAssembled();
  1458. }
  1459. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1460. {
  1461. EVENT_HANDLER_CALLED_BY_CLIENT;
  1462. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1463. artifactController->artifactDisassembled();
  1464. }
  1465. void CPlayerInterface::waitForAllDialogs()
  1466. {
  1467. if (!makingTurn)
  1468. return;
  1469. while(!dialogs.empty())
  1470. {
  1471. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1472. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1473. }
  1474. waitWhileDialog();
  1475. }
  1476. void CPlayerInterface::proposeLoadingGame()
  1477. {
  1478. showYesNoDialog(
  1479. LIBRARY->generaltexth->allTexts[68],
  1480. []()
  1481. {
  1482. GAME->server().endGameplay();
  1483. GAME->mainmenu()->menu->switchToTab("load");
  1484. },
  1485. nullptr
  1486. );
  1487. }
  1488. bool CPlayerInterface::capturedAllEvents()
  1489. {
  1490. if(movementController->isHeroMoving())
  1491. {
  1492. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1493. return true;
  1494. }
  1495. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1496. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1497. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1498. {
  1499. ENGINE->input().ignoreEventsUntilInput();
  1500. return true;
  1501. }
  1502. return false;
  1503. }
  1504. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1505. {
  1506. EVENT_HANDLER_CALLED_BY_CLIENT;
  1507. adventureInt->openWorldView(objectPositions, showTerrain );
  1508. }
  1509. void CPlayerInterface::setColorScheme(ColorScheme scheme)
  1510. {
  1511. ENGINE->screenHandler().setColorScheme(scheme);
  1512. }
  1513. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1514. {
  1515. return std::nullopt;
  1516. }
  1517. void CPlayerInterface::registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1518. {
  1519. autofightingAI = battleEvents;
  1520. GAME->server().client->registerBattleInterface(battleEvents, playerID);
  1521. }
  1522. void CPlayerInterface::unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1523. {
  1524. assert(battleEvents == autofightingAI);
  1525. GAME->server().client->unregisterBattleInterface(autofightingAI, playerID);
  1526. autofightingAI.reset();
  1527. }