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- /*
- * CPlayerInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CPlayerInterface.h"
- #include <vcmi/Artifact.h>
- #include "CServerHandler.h"
- #include "HeroMovementController.h"
- #include "PlayerLocalState.h"
- #include "adventureMap/AdventureMapInterface.h"
- #include "adventureMap/CInGameConsole.h"
- #include "adventureMap/CList.h"
- #include "battle/BattleEffectsController.h"
- #include "battle/BattleFieldController.h"
- #include "battle/BattleInterface.h"
- #include "battle/BattleInterfaceClasses.h"
- #include "battle/BattleWindow.h"
- #include "eventsSDL/InputHandler.h"
- #include "eventsSDL/NotificationHandler.h"
- #include "GameEngine.h"
- #include "GameInstance.h"
- #include "gui/CursorHandler.h"
- #include "gui/WindowHandler.h"
- #include "mainmenu/CMainMenu.h"
- #include "mainmenu/CHighScoreScreen.h"
- #include "mapView/mapHandler.h"
- #include "media/IMusicPlayer.h"
- #include "media/ISoundPlayer.h"
- #include "render/CAnimation.h"
- #include "render/IImage.h"
- #include "render/IRenderHandler.h"
- #include "widgets/Buttons.h"
- #include "widgets/CComponent.h"
- #include "widgets/CGarrisonInt.h"
- #include "windows/CCastleInterface.h"
- #include "windows/CCreatureWindow.h"
- #include "windows/CExchangeWindow.h"
- #include "windows/CHeroWindow.h"
- #include "windows/CKingdomInterface.h"
- #include "windows/CMarketWindow.h"
- #include "windows/CPuzzleWindow.h"
- #include "windows/CQuestLog.h"
- #include "windows/CSpellWindow.h"
- #include "windows/CTutorialWindow.h"
- #include "windows/GUIClasses.h"
- #include "windows/InfoWindows.h"
- #include "windows/settings/SettingsMainWindow.h"
- #include "../CCallback.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/texts/CGeneralTextHandler.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/CRandomGenerator.h"
- #include "../lib/CStack.h"
- #include "../lib/CStopWatch.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/GameConstants.h"
- #include "../lib/RoadHandler.h"
- #include "../lib/StartInfo.h"
- #include "../lib/TerrainHandler.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/bonuses/Limiters.h"
- #include "../lib/bonuses/Propagators.h"
- #include "../lib/bonuses/Updaters.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/mapObjects/CGMarket.h"
- #include "../lib/mapObjects/CGTownInstance.h"
- #include "../lib/mapObjects/MiscObjects.h"
- #include "../lib/mapObjects/ObjectTemplate.h"
- #include "../lib/mapping/CMapHeader.h"
- #include "../lib/networkPacks/PacksForClient.h"
- #include "../lib/networkPacks/PacksForClientBattle.h"
- #include "../lib/networkPacks/PacksForServer.h"
- #include "../lib/pathfinder/CGPathNode.h"
- #include "../lib/pathfinder/PathfinderCache.h"
- #include "../lib/pathfinder/PathfinderOptions.h"
- #include "../lib/serializer/CTypeList.h"
- #include "../lib/serializer/ESerializationVersion.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/texts/TextOperations.h"
- // The macro below is used to mark functions that are called by client when game state changes.
- // They all assume that interface mutex is locked.
- #define EVENT_HANDLER_CALLED_BY_CLIENT
- #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
- std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
- struct HeroObjectRetriever
- {
- const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h;
- }
- const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- return nullptr;
- }
- };
- CPlayerInterface::CPlayerInterface(PlayerColor Player):
- localState(std::make_unique<PlayerLocalState>(*this)),
- movementController(std::make_unique<HeroMovementController>()),
- artifactController(std::make_unique<ArtifactsUIController>())
-
- {
- logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
- GAME->setInterfaceInstance(this);
- playerID=Player;
- human=true;
- battleInt.reset();
- castleInt = nullptr;
- makingTurn = false;
- showingDialog = new ConditionalWait();
- cingconsole = new CInGameConsole();
- autosaveCount = 0;
- isAutoFightOn = false;
- isAutoFightEndBattle = false;
- ignoreEvents = false;
- }
- CPlayerInterface::~CPlayerInterface()
- {
- logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
- delete showingDialog;
- delete cingconsole;
- if (GAME->interface() == this)
- GAME->setInterfaceInstance(nullptr);
- }
- void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
- {
- cb = CB;
- env = ENV;
- pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(cb.get()));
- ENGINE->music().loadTerrainMusicThemes();
- initializeHeroTownList();
- adventureInt.reset(new AdventureMapInterface());
- }
- std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
- {
- return pathfinderCache->getPathsInfo(h);
- }
- void CPlayerInterface::invalidatePaths()
- {
- pathfinderCache->invalidatePaths();
- }
- void CPlayerInterface::closeAllDialogs()
- {
- // remove all active dialogs that do not expect query answer
- while(true)
- {
- auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
- auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
- auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
- auto topWindow = ENGINE->windows().topWindow<WindowBase>();
- if(adventureWindow != nullptr)
- break;
- if(infoWindow && infoWindow->ID != QueryID::NONE)
- break;
- if (settingsWindow)
- {
- settingsWindow->close();
- continue;
- }
- if (topWindow)
- topWindow->close();
- else
- ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
- }
- }
- void CPlayerInterface::playerEndsTurn(PlayerColor player)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (player == playerID)
- {
- makingTurn = false;
- closeAllDialogs();
- // remove all pending dialogs that do not expect query answer
- vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
- return window->ID == QueryID::NONE;
- });
- }
- }
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
- {
- if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
- {
- // after map load - remove all active windows and replace them with adventure map
- ENGINE->windows().clear();
- ENGINE->windows().pushWindow(adventureInt);
- }
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (player != playerID && GAME->interface() == this)
- {
- waitWhileDialog();
- bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
- if (makingTurn == false)
- adventureInt->onEnemyTurnStarted(player, isHuman);
- }
- }
- void CPlayerInterface::performAutosave()
- {
- int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
- if(frequency > 0 && cb->getDate() % frequency == 0)
- {
- bool usePrefix = settings["general"]["useSavePrefix"].Bool();
- std::string prefix = std::string();
- if(usePrefix)
- {
- prefix = settings["general"]["savePrefix"].String();
- if(prefix.empty())
- {
- std::string name = cb->getMapHeader()->name.toString();
- int txtlen = TextOperations::getUnicodeCharactersCount(name);
- TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
- auto const & isSymbolIllegal = [&](char c) {
- static const std::string forbiddenChars("\\/:*?\"<>| ");
- bool charForbidden = forbiddenChars.find(c) != std::string::npos;
- bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
- return charForbidden || charNonprintable;
- };
- std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
- prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
- }
- }
- autosaveCount++;
- int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
- if(autosaveCountLimit > 0)
- {
- cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
- autosaveCount %= autosaveCountLimit;
- }
- else
- {
- std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
- + std::to_string(cb->getDate(Date::WEEK))
- + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
- cb->save("Saves/Autosave/" + prefix + stringifiedDate);
- }
- }
- }
- void CPlayerInterface::gamePause(bool pause)
- {
- cb->gamePause(pause);
- }
- void CPlayerInterface::yourTurn(QueryID queryID)
- {
- closeAllDialogs();
- CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
- EVENT_HANDLER_CALLED_BY_CLIENT;
- int humanPlayersCount = 0;
- for(const auto & info : cb->getStartInfo()->playerInfos)
- if (info.second.isControlledByHuman())
- humanPlayersCount++;
- bool hotseatWait = humanPlayersCount > 1;
- GAME->setInterfaceInstance(this);
- ENGINE->curInt = this;
- NotificationHandler::notify("Your turn");
- if(settings["general"]["startTurnAutosave"].Bool())
- {
- performAutosave();
- }
- if (hotseatWait) //hot seat or MP message
- {
- adventureInt->onHotseatWaitStarted(playerID);
- makingTurn = true;
- std::string msg = LIBRARY->generaltexth->allTexts[13];
- boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
- std::vector<std::shared_ptr<CComponent>> cmp;
- cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
- showInfoDialog(msg, cmp);
- }
- else
- {
- makingTurn = true;
- adventureInt->onPlayerTurnStarted(playerID);
- }
- acceptTurn(queryID, hotseatWait);
- }
- void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
- {
- if (settings["session"]["autoSkip"].Bool())
- {
- while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
- iw->close();
- }
- if(hotseatWait)
- {
- waitWhileDialog(); // wait for player to accept turn in hot-seat mode
- adventureInt->onPlayerTurnStarted(playerID);
- }
- // warn player if he has no town
- if (cb->howManyTowns() == 0)
- {
- auto playerColor = *cb->getPlayerID();
- std::vector<Component> components;
- components.emplace_back(ComponentType::FLAG, playerColor);
- MetaString text;
- const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
- if(optDaysWithoutCastle)
- {
- auto daysWithoutCastle = optDaysWithoutCastle.value();
- if (daysWithoutCastle < 6)
- {
- 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.
- text.replaceName(playerColor);
- text.replaceNumber(7 - daysWithoutCastle);
- }
- else if (daysWithoutCastle == 6)
- {
- text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
- text.replaceName(playerColor);
- }
- showInfoDialogAndWait(components, text);
- }
- else
- logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
- }
-
- cb->selectionMade(0, queryID);
- movementController->onPlayerTurnStarted();
- }
- void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- if(GAME->interface() != this)
- return;
- //FIXME: read once and store
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
- return;
- const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
- if (!hero)
- return;
- movementController->onTryMoveHero(hero, details);
- }
- void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
- // if hero is not in town garrison
- if (vstd::contains(localState->getWanderingHeroes(), hero))
- localState->removeWanderingHero(hero);
- adventureInt->onHeroChanged(hero);
- localState->erasePath(hero);
- }
- void CPlayerInterface::townRemoved(const CGTownInstance* town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(town->tempOwner == playerID)
- {
- localState->removeOwnedTown(town);
- adventureInt->onTownChanged(town);
- }
- }
- void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(start && visitedObj)
- {
- auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
- if (visitSound)
- ENGINE->sound().playSound(visitSound.value());
- }
- }
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- localState->addWanderingHero(hero);
- adventureInt->onHeroChanged(hero);
- if(castleInt)
- ENGINE->sound().playSound(soundBase::newBuilding);
- }
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
- {
- if(castleInt)
- castleInt->close();
- castleInt = nullptr;
- auto newCastleInt = std::make_shared<CCastleInterface>(town);
- ENGINE->windows().pushWindow(newCastleInt);
- }
- void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (which == PrimarySkill::EXPERIENCE)
- {
- for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
- ctw->updateExperience();
- }
- else
- {
- adventureInt->onHeroChanged(hero);
- }
- }
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
- cuw->updateSecondarySkills();
- localState->verifyPath(hero);
- adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
- }
- void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(hero);
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->onHeroChanged(hero);
- }
- void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->onHeroChanged(hero);
- invalidatePaths();
- }
- void CPlayerInterface::receivedResource()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
- mw->updateResources();
- ENGINE->windows().totalRedraw();
- }
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- ENGINE->sound().playSound(soundBase::heroNewLevel);
- ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- });
- }
- void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- ENGINE->sound().playSound(soundBase::heroNewLevel);
- ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- });
- }
- void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(town->garrisonHero) //wandering hero moved to the garrison
- {
- // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
- if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
- localState->removeWanderingHero(town->garrisonHero);
- }
- if(town->visitingHero) //hero leaves garrison
- {
- // This method also gets called on hero recruitment -> wandering heroes already contains new hero
- if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
- localState->addWanderingHero(town->visitingHero);
- }
- adventureInt->onHeroChanged(nullptr);
- adventureInt->onTownChanged(town);
- for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
- if (cgh->holdsGarrison(town))
- cgh->updateGarrisons();
- for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
- ki->townChanged(town);
- // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
- ENGINE->windows().totalRedraw();
- }
- void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (hero->tempOwner != playerID )
- return;
- waitWhileDialog();
- openTownWindow(town);
- }
- void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
- {
- std::vector<const CArmedInstance *> instances;
- if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
- instances.push_back(obj);
- if(id2 != ObjectInstanceID() && id2 != id1)
- {
- if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
- instances.push_back(obj);
- }
- garrisonsChanged(instances);
- }
- void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
- {
- for (auto object : objs)
- {
- auto * hero = dynamic_cast<const CGHeroInstance*>(object);
- auto * town = dynamic_cast<const CGTownInstance*>(object);
- if (town)
- adventureInt->onTownChanged(town);
- if (hero)
- {
- localState->verifyPath(hero);
- adventureInt->onHeroChanged(hero);
- if(hero->inTownGarrison && hero->visitedTown != town)
- adventureInt->onTownChanged(hero->visitedTown);
- }
- }
- for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
- if (cgh->holdsGarrisons(objs))
- cgh->updateGarrisons();
- ENGINE->windows().totalRedraw();
- }
- void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onTownChanged(town);
- if (castleInt)
- {
- castleInt->townlist->updateElement(town);
- if (castleInt->town == town)
- {
- switch(what)
- {
- case 1:
- castleInt->addBuilding(buildingID);
- break;
- case 2:
- castleInt->removeBuilding(buildingID);
- break;
- }
- }
- // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
- ENGINE->windows().totalRedraw();
- }
- for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
- cgh->buildChanged();
- }
- void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
- {
- movementController->onBattleStarted();
- waitForAllDialogs();
- }
- void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
- bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
- if ((replayAllowed && useQuickCombat) || forceQuickCombat)
- {
- autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- AutocombatPreferences autocombatPreferences = AutocombatPreferences();
- autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
- autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
- autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
- isAutoFightOn = true;
- cb->registerBattleInterface(autofightingAI);
- }
- waitForAllDialogs();
- BATTLE_EVENT_POSSIBLE_RETURN;
- }
- void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- for(auto & info : units)
- {
- switch(info.operation)
- {
- case UnitChanges::EOperation::RESET_STATE:
- {
- const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
- if(!stack)
- {
- logGlobal->error("Invalid unit ID %d", info.id);
- continue;
- }
- battleInt->stackReset(stack);
- }
- break;
- case UnitChanges::EOperation::REMOVE:
- battleInt->stackRemoved(info.id);
- break;
- case UnitChanges::EOperation::ADD:
- {
- const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
- if(!unit)
- {
- logGlobal->error("Invalid unit ID %d", info.id);
- continue;
- }
- battleInt->stackAdded(unit);
- }
- break;
- default:
- logGlobal->error("Unknown unit operation %d", (int)info.operation);
- break;
- }
- }
- }
- void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
- std::vector<ObstacleChanges> removedObstacles;
- for(auto & change : obstacles)
- {
- if(change.operation == BattleChanges::EOperation::ADD)
- {
- auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
- if(instance)
- newObstacles.push_back(instance);
- else
- logNetwork->error("Invalid obstacle instance %d", change.id);
- }
- if(change.operation == BattleChanges::EOperation::REMOVE)
- removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
- }
- if (!newObstacles.empty())
- battleInt->obstaclePlaced(newObstacles);
- if (!removedObstacles.empty())
- battleInt->obstacleRemoved(removedObstacles);
- battleInt->fieldController->redrawBackgroundWithHexes();
- }
- void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackIsCatapulting(ca);
- }
- 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
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRound();
- }
- void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->startAction(action);
- }
- void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->endAction(action);
- }
- void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- logGlobal->trace("Awaiting command for %s", stack->nodeName());
- assert(!cb->getBattle(battleID)->battleIsFinished());
- if (cb->getBattle(battleID)->battleIsFinished())
- {
- logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
- cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
- return ;
- }
- if (autofightingAI)
- {
- if (isAutoFightOn)
- {
- //FIXME: we want client rendering to proceed while AI is making actions
- // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- autofightingAI->activeStack(battleID, stack);
- return;
- }
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- }
- assert(battleInt);
- if(!battleInt)
- {
- // probably battle is finished already
- cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
- }
- battleInt->stackActivated(stack);
- }
- void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(isAutoFightOn || autofightingAI)
- {
- isAutoFightOn = false;
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- if(!battleInt)
- {
- bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
- auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
- if (allowManualReplay || isAutoFightEndBattle)
- {
- wnd->resultCallback = [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- };
- }
-
- isAutoFightEndBattle = false;
- ENGINE->windows().pushWindow(wnd);
- // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
- // Otherwise NewTurn causes freeze.
- waitWhileDialog();
- return;
- }
- }
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleFinished(*br, queryID);
- }
- void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->displayBattleLog(lines);
- }
- void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackMoved(stack, dest, distance, teleport);
- }
- void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->spellCast(sc);
- }
- void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleStacksEffectsSet(sse);
- }
- void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->effectsController->battleTriggerEffect(bte);
- if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
- {
- const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
- battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
- }
- }
- void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- std::vector<StackAttackedInfo> arg;
- for(auto & elem : bsa)
- {
- const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
- const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
- assert(defender);
- StackAttackedInfo info;
- info.defender = defender;
- info.attacker = attacker;
- info.damageDealt = elem.damageAmount;
- info.amountKilled = elem.killedAmount;
- info.spellEffect = SpellID::NONE;
- info.indirectAttack = ranged;
- info.killed = elem.killed();
- info.rebirth = elem.willRebirth();
- info.cloneKilled = elem.cloneKilled();
- info.fireShield = elem.fireShield();
- if (elem.isSpell())
- info.spellEffect = elem.spellID;
- arg.push_back(info);
- }
- battleInt->stacksAreAttacked(arg);
- }
- void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- StackAttackInfo info;
- info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
- info.defender = nullptr;
- info.indirectAttack = ba->shot();
- info.lucky = ba->lucky();
- info.unlucky = ba->unlucky();
- info.deathBlow = ba->deathBlow();
- info.lifeDrain = ba->lifeDrain();
- info.tile = ba->tile;
- info.spellEffect = SpellID::NONE;
- if (ba->spellLike())
- info.spellEffect = ba->spellID;
- for(auto & elem : ba->bsa)
- {
- if(!elem.isSecondary())
- {
- assert(info.defender == nullptr);
- info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
- }
- else
- {
- info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
- }
- }
- assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
- assert(info.attacker != nullptr);
- battleInt->stackAttacking(info);
- }
- void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->gateStateChanged(state);
- }
- void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- }
- void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
- auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
- if(autoTryHover || type == EInfoWindowMode::INFO)
- {
- waitWhileDialog(); //Fix for mantis #98
- adventureInt->showInfoBoxMessage(components, text, timer);
- // 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
- movementController->requestMovementAbort();
- if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
- ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
- return;
- }
- if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
- {
- return;
- }
- std::vector<Component> vect = components; //I do not know currently how to avoid copy here
- do
- {
- std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
- std::vector<std::shared_ptr<CComponent>> intComps;
- for (auto & component : sender)
- intComps.push_back(std::make_shared<CComponent>(component));
- showInfoDialog(text,intComps,soundID);
- vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
- }
- while(!vect.empty());
- }
- void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
- {
- std::vector<std::shared_ptr<CComponent>> intComps;
- intComps.push_back(component);
- showInfoDialog(text, intComps, soundBase::sound_todo);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
- {
- LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
- waitWhileDialog();
- if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
- {
- return;
- }
- std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
- if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
- {
- ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
- showingDialog->setBusy();
- movementController->requestMovementAbort(); // interrupt movement to show dialog
- ENGINE->windows().pushWindow(temp);
- }
- else
- {
- dialogs.push_back(temp);
- }
- }
- void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::string str = text.toString();
- showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
- waitWhileDialog();
- }
- void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
- {
- movementController->requestMovementAbort();
- GAME->interface()->showingDialog->setBusy();
- CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
- }
- void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- movementController->requestMovementAbort();
- ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
- if (!selection && cancel) //simple yes/no dialog
- {
- if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
- {
- cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
- return;
- }
- std::vector<std::shared_ptr<CComponent>> intComps;
- for (auto & component : components)
- intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
- showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
- }
- else if (selection)
- {
- std::vector<std::shared_ptr<CSelectableComponent>> intComps;
- for (auto & component : components)
- intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
- std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
- pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
- if (cancel)
- {
- pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
- }
- int charperline = 35;
- if (pom.size() > 1)
- charperline = 50;
- ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
- intComps[0]->clickPressed(ENGINE->getCursorPosition());
- intComps[0]->clickReleased(ENGINE->getCursorPosition());
- }
- }
- void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
- }
- void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::vector<ObjectInstanceID> objectGuiOrdered = objects;
- std::map<ObjectInstanceID, int> townOrder;
- auto ownedTowns = localState->getOwnedTowns();
- for (int i = 0; i < ownedTowns.size(); ++i)
- townOrder[ownedTowns[i]->id] = i;
- auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
- uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
- uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
- return leftIndex < rightIndex;
- };
- std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
- auto selectCallback = [=](int selection)
- {
- cb->sendQueryReply(selection, askID);
- };
- auto cancelCallback = [=]()
- {
- cb->sendQueryReply(std::nullopt, askID);
- };
- const std::string localTitle = title.toString();
- const std::string localDescription = description.toString();
- std::vector<int> tempList;
- tempList.reserve(objectGuiOrdered.size());
- for(const auto & item : objectGuiOrdered)
- tempList.push_back(item.getNum());
- CComponent localIconC(icon);
- std::shared_ptr<CIntObject> localIcon = localIconC.image;
- localIconC.removeChild(localIcon.get(), false);
- std::vector<std::shared_ptr<IImage>> images;
- for(const auto & obj : objectGuiOrdered)
- {
- if(!settings["general"]["enableUiEnhancements"].Bool())
- break;
- const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
- if(t)
- {
- auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
- image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
- images.push_back(image);
- }
- }
- auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
- wnd->onExit = cancelCallback;
- wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
- wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
- ENGINE->windows().pushWindow(wnd);
- }
- void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
- adventureInt->onMapTilesChanged(pos);
- }
- void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onMapTilesChanged(pos);
- }
- void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
- {
- ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
- }
- void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
- {
- for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
- fortScreen->creaturesChangedEventHandler();
- for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
- if(castleInterface->town == town)
- castleInterface->creaturesChangedEventHandler();
- if (townObj)
- for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
- ki->townChanged(townObj);
- }
- else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
- || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
- {
- for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
- if (crw->dwelling == town)
- crw->availableCreaturesChanged();
- }
- }
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (bonus.type == BonusType::NONE)
- return;
- adventureInt->onHeroChanged(hero);
- if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
- {
- //recalculate paths because hero has lost bonus influencing pathfinding
- localState->erasePath(hero);
- }
- }
- void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
- {
- LOG_TRACE(logGlobal);
- if (!GAME->interface()->makingTurn)
- return;
- assert(h);
- assert(!showingDialog->isBusy());
- assert(dialogs.empty());
- if (!h)
- return; //can't find hero
- //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
- if (showingDialog->isBusy() || !dialogs.empty())
- return;
- if (localState->isHeroSleeping(h))
- localState->setHeroAwaken(h);
- movementController->requestMovementStart(h, path);
- }
- void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onEnd = [=](){ cb->selectionMade(0, queryID); };
- if (movementController->isHeroMovingThroughGarrison(down, up))
- {
- onEnd();
- return;
- }
- waitForAllDialogs();
- auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
- cgw->quit->addCallback(onEnd);
- ENGINE->windows().pushWindow(cgw);
- }
- void CPlayerInterface::requestRealized( PackageApplied *pa )
- {
- if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
- movementController->onMoveHeroApplied();
- if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
- movementController->onQueryReplyApplied();
- }
- void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
- {
- heroExchangeStarted(hero1, hero2, QueryID(-1));
- }
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
- }
- void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
- {
- if (sop->what == ObjProperty::OWNER)
- {
- const CGObjectInstance * obj = cb->getObj(sop->id);
- if(obj->ID == Obj::TOWN)
- {
- auto town = static_cast<const CGTownInstance *>(obj);
- if(obj->tempOwner == playerID)
- {
- localState->removeOwnedTown(town);
- adventureInt->onTownChanged(town);
- }
- }
- }
- }
- void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (sop->what == ObjProperty::OWNER)
- {
- const CGObjectInstance * obj = cb->getObj(sop->id);
- if(obj->ID == Obj::TOWN)
- {
- auto town = static_cast<const CGTownInstance *>(obj);
- if(obj->tempOwner == playerID)
- {
- localState->addOwnedTown(town);
- adventureInt->onTownChanged(town);
- }
- }
- //redraw minimap if owner changed
- std::set<int3> pos = obj->getBlockedPos();
- std::unordered_set<int3> upos(pos.begin(), pos.end());
- adventureInt->onMapTilesChanged(upos);
- assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
- }
- }
- void CPlayerInterface::initializeHeroTownList()
- {
- if(localState->getWanderingHeroes().empty())
- {
- for(auto & hero : cb->getHeroesInfo())
- {
- if(!hero->inTownGarrison)
- localState->addWanderingHero(hero);
- }
- }
- if(localState->getOwnedTowns().empty())
- {
- for(auto & town : cb->getTownsInfo())
- localState->addOwnedTown(town);
- }
- localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
- if(adventureInt)
- adventureInt->onHeroChanged(nullptr);
- }
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- auto recruitCb = [=](CreatureID id, int count)
- {
- cb->recruitCreatures(dwelling, dst, id, count, -1);
- };
- auto closeCb = [=]()
- {
- cb->selectionMade(0, queryID);
- };
- ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
- }
- void CPlayerInterface::waitWhileDialog()
- {
- if (ENGINE->amIGuiThread())
- {
- logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
- return;
- }
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- showingDialog->waitWhileBusy();
- }
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto state = obj->shipyardStatus();
- TResources cost;
- obj->getBoatCost(cost);
- ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
- }
- void CPlayerInterface::newObject( const CGObjectInstance * obj )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //we might have built a boat in shipyard in opened town screen
- if (obj->ID == Obj::BOAT
- && GAME->interface()->castleInt
- && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
- {
- GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
- }
- }
- void CPlayerInterface::centerView (int3 pos, int focusTime)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- ENGINE->cursor().hide();
- adventureInt->centerOnTile(pos);
- if (focusTime)
- {
- ENGINE->windows().totalRedraw();
- {
- IgnoreEvents ignore(*this);
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
- }
- }
- ENGINE->cursor().show();
- }
- void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(playerID == initiator)
- {
- auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
- if (removalSound)
- {
- waitWhileDialog();
- ENGINE->sound().playSound(removalSound.value());
- }
- }
- GAME->map().waitForOngoingAnimations();
- if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
- heroKilled(h);
- }
- if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
- {
- const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
- townRemoved(t);
- }
- ENGINE->fakeMouseMove();
- }
- void CPlayerInterface::objectRemovedAfter()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onMapTilesChanged(boost::none);
- // visiting or garrisoned hero removed - update window
- if (castleInt)
- castleInt->updateGarrisons();
- for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
- ki->heroRemoved();
- }
- void CPlayerInterface::playerBlocked(int reason, bool start)
- {
- if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
- {
- if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false)
- {
- //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
- GAME->setInterfaceInstance(this);
- ENGINE->curInt = this;
- adventureInt->onCurrentPlayerChanged(playerID);
- std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
- boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
- std::vector<std::shared_ptr<CComponent>> cmp;
- cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
- makingTurn = true; //workaround for stiff showInfoDialog implementation
- showInfoDialog(msg, cmp);
- waitWhileDialog();
- makingTurn = false;
- }
- }
- }
- void CPlayerInterface::update()
- {
- // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
- std::shared_lock gsLock(CGameState::mutex);
- // While mutexes were locked away we may be have stopped being the active interface
- if (GAME->interface() != this)
- return;
- //if there are any waiting dialogs, show them
- if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
- {
- showingDialog->setBusy();
- ENGINE->windows().pushWindow(dialogs.front());
- dialogs.pop_front();
- }
- assert(adventureInt);
- // Handles mouse and key input
- ENGINE->handleEvents();
- ENGINE->windows().simpleRedraw();
- }
- void CPlayerInterface::endNetwork()
- {
- showingDialog->requestTermination();
- }
- int CPlayerInterface::getLastIndex( std::string namePrefix)
- {
- using namespace boost::filesystem;
- using namespace boost::algorithm;
- path gamesDir = VCMIDirs::get().userSavePath();
- std::map<std::time_t, int> dates; //save number => datestamp
- const directory_iterator enddir;
- if (!exists(gamesDir))
- create_directory(gamesDir);
- else
- for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
- {
- if (is_regular_file(dir->status()))
- {
- std::string name = dir->path().filename().string();
- if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
- {
- char nr = name[namePrefix.size()];
- if (std::isdigit(nr))
- dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
- }
- }
- }
- if (!dates.empty())
- return (--dates.end())->second; //return latest file number
- return 0;
- }
- void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (player == playerID)
- {
- if (victoryLossCheckResult.loss())
- showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
- assert(ENGINE->curInt == GAME->interface());
- auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
- GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
- ENGINE->curInt = this; //waiting for dialogs requires this to get events
- if(!makingTurn)
- {
- makingTurn = true; //also needed for dialog to show with current implementation
- waitForAllDialogs();
- makingTurn = false;
- }
- else
- waitForAllDialogs();
- ENGINE->curInt = previousInterface;
- GAME->setInterfaceInstance(previousInterface);
- }
- }
- void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- }
- void CPlayerInterface::showPuzzleMap()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- //TODO: interface should not know the real position of Grail...
- double ratio = 0;
- int3 grailPos = cb->getGrailPos(&ratio);
- ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
- }
- void CPlayerInterface::viewWorldMap()
- {
- adventureInt->openWorldView();
- }
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if(ENGINE->windows().topWindow<CSpellWindow>())
- ENGINE->windows().popWindows(1);
- if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
- localState->erasePath(caster);
- auto castSoundPath = spellID.toSpell()->getCastSound();
- if(!castSoundPath.empty())
- ENGINE->sound().playSound(castSoundPath);
- }
- void CPlayerInterface::tryDigging(const CGHeroInstance * h)
- {
- int msgToShow = -1;
- const auto diggingStatus = h->diggingStatus();
- switch(diggingStatus)
- {
- case EDiggingStatus::CAN_DIG:
- break;
- case EDiggingStatus::LACK_OF_MOVEMENT:
- msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
- break;
- case EDiggingStatus::TILE_OCCUPIED:
- msgToShow = 97; //Try searching on clear ground.
- break;
- case EDiggingStatus::WRONG_TERRAIN:
- msgToShow = 60; ////Try looking on land!
- break;
- case EDiggingStatus::BACKPACK_IS_FULL:
- msgToShow = 247; //Searching for the Grail is fruitless...
- break;
- default:
- assert(0);
- }
- if(msgToShow < 0)
- cb->dig(h);
- else
- showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
- }
- void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRoundFirst();
- }
- void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onWindowClosed = [this, queryID](){
- cb->selectionMade(0, queryID);
- };
- if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
- ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
- else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
- ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
- else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
- ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
- else if (!market->availableModes().empty())
- for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
- {
- if(vstd::contains(market->availableModes(), mode))
- {
- ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
- break;
- }
- }
- else
- onWindowClosed();
- }
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onWindowClosed = [this, queryID](){
- cb->selectionMade(0, queryID);
- };
- ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
- }
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
- }
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
- cmw->updateArtifacts();
- }
- void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onWindowClosed = [this, queryID](){
- if (queryID != QueryID::NONE)
- cb->selectionMade(0, queryID);
- };
- ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
- }
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
- }
- void CPlayerInterface::showQuestLog()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
- }
- void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
- {
- if (obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- MetaString txt;
- obj->getProblemText(txt);
- showInfoDialog(txt.toString());
- }
- else
- showShipyardDialog(obj);
- }
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
- {
- artifactController->askToAssemble(al, true, true);
- }
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(cb->getHero(al.artHolder));
- }
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(cb->getHero(al.artHolder));
- artifactController->artifactRemoved();
- }
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
- artifactController->artifactMoved();
- }
- void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
- {
- artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
- }
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(cb->getHero(al.artHolder));
- artifactController->artifactAssembled();
- }
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->onHeroChanged(cb->getHero(al.artHolder));
- artifactController->artifactDisassembled();
- }
- void CPlayerInterface::waitForAllDialogs()
- {
- if (!makingTurn)
- return;
- while(!dialogs.empty())
- {
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
- }
- waitWhileDialog();
- }
- void CPlayerInterface::proposeLoadingGame()
- {
- showYesNoDialog(
- LIBRARY->generaltexth->allTexts[68],
- []()
- {
- GAME->server().endGameplay();
- CMM->menu->switchToTab("load");
- },
- nullptr
- );
- }
- bool CPlayerInterface::capturedAllEvents()
- {
- if(movementController->isHeroMoving())
- {
- //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
- return true;
- }
- bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
- bool quickCombatOngoing = isAutoFightOn && !battleInt;
- if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
- {
- ENGINE->input().ignoreEventsUntilInput();
- return true;
- }
- return false;
- }
- void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->openWorldView(objectPositions, showTerrain );
- }
- std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
- {
- return std::nullopt;
- }
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