CPlayerInterface.cpp 55 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 "mainmenu/CStatisticScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "media/IMusicPlayer.h"
  36. #include "media/ISoundPlayer.h"
  37. #include "render/CAnimation.h"
  38. #include "render/IImage.h"
  39. #include "render/IRenderHandler.h"
  40. #include "render/IScreenHandler.h"
  41. #include "widgets/Buttons.h"
  42. #include "widgets/CComponent.h"
  43. #include "widgets/CGarrisonInt.h"
  44. #include "windows/CCastleInterface.h"
  45. #include "windows/CCreatureWindow.h"
  46. #include "windows/CExchangeWindow.h"
  47. #include "windows/CHeroWindow.h"
  48. #include "windows/CKingdomInterface.h"
  49. #include "windows/CMarketWindow.h"
  50. #include "windows/CPuzzleWindow.h"
  51. #include "windows/CQuestLog.h"
  52. #include "windows/CSpellWindow.h"
  53. #include "windows/CTutorialWindow.h"
  54. #include "windows/GUIClasses.h"
  55. #include "windows/InfoWindows.h"
  56. #include "windows/settings/SettingsMainWindow.h"
  57. #include "../lib/callback/CDynLibHandler.h"
  58. #include "../lib/CConfigHandler.h"
  59. #include "../lib/GameLibrary.h"
  60. #include "../lib/texts/CGeneralTextHandler.h"
  61. #include "../lib/CPlayerState.h"
  62. #include "../lib/CRandomGenerator.h"
  63. #include "../lib/CStack.h"
  64. #include "../lib/CStopWatch.h"
  65. #include "../lib/CThreadHelper.h"
  66. #include "../lib/GameConstants.h"
  67. #include "../lib/RoadHandler.h"
  68. #include "../lib/StartInfo.h"
  69. #include "../lib/TerrainHandler.h"
  70. #include "../lib/UnlockGuard.h"
  71. #include "../lib/VCMIDirs.h"
  72. #include "../lib/battle/CPlayerBattleCallback.h"
  73. #include "../lib/bonuses/Limiters.h"
  74. #include "../lib/bonuses/Propagators.h"
  75. #include "../lib/bonuses/Updaters.h"
  76. #include "../lib/callback/CCallback.h"
  77. #include "../lib/gameState/CGameState.h"
  78. #include "../lib/mapObjects/CGMarket.h"
  79. #include "../lib/mapObjects/CGTownInstance.h"
  80. #include "../lib/mapObjects/MiscObjects.h"
  81. #include "../lib/mapObjects/ObjectTemplate.h"
  82. #include "../lib/mapping/CMap.h"
  83. #include "../lib/mapping/CMapHeader.h"
  84. #include "../lib/networkPacks/PacksForClient.h"
  85. #include "../lib/networkPacks/PacksForClientBattle.h"
  86. #include "../lib/networkPacks/PacksForServer.h"
  87. #include "../lib/pathfinder/CGPathNode.h"
  88. #include "../lib/pathfinder/PathfinderCache.h"
  89. #include "../lib/pathfinder/PathfinderOptions.h"
  90. #include "../lib/serializer/CTypeList.h"
  91. #include "../lib/serializer/ESerializationVersion.h"
  92. #include "../lib/spells/CSpellHandler.h"
  93. #include "../lib/texts/TextOperations.h"
  94. #include "../lib/filesystem/Filesystem.h"
  95. #include <boost/lexical_cast.hpp>
  96. // The macro below is used to mark functions that are called by client when game state changes.
  97. // They all assume that interface mutex is locked.
  98. #define EVENT_HANDLER_CALLED_BY_CLIENT
  99. #define BATTLE_EVENT_POSSIBLE_RETURN if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
  100. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  101. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  102. localState(std::make_unique<PlayerLocalState>(*this)),
  103. movementController(std::make_unique<HeroMovementController>()),
  104. artifactController(std::make_unique<ArtifactsUIController>())
  105. {
  106. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  107. GAME->setInterfaceInstance(this);
  108. playerID=Player;
  109. human=true;
  110. battleInt.reset();
  111. castleInt = nullptr;
  112. makingTurn = false;
  113. showingDialog = new ConditionalWait();
  114. cingconsole = new CInGameConsole();
  115. autosaveCount = 0;
  116. isAutoFightOn = false;
  117. isAutoFightEndBattle = false;
  118. ignoreEvents = false;
  119. }
  120. CPlayerInterface::~CPlayerInterface()
  121. {
  122. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  123. delete showingDialog;
  124. delete cingconsole;
  125. if (GAME->interface() == this)
  126. GAME->setInterfaceInstance(nullptr);
  127. }
  128. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  129. {
  130. cb = CB;
  131. env = ENV;
  132. pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(*cb));
  133. ENGINE->music().loadTerrainMusicThemes();
  134. initializeHeroTownList();
  135. adventureInt.reset(new AdventureMapInterface());
  136. }
  137. std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
  138. {
  139. return pathfinderCache->getPathsInfo(h);
  140. }
  141. void CPlayerInterface::invalidatePaths()
  142. {
  143. pathfinderCache->invalidatePaths();
  144. }
  145. void CPlayerInterface::closeAllDialogs()
  146. {
  147. // remove all active dialogs that do not expect query answer
  148. while(true)
  149. {
  150. auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
  151. auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
  152. auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
  153. auto topWindow = ENGINE->windows().topWindow<WindowBase>();
  154. if(adventureWindow != nullptr)
  155. break;
  156. if(infoWindow && infoWindow->ID != QueryID::NONE)
  157. break;
  158. if (settingsWindow)
  159. {
  160. settingsWindow->close();
  161. continue;
  162. }
  163. if (topWindow)
  164. topWindow->close();
  165. else
  166. ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
  167. }
  168. }
  169. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  170. {
  171. EVENT_HANDLER_CALLED_BY_CLIENT;
  172. if (player == playerID)
  173. {
  174. makingTurn = false;
  175. closeAllDialogs();
  176. // remove all pending dialogs that do not expect query answer
  177. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  178. return window->ID == QueryID::NONE;
  179. });
  180. }
  181. }
  182. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  183. {
  184. if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
  185. {
  186. // after map load - remove all active windows and replace them with adventure map
  187. ENGINE->windows().clear();
  188. ENGINE->windows().pushWindow(adventureInt);
  189. }
  190. EVENT_HANDLER_CALLED_BY_CLIENT;
  191. if (player != playerID && GAME->interface() == this)
  192. {
  193. waitWhileDialog();
  194. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  195. if (makingTurn == false)
  196. adventureInt->onEnemyTurnStarted(player, isHuman);
  197. }
  198. }
  199. void CPlayerInterface::performAutosave()
  200. {
  201. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  202. if(frequency > 0 && cb->getDate() % frequency == 0)
  203. {
  204. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  205. std::string prefix = std::string();
  206. if(usePrefix)
  207. {
  208. prefix = settings["general"]["savePrefix"].String();
  209. if(prefix.empty())
  210. {
  211. std::string name = cb->getMapHeader()->name.toString();
  212. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  213. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 14));
  214. auto const & isSymbolIllegal = [&](char c) {
  215. static const std::string forbiddenChars("\\/:*?\"<>| ");
  216. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  217. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  218. return charForbidden || charNonprintable;
  219. };
  220. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  221. prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
  222. }
  223. }
  224. autosaveCount++;
  225. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  226. if(autosaveCountLimit > 0)
  227. {
  228. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  229. autosaveCount %= autosaveCountLimit;
  230. }
  231. else
  232. {
  233. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  234. + std::to_string(cb->getDate(Date::WEEK))
  235. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  236. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  237. }
  238. }
  239. }
  240. void CPlayerInterface::gamePause(bool pause)
  241. {
  242. cb->gamePause(pause);
  243. }
  244. void CPlayerInterface::yourTurn(QueryID queryID)
  245. {
  246. closeAllDialogs();
  247. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  248. EVENT_HANDLER_CALLED_BY_CLIENT;
  249. int humanPlayersCount = 0;
  250. for(const auto & info : cb->getStartInfo()->playerInfos)
  251. if (info.second.isControlledByHuman())
  252. humanPlayersCount++;
  253. bool hotseatWait = humanPlayersCount > 1;
  254. GAME->setInterfaceInstance(this);
  255. NotificationHandler::notify("Your turn");
  256. if(settings["general"]["startTurnAutosave"].Bool())
  257. {
  258. performAutosave();
  259. }
  260. if (hotseatWait) //hot seat or MP message
  261. {
  262. adventureInt->onHotseatWaitStarted(playerID);
  263. makingTurn = true;
  264. std::string msg = LIBRARY->generaltexth->allTexts[13];
  265. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  266. std::vector<std::shared_ptr<CComponent>> cmp;
  267. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  268. showInfoDialog(msg, cmp);
  269. }
  270. else
  271. {
  272. makingTurn = true;
  273. adventureInt->onPlayerTurnStarted(playerID);
  274. }
  275. acceptTurn(queryID, hotseatWait);
  276. }
  277. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  278. {
  279. if (settings["session"]["autoSkip"].Bool())
  280. {
  281. while(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  282. iw->close();
  283. }
  284. if(hotseatWait)
  285. {
  286. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  287. adventureInt->onPlayerTurnStarted(playerID);
  288. }
  289. // warn player if he has no town
  290. if (cb->howManyTowns() == 0)
  291. {
  292. auto playerColor = *cb->getPlayerID();
  293. std::vector<Component> components;
  294. components.emplace_back(ComponentType::FLAG, playerColor);
  295. MetaString text;
  296. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  297. if(optDaysWithoutCastle)
  298. {
  299. auto daysWithoutCastle = optDaysWithoutCastle.value();
  300. if (daysWithoutCastle < 6)
  301. {
  302. 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.
  303. text.replaceName(playerColor);
  304. text.replaceNumber(7 - daysWithoutCastle);
  305. }
  306. else if (daysWithoutCastle == 6)
  307. {
  308. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  309. text.replaceName(playerColor);
  310. }
  311. showInfoDialogAndWait(components, text);
  312. }
  313. else
  314. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  315. }
  316. cb->selectionMade(0, queryID);
  317. movementController->onPlayerTurnStarted();
  318. }
  319. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  320. {
  321. EVENT_HANDLER_CALLED_BY_CLIENT;
  322. waitWhileDialog();
  323. if(GAME->interface() != this)
  324. return;
  325. //FIXME: read once and store
  326. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  327. return;
  328. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  329. if (!hero)
  330. return;
  331. movementController->onTryMoveHero(hero, details);
  332. }
  333. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  334. {
  335. EVENT_HANDLER_CALLED_BY_CLIENT;
  336. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  337. // if hero is not in town garrison
  338. if (vstd::contains(localState->getWanderingHeroes(), hero))
  339. localState->removeWanderingHero(hero);
  340. adventureInt->onHeroChanged(hero);
  341. localState->erasePath(hero);
  342. }
  343. void CPlayerInterface::townRemoved(const CGTownInstance* town)
  344. {
  345. EVENT_HANDLER_CALLED_BY_CLIENT;
  346. if(town->tempOwner == playerID)
  347. {
  348. localState->removeOwnedTown(town);
  349. adventureInt->onTownChanged(town);
  350. }
  351. }
  352. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. if(start && visitedObj)
  356. {
  357. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  358. if (visitSound)
  359. ENGINE->sound().playSound(visitSound.value());
  360. }
  361. }
  362. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  363. {
  364. EVENT_HANDLER_CALLED_BY_CLIENT;
  365. localState->addWanderingHero(hero);
  366. adventureInt->onHeroChanged(hero);
  367. if(castleInt)
  368. ENGINE->sound().playSound(soundBase::newBuilding);
  369. }
  370. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  371. {
  372. if(castleInt)
  373. castleInt->close();
  374. castleInt = nullptr;
  375. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  376. ENGINE->windows().pushWindow(newCastleInt);
  377. }
  378. void CPlayerInterface::heroExperienceChanged(const CGHeroInstance * hero, si64 val)
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. for(auto ctw : ENGINE->windows().findWindows<IMarketHolder>())
  382. ctw->updateExperience();
  383. }
  384. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  385. {
  386. EVENT_HANDLER_CALLED_BY_CLIENT;
  387. adventureInt->onHeroChanged(hero);
  388. }
  389. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
  393. cuw->updateSecondarySkills();
  394. localState->verifyPath(hero);
  395. adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
  396. }
  397. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. adventureInt->onHeroChanged(hero);
  401. if (makingTurn && hero->tempOwner == playerID)
  402. adventureInt->onHeroChanged(hero);
  403. }
  404. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. if (makingTurn && hero->tempOwner == playerID)
  408. adventureInt->onHeroChanged(hero);
  409. invalidatePaths();
  410. localState->verifyPath(hero);
  411. }
  412. void CPlayerInterface::receivedResource()
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
  416. mw->updateResources();
  417. ENGINE->windows().totalRedraw();
  418. }
  419. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  420. {
  421. EVENT_HANDLER_CALLED_BY_CLIENT;
  422. waitWhileDialog();
  423. ENGINE->sound().playSound(soundBase::heroNewLevel);
  424. ENGINE->windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [this, queryID](ui32 selection)
  425. {
  426. cb->selectionMade(selection, queryID);
  427. });
  428. }
  429. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. waitWhileDialog();
  433. ENGINE->sound().playSound(soundBase::heroNewLevel);
  434. ENGINE->windows().createAndPushWindow<CStackWindow>(commander, skills, [this, queryID](ui32 selection)
  435. {
  436. cb->selectionMade(selection, queryID);
  437. });
  438. }
  439. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  440. {
  441. EVENT_HANDLER_CALLED_BY_CLIENT;
  442. if(town->getGarrisonHero()) //wandering hero moved to the garrison
  443. {
  444. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  445. if(town->getGarrisonHero()->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->getGarrisonHero()))
  446. localState->removeWanderingHero(town->getGarrisonHero());
  447. }
  448. if(town->getVisitingHero()) //hero leaves garrison
  449. {
  450. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  451. if(town->getVisitingHero()->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->getVisitingHero()))
  452. localState->addWanderingHero(town->getVisitingHero());
  453. }
  454. adventureInt->onHeroChanged(nullptr);
  455. adventureInt->onTownChanged(town);
  456. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  457. if (cgh->holdsGarrison(town))
  458. cgh->updateGarrisons();
  459. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  460. ki->townChanged(town);
  461. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  462. ENGINE->windows().totalRedraw();
  463. }
  464. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  465. {
  466. EVENT_HANDLER_CALLED_BY_CLIENT;
  467. if (hero->tempOwner != playerID )
  468. return;
  469. waitWhileDialog();
  470. openTownWindow(town);
  471. }
  472. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  473. {
  474. std::vector<const CArmedInstance *> instances;
  475. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  476. instances.push_back(obj);
  477. if(id2 != ObjectInstanceID() && id2 != id1)
  478. {
  479. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  480. instances.push_back(obj);
  481. }
  482. garrisonsChanged(instances);
  483. }
  484. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  485. {
  486. for (auto object : objs)
  487. {
  488. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  489. auto * town = dynamic_cast<const CGTownInstance*>(object);
  490. if (town)
  491. adventureInt->onTownChanged(town);
  492. if (hero)
  493. {
  494. localState->verifyPath(hero);
  495. adventureInt->onHeroChanged(hero);
  496. if(hero->isGarrisoned() && hero->getVisitedTown() != town)
  497. adventureInt->onTownChanged(hero->getVisitedTown());
  498. }
  499. }
  500. for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
  501. if (cgh->holdsGarrisons(objs))
  502. cgh->updateGarrisons();
  503. ENGINE->windows().totalRedraw();
  504. }
  505. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  506. {
  507. EVENT_HANDLER_CALLED_BY_CLIENT;
  508. adventureInt->onTownChanged(town);
  509. if (castleInt)
  510. {
  511. castleInt->townlist->updateElement(town);
  512. if (castleInt->town == town)
  513. {
  514. switch(what)
  515. {
  516. case 1:
  517. castleInt->addBuilding(buildingID);
  518. break;
  519. case 2:
  520. castleInt->removeBuilding(buildingID);
  521. break;
  522. }
  523. }
  524. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  525. ENGINE->windows().totalRedraw();
  526. }
  527. for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
  528. cgh->buildChanged();
  529. }
  530. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  531. {
  532. movementController->onBattleStarted();
  533. waitForAllDialogs();
  534. }
  535. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  536. {
  537. EVENT_HANDLER_CALLED_BY_CLIENT;
  538. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool() || GAME->map().getMap()->battleOnly;
  539. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  540. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  541. {
  542. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  543. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  544. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  545. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  546. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  547. isAutoFightOn = true;
  548. registerBattleInterface(autofightingAI);
  549. }
  550. waitForAllDialogs();
  551. BATTLE_EVENT_POSSIBLE_RETURN;
  552. }
  553. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  554. {
  555. EVENT_HANDLER_CALLED_BY_CLIENT;
  556. BATTLE_EVENT_POSSIBLE_RETURN;
  557. for(auto & info : units)
  558. {
  559. switch(info.operation)
  560. {
  561. case UnitChanges::EOperation::RESET_STATE:
  562. {
  563. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  564. if(!stack)
  565. {
  566. logGlobal->error("Invalid unit ID %d", info.id);
  567. continue;
  568. }
  569. battleInt->stackReset(stack);
  570. }
  571. break;
  572. case UnitChanges::EOperation::REMOVE:
  573. battleInt->stackRemoved(info.id);
  574. break;
  575. case UnitChanges::EOperation::ADD:
  576. {
  577. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  578. if(!unit)
  579. {
  580. logGlobal->error("Invalid unit ID %d", info.id);
  581. continue;
  582. }
  583. battleInt->stackAdded(unit);
  584. }
  585. break;
  586. default:
  587. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  588. break;
  589. }
  590. }
  591. }
  592. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  593. {
  594. EVENT_HANDLER_CALLED_BY_CLIENT;
  595. BATTLE_EVENT_POSSIBLE_RETURN;
  596. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  597. std::vector<ObstacleChanges> removedObstacles;
  598. for(auto & change : obstacles)
  599. {
  600. if(change.operation == BattleChanges::EOperation::ADD)
  601. {
  602. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  603. if(instance)
  604. newObstacles.push_back(instance);
  605. else
  606. logNetwork->error("Invalid obstacle instance %d", change.id);
  607. }
  608. if(change.operation == BattleChanges::EOperation::REMOVE)
  609. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  610. }
  611. if (!newObstacles.empty())
  612. battleInt->obstaclePlaced(newObstacles);
  613. if (!removedObstacles.empty())
  614. battleInt->obstacleRemoved(removedObstacles);
  615. battleInt->fieldController->redrawBackgroundWithHexes();
  616. }
  617. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  618. {
  619. EVENT_HANDLER_CALLED_BY_CLIENT;
  620. BATTLE_EVENT_POSSIBLE_RETURN;
  621. battleInt->stackIsCatapulting(ca);
  622. }
  623. 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
  624. {
  625. EVENT_HANDLER_CALLED_BY_CLIENT;
  626. BATTLE_EVENT_POSSIBLE_RETURN;
  627. battleInt->newRound();
  628. }
  629. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  630. {
  631. EVENT_HANDLER_CALLED_BY_CLIENT;
  632. BATTLE_EVENT_POSSIBLE_RETURN;
  633. battleInt->startAction(action);
  634. }
  635. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  636. {
  637. EVENT_HANDLER_CALLED_BY_CLIENT;
  638. BATTLE_EVENT_POSSIBLE_RETURN;
  639. battleInt->endAction(action);
  640. }
  641. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  642. {
  643. EVENT_HANDLER_CALLED_BY_CLIENT;
  644. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  645. assert(!cb->getBattle(battleID)->battleIsFinished());
  646. if (cb->getBattle(battleID)->battleIsFinished())
  647. {
  648. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  649. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  650. return ;
  651. }
  652. if (autofightingAI)
  653. {
  654. if (isAutoFightOn)
  655. {
  656. //FIXME: we want client rendering to proceed while AI is making actions
  657. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  658. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  659. autofightingAI->activeStack(battleID, stack);
  660. return;
  661. }
  662. unregisterBattleInterface(autofightingAI);
  663. }
  664. assert(battleInt);
  665. if(!battleInt)
  666. {
  667. // probably battle is finished already
  668. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  669. }
  670. battleInt->stackActivated(stack);
  671. }
  672. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  673. {
  674. EVENT_HANDLER_CALLED_BY_CLIENT;
  675. if(isAutoFightOn || autofightingAI)
  676. {
  677. isAutoFightOn = false;
  678. unregisterBattleInterface(autofightingAI);
  679. if(!battleInt)
  680. {
  681. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  682. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  683. if (allowManualReplay || isAutoFightEndBattle)
  684. {
  685. wnd->resultCallback = [this, queryID](ui32 selection)
  686. {
  687. cb->selectionMade(selection, queryID);
  688. };
  689. }
  690. isAutoFightEndBattle = false;
  691. ENGINE->windows().pushWindow(wnd);
  692. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  693. // Otherwise NewTurn causes freeze.
  694. waitWhileDialog();
  695. return;
  696. }
  697. }
  698. BATTLE_EVENT_POSSIBLE_RETURN;
  699. battleInt->battleFinished(*br, queryID);
  700. }
  701. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. battleInt->displayBattleLog(lines);
  706. }
  707. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. battleInt->stackMoved(stack, dest, distance, teleport);
  712. }
  713. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  714. {
  715. EVENT_HANDLER_CALLED_BY_CLIENT;
  716. BATTLE_EVENT_POSSIBLE_RETURN;
  717. battleInt->spellCast(sc);
  718. }
  719. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  720. {
  721. EVENT_HANDLER_CALLED_BY_CLIENT;
  722. BATTLE_EVENT_POSSIBLE_RETURN;
  723. battleInt->battleStacksEffectsSet(sse);
  724. }
  725. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  726. {
  727. EVENT_HANDLER_CALLED_BY_CLIENT;
  728. BATTLE_EVENT_POSSIBLE_RETURN;
  729. battleInt->effectsController->battleTriggerEffect(bte);
  730. if(bte.effect == BonusType::MANA_DRAIN)
  731. {
  732. const CGHeroInstance * manaDrainedHero = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  733. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  734. }
  735. }
  736. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  737. {
  738. EVENT_HANDLER_CALLED_BY_CLIENT;
  739. BATTLE_EVENT_POSSIBLE_RETURN;
  740. std::vector<StackAttackedInfo> arg;
  741. for(auto & elem : bsa)
  742. {
  743. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  744. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  745. assert(defender);
  746. StackAttackedInfo info;
  747. info.defender = defender;
  748. info.attacker = attacker;
  749. info.damageDealt = elem.damageAmount;
  750. info.amountKilled = elem.killedAmount;
  751. info.spellEffect = SpellID::NONE;
  752. info.indirectAttack = ranged;
  753. info.killed = elem.killed();
  754. info.rebirth = elem.willRebirth();
  755. info.cloneKilled = elem.cloneKilled();
  756. info.fireShield = elem.fireShield();
  757. if (elem.isSpell())
  758. info.spellEffect = elem.spellID;
  759. arg.push_back(info);
  760. }
  761. battleInt->stacksAreAttacked(arg);
  762. }
  763. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. StackAttackInfo info;
  768. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  769. info.defender = nullptr;
  770. info.indirectAttack = ba->shot();
  771. info.lucky = ba->lucky();
  772. info.unlucky = ba->unlucky();
  773. info.deathBlow = ba->deathBlow();
  774. info.lifeDrain = ba->lifeDrain();
  775. info.playCustomAnimation = ba->playCustomAnimation();
  776. info.tile = ba->tile;
  777. info.spellEffect = SpellID::NONE;
  778. if (ba->spellLike())
  779. info.spellEffect = ba->spellID;
  780. for(auto & elem : ba->bsa)
  781. {
  782. if(!elem.isSecondary())
  783. {
  784. assert(info.defender == nullptr);
  785. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  786. }
  787. else
  788. {
  789. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  790. }
  791. }
  792. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  793. assert(info.attacker != nullptr);
  794. battleInt->stackAttacking(info);
  795. }
  796. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. BATTLE_EVENT_POSSIBLE_RETURN;
  800. battleInt->gateStateChanged(state);
  801. }
  802. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  803. {
  804. EVENT_HANDLER_CALLED_BY_CLIENT;
  805. }
  806. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  807. {
  808. EVENT_HANDLER_CALLED_BY_CLIENT;
  809. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  810. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  811. if(autoTryHover || type == EInfoWindowMode::INFO)
  812. {
  813. waitWhileDialog(); //Fix for mantis #98
  814. adventureInt->showInfoBoxMessage(components, text, timer);
  815. // 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
  816. movementController->requestMovementAbort();
  817. if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
  818. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  819. return;
  820. }
  821. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  822. {
  823. return;
  824. }
  825. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  826. do
  827. {
  828. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  829. std::vector<std::shared_ptr<CComponent>> intComps;
  830. for (auto & component : sender)
  831. intComps.push_back(std::make_shared<CComponent>(component));
  832. showInfoDialog(text,intComps,soundID);
  833. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  834. }
  835. while(!vect.empty());
  836. }
  837. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  838. {
  839. std::vector<std::shared_ptr<CComponent>> intComps;
  840. intComps.push_back(component);
  841. showInfoDialog(text, intComps, soundBase::sound_todo);
  842. }
  843. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  844. {
  845. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is GAME->interface()=%d", playerID % text % (this==GAME->interface()));
  846. waitWhileDialog();
  847. if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  848. {
  849. return;
  850. }
  851. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  852. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
  853. {
  854. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  855. showingDialog->setBusy();
  856. movementController->requestMovementAbort(); // interrupt movement to show dialog
  857. ENGINE->windows().pushWindow(temp);
  858. }
  859. else
  860. {
  861. dialogs.push_back(temp);
  862. }
  863. }
  864. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  865. {
  866. EVENT_HANDLER_CALLED_BY_CLIENT;
  867. std::string str = text.toString();
  868. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  869. waitWhileDialog();
  870. }
  871. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  872. {
  873. waitWhileDialog();
  874. movementController->requestMovementAbort();
  875. GAME->interface()->showingDialog->setBusy();
  876. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  877. }
  878. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  879. {
  880. EVENT_HANDLER_CALLED_BY_CLIENT;
  881. waitWhileDialog();
  882. movementController->requestMovementAbort();
  883. ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
  884. if (!selection && cancel) //simple yes/no dialog
  885. {
  886. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  887. {
  888. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  889. return;
  890. }
  891. std::vector<std::shared_ptr<CComponent>> intComps;
  892. for (auto & component : components)
  893. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  894. showYesNoDialog(text, [this, askID](){ cb->selectionMade(1, askID); }, [this, askID](){ cb->selectionMade(0, askID); }, intComps);
  895. }
  896. else if (selection)
  897. {
  898. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  899. for (auto & component : components)
  900. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  901. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  902. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  903. if (cancel)
  904. {
  905. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  906. }
  907. int charperline = 35;
  908. if (pom.size() > 1)
  909. charperline = 50;
  910. ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  911. intComps[0]->clickPressed(ENGINE->getCursorPosition());
  912. intComps[0]->clickReleased(ENGINE->getCursorPosition());
  913. }
  914. }
  915. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  919. }
  920. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  921. {
  922. EVENT_HANDLER_CALLED_BY_CLIENT;
  923. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  924. std::map<ObjectInstanceID, int> townOrder;
  925. auto ownedTowns = localState->getOwnedTowns();
  926. for (int i = 0; i < ownedTowns.size(); ++i)
  927. townOrder[ownedTowns[i]->id] = i;
  928. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  929. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  930. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  931. return leftIndex < rightIndex;
  932. };
  933. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  934. auto selectCallback = [this, askID](int selection)
  935. {
  936. cb->sendQueryReply(selection, askID);
  937. };
  938. auto cancelCallback = [this, askID]()
  939. {
  940. cb->sendQueryReply(std::nullopt, askID);
  941. };
  942. const std::string localTitle = title.toString();
  943. const std::string localDescription = description.toString();
  944. std::vector<int> tempList;
  945. tempList.reserve(objectGuiOrdered.size());
  946. for(const auto & item : objectGuiOrdered)
  947. tempList.push_back(item.getNum());
  948. CComponent localIconC(icon);
  949. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  950. localIconC.removeChild(localIcon.get(), false);
  951. std::vector<std::shared_ptr<IImage>> images;
  952. for(const auto & obj : objectGuiOrdered)
  953. {
  954. if(!settings["general"]["enableUiEnhancements"].Bool())
  955. break;
  956. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  957. if(t)
  958. {
  959. auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  960. image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
  961. images.push_back(image);
  962. }
  963. }
  964. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  965. wnd->onExit = cancelCallback;
  966. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
  967. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
  968. ENGINE->windows().pushWindow(wnd);
  969. }
  970. void CPlayerInterface::tileRevealed(const FowTilesType &pos)
  971. {
  972. EVENT_HANDLER_CALLED_BY_CLIENT;
  973. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  974. adventureInt->onMapTilesChanged(pos);
  975. }
  976. void CPlayerInterface::tileHidden(const FowTilesType &pos)
  977. {
  978. EVENT_HANDLER_CALLED_BY_CLIENT;
  979. adventureInt->onMapTilesChanged(pos);
  980. }
  981. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  982. {
  983. ENGINE->windows().createAndPushWindow<CHeroWindow>(hero);
  984. }
  985. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  989. {
  990. for (auto fortScreen : ENGINE->windows().findWindows<CFortScreen>())
  991. fortScreen->creaturesChangedEventHandler();
  992. for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
  993. if(castleInterface->town == town)
  994. castleInterface->creaturesChangedEventHandler();
  995. if (townObj)
  996. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  997. ki->townChanged(townObj);
  998. }
  999. else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  1000. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1001. {
  1002. for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
  1003. if (crw->dwelling == town)
  1004. crw->availableCreaturesChanged();
  1005. }
  1006. }
  1007. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1008. {
  1009. EVENT_HANDLER_CALLED_BY_CLIENT;
  1010. if (bonus.type == BonusType::NONE)
  1011. return;
  1012. adventureInt->onHeroChanged(hero);
  1013. //recalculate paths because hero has lost or gained bonus influencing pathfinding
  1014. if (bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING || bonus.type == BonusType::ROUGH_TERRAIN_DISCOUNT || bonus.type == BonusType::NO_TERRAIN_PENALTY)
  1015. localState->verifyPath(hero);
  1016. }
  1017. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1018. {
  1019. LOG_TRACE(logGlobal);
  1020. if (!GAME->interface()->makingTurn)
  1021. return;
  1022. assert(h);
  1023. assert(!showingDialog->isBusy());
  1024. assert(dialogs.empty());
  1025. if (!h)
  1026. return; //can't find hero
  1027. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1028. if (showingDialog->isBusy() || !dialogs.empty())
  1029. return;
  1030. if (localState->isHeroSleeping(h))
  1031. localState->setHeroAwaken(h);
  1032. movementController->requestMovementStart(h, path);
  1033. }
  1034. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1035. {
  1036. EVENT_HANDLER_CALLED_BY_CLIENT;
  1037. auto onEnd = [this, queryID](){ cb->selectionMade(0, queryID); };
  1038. if (movementController->isHeroMovingThroughGarrison(down, up))
  1039. {
  1040. onEnd();
  1041. return;
  1042. }
  1043. waitForAllDialogs();
  1044. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1045. cgw->quit->addCallback(onEnd);
  1046. ENGINE->windows().pushWindow(cgw);
  1047. }
  1048. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1049. {
  1050. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1051. movementController->onMoveHeroApplied();
  1052. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1053. movementController->onQueryReplyApplied();
  1054. }
  1055. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1056. {
  1057. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1058. }
  1059. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1063. }
  1064. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1065. {
  1066. if (sop->what == ObjProperty::OWNER)
  1067. {
  1068. const CGObjectInstance * obj = cb->getObj(sop->id);
  1069. if(obj->ID == Obj::TOWN)
  1070. {
  1071. auto town = static_cast<const CGTownInstance *>(obj);
  1072. if(obj->tempOwner == playerID)
  1073. {
  1074. localState->removeOwnedTown(town);
  1075. adventureInt->onTownChanged(town);
  1076. }
  1077. }
  1078. }
  1079. }
  1080. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1081. {
  1082. EVENT_HANDLER_CALLED_BY_CLIENT;
  1083. if (sop->what == ObjProperty::OWNER)
  1084. {
  1085. const CGObjectInstance * obj = cb->getObj(sop->id);
  1086. if(obj->ID == Obj::TOWN)
  1087. {
  1088. auto town = static_cast<const CGTownInstance *>(obj);
  1089. if(obj->tempOwner == playerID)
  1090. {
  1091. localState->addOwnedTown(town);
  1092. adventureInt->onTownChanged(town);
  1093. }
  1094. }
  1095. //redraw minimap if owner changed
  1096. std::set<int3> pos = obj->getBlockedPos();
  1097. FowTilesType upos(pos.begin(), pos.end());
  1098. adventureInt->onMapTilesChanged(upos);
  1099. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1100. }
  1101. }
  1102. void CPlayerInterface::initializeHeroTownList()
  1103. {
  1104. if(localState->getWanderingHeroes().empty())
  1105. {
  1106. for(auto & hero : cb->getHeroesInfo())
  1107. {
  1108. if(!hero->isGarrisoned())
  1109. localState->addWanderingHero(hero);
  1110. }
  1111. }
  1112. if(localState->getOwnedTowns().empty())
  1113. {
  1114. for(auto & town : cb->getTownsInfo())
  1115. localState->addOwnedTown(town);
  1116. }
  1117. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1118. if(adventureInt)
  1119. adventureInt->onHeroChanged(nullptr);
  1120. }
  1121. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1122. {
  1123. EVENT_HANDLER_CALLED_BY_CLIENT;
  1124. waitWhileDialog();
  1125. auto recruitCb = [this, dwelling, dst](CreatureID id, int count)
  1126. {
  1127. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1128. };
  1129. auto closeCb = [this, queryID]()
  1130. {
  1131. cb->selectionMade(0, queryID);
  1132. };
  1133. ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1134. }
  1135. void CPlayerInterface::waitWhileDialog()
  1136. {
  1137. if (ENGINE->amIGuiThread())
  1138. {
  1139. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1140. return;
  1141. }
  1142. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1143. showingDialog->waitWhileBusy();
  1144. }
  1145. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1146. {
  1147. EVENT_HANDLER_CALLED_BY_CLIENT;
  1148. auto state = obj->shipyardStatus();
  1149. TResources cost;
  1150. obj->getBoatCost(cost);
  1151. ENGINE->windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [this, obj](){ cb->buildBoat(obj); });
  1152. }
  1153. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1154. {
  1155. EVENT_HANDLER_CALLED_BY_CLIENT;
  1156. //we might have built a boat in shipyard in opened town screen
  1157. if (obj->ID == Obj::BOAT
  1158. && GAME->interface()->castleInt
  1159. && obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
  1160. {
  1161. GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
  1162. }
  1163. }
  1164. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1165. {
  1166. EVENT_HANDLER_CALLED_BY_CLIENT;
  1167. waitWhileDialog();
  1168. ENGINE->cursor().hide();
  1169. adventureInt->centerOnTile(pos);
  1170. if (focusTime)
  1171. {
  1172. ENGINE->windows().totalRedraw();
  1173. {
  1174. IgnoreEvents ignore(*this);
  1175. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1176. std::this_thread::sleep_for(std::chrono::milliseconds(focusTime));
  1177. }
  1178. }
  1179. ENGINE->cursor().show();
  1180. }
  1181. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1182. {
  1183. EVENT_HANDLER_CALLED_BY_CLIENT;
  1184. if(playerID == initiator)
  1185. {
  1186. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1187. if (removalSound)
  1188. {
  1189. waitWhileDialog();
  1190. ENGINE->sound().playSound(removalSound.value());
  1191. }
  1192. }
  1193. GAME->map().waitForOngoingAnimations();
  1194. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1195. {
  1196. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1197. heroKilled(h);
  1198. }
  1199. if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
  1200. {
  1201. const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
  1202. townRemoved(t);
  1203. }
  1204. ENGINE->fakeMouseMove();
  1205. }
  1206. void CPlayerInterface::objectRemovedAfter()
  1207. {
  1208. EVENT_HANDLER_CALLED_BY_CLIENT;
  1209. adventureInt->onMapTilesChanged(boost::none);
  1210. // visiting or garrisoned hero removed - update window
  1211. if (castleInt)
  1212. castleInt->updateGarrisons();
  1213. for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
  1214. ki->heroRemoved();
  1215. }
  1216. void CPlayerInterface::playerBlocked(int reason, bool start)
  1217. {
  1218. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1219. {
  1220. if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->makingTurn == false && !GAME->map().getMap()->battleOnly)
  1221. {
  1222. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1223. GAME->setInterfaceInstance(this);
  1224. adventureInt->onCurrentPlayerChanged(playerID);
  1225. std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1226. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1227. std::vector<std::shared_ptr<CComponent>> cmp;
  1228. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1229. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1230. showInfoDialog(msg, cmp);
  1231. waitWhileDialog();
  1232. makingTurn = false;
  1233. }
  1234. }
  1235. }
  1236. void CPlayerInterface::update()
  1237. {
  1238. //if there are any waiting dialogs, show them
  1239. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1240. {
  1241. showingDialog->setBusy();
  1242. ENGINE->windows().pushWindow(dialogs.front());
  1243. dialogs.pop_front();
  1244. }
  1245. }
  1246. void CPlayerInterface::endNetwork()
  1247. {
  1248. showingDialog->requestTermination();
  1249. }
  1250. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1251. {
  1252. using namespace boost::filesystem;
  1253. using namespace boost::algorithm;
  1254. path gamesDir = VCMIDirs::get().userSavePath();
  1255. std::map<std::time_t, int> dates; //save number => datestamp
  1256. const directory_iterator enddir;
  1257. if (!exists(gamesDir))
  1258. create_directory(gamesDir);
  1259. else
  1260. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1261. {
  1262. if (is_regular_file(dir->status()))
  1263. {
  1264. std::string name = dir->path().filename().string();
  1265. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1266. {
  1267. char nr = name[namePrefix.size()];
  1268. if (std::isdigit(nr))
  1269. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1270. }
  1271. }
  1272. }
  1273. if (!dates.empty())
  1274. return (--dates.end())->second; //return latest file number
  1275. return 0;
  1276. }
  1277. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1278. {
  1279. EVENT_HANDLER_CALLED_BY_CLIENT;
  1280. if (player == playerID)
  1281. {
  1282. if (victoryLossCheckResult.loss())
  1283. showInfoDialog(LIBRARY->generaltexth->allTexts[95]);
  1284. auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1285. GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1286. if(!makingTurn)
  1287. {
  1288. makingTurn = true; //also needed for dialog to show with current implementation
  1289. waitForAllDialogs();
  1290. makingTurn = false;
  1291. }
  1292. else
  1293. waitForAllDialogs();
  1294. GAME->setInterfaceInstance(previousInterface);
  1295. }
  1296. }
  1297. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1298. {
  1299. EVENT_HANDLER_CALLED_BY_CLIENT;
  1300. }
  1301. void CPlayerInterface::showPuzzleMap()
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. waitWhileDialog();
  1305. //TODO: interface should not know the real position of Grail...
  1306. double ratio = 0;
  1307. int3 grailPos = cb->getGrailPos(&ratio);
  1308. ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1309. }
  1310. void CPlayerInterface::viewWorldMap()
  1311. {
  1312. adventureInt->openWorldView();
  1313. }
  1314. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1315. {
  1316. EVENT_HANDLER_CALLED_BY_CLIENT;
  1317. if(ENGINE->windows().topWindow<CSpellWindow>())
  1318. ENGINE->windows().popWindows(1);
  1319. auto castSoundPath = spellID.toSpell()->getCastSound();
  1320. if(!castSoundPath.empty())
  1321. ENGINE->sound().playSound(castSoundPath);
  1322. }
  1323. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1324. {
  1325. int msgToShow = -1;
  1326. const auto diggingStatus = h->diggingStatus();
  1327. switch(diggingStatus)
  1328. {
  1329. case EDiggingStatus::CAN_DIG:
  1330. break;
  1331. case EDiggingStatus::LACK_OF_MOVEMENT:
  1332. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1333. break;
  1334. case EDiggingStatus::TILE_OCCUPIED:
  1335. msgToShow = 97; //Try searching on clear ground.
  1336. break;
  1337. case EDiggingStatus::WRONG_TERRAIN:
  1338. msgToShow = 60; ////Try looking on land!
  1339. break;
  1340. case EDiggingStatus::BACKPACK_IS_FULL:
  1341. msgToShow = 247; //Searching for the Grail is fruitless...
  1342. break;
  1343. default:
  1344. assert(0);
  1345. }
  1346. if(msgToShow < 0)
  1347. cb->dig(h);
  1348. else
  1349. showInfoDialog(LIBRARY->generaltexth->allTexts[msgToShow]);
  1350. }
  1351. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1352. {
  1353. EVENT_HANDLER_CALLED_BY_CLIENT;
  1354. BATTLE_EVENT_POSSIBLE_RETURN;
  1355. battleInt->newRoundFirst();
  1356. }
  1357. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1358. {
  1359. EVENT_HANDLER_CALLED_BY_CLIENT;
  1360. auto onWindowClosed = [this, queryID](){
  1361. cb->selectionMade(0, queryID);
  1362. };
  1363. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1364. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1366. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1367. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1368. ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1369. else if (!market->availableModes().empty())
  1370. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1371. {
  1372. if(vstd::contains(market->availableModes(), mode))
  1373. {
  1374. ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1375. break;
  1376. }
  1377. }
  1378. else
  1379. onWindowClosed();
  1380. }
  1381. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. auto onWindowClosed = [this, queryID](){
  1385. cb->selectionMade(0, queryID);
  1386. };
  1387. ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1388. }
  1389. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1393. }
  1394. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
  1398. cmw->updateArtifacts();
  1399. }
  1400. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1401. {
  1402. EVENT_HANDLER_CALLED_BY_CLIENT;
  1403. auto onWindowClosed = [this, queryID](){
  1404. if (queryID != QueryID::NONE)
  1405. cb->selectionMade(0, queryID);
  1406. };
  1407. ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1408. }
  1409. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1410. {
  1411. EVENT_HANDLER_CALLED_BY_CLIENT;
  1412. ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1413. }
  1414. void CPlayerInterface::showQuestLog()
  1415. {
  1416. EVENT_HANDLER_CALLED_BY_CLIENT;
  1417. ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
  1418. }
  1419. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1420. {
  1421. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1422. {
  1423. MetaString txt;
  1424. obj->getProblemText(txt);
  1425. showInfoDialog(txt.toString());
  1426. }
  1427. else
  1428. showShipyardDialog(obj);
  1429. }
  1430. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1431. {
  1432. artifactController->askToAssemble(al, true, true);
  1433. }
  1434. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1438. }
  1439. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1440. {
  1441. EVENT_HANDLER_CALLED_BY_CLIENT;
  1442. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1443. artifactController->artifactRemoved();
  1444. }
  1445. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1446. {
  1447. EVENT_HANDLER_CALLED_BY_CLIENT;
  1448. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1449. artifactController->artifactMoved();
  1450. }
  1451. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1452. {
  1453. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1454. }
  1455. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1456. {
  1457. EVENT_HANDLER_CALLED_BY_CLIENT;
  1458. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1459. artifactController->artifactAssembled();
  1460. }
  1461. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1462. {
  1463. EVENT_HANDLER_CALLED_BY_CLIENT;
  1464. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1465. artifactController->artifactDisassembled();
  1466. }
  1467. void CPlayerInterface::waitForAllDialogs()
  1468. {
  1469. if (!makingTurn)
  1470. return;
  1471. while(!dialogs.empty())
  1472. {
  1473. auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
  1474. std::this_thread::sleep_for(std::chrono::milliseconds(5));
  1475. }
  1476. waitWhileDialog();
  1477. }
  1478. void CPlayerInterface::proposeLoadingGame()
  1479. {
  1480. showYesNoDialog(
  1481. LIBRARY->generaltexth->allTexts[68],
  1482. []()
  1483. {
  1484. GAME->server().endGameplay();
  1485. GAME->mainmenu()->menu->switchToTab("load");
  1486. },
  1487. nullptr
  1488. );
  1489. }
  1490. void CPlayerInterface::quickSaveGame()
  1491. {
  1492. std::string path = "Saves/Quicksave";
  1493. // notify player about saving
  1494. GAME->server().getGameChat().sendMessageGameplay("Saving game to " + path);
  1495. GAME->interface()->cb->save(path);
  1496. }
  1497. void CPlayerInterface::proposeQuickLoadingGame()
  1498. {
  1499. std::string path = "Saves/Quicksave";
  1500. if(!CResourceHandler::get("local")->existsResource(ResourcePath(path, EResType::SAVEGAME)))
  1501. {
  1502. logGlobal->error("No quicksave file found at %s", path);
  1503. return;
  1504. }
  1505. auto error = GAME->server().canQuickLoadGame(path);
  1506. if (error)
  1507. {
  1508. logGlobal->error("Cannot quick load game at %s: %s", path, *error);
  1509. return;
  1510. }
  1511. auto onYes = [path]() -> void
  1512. {
  1513. GAME->server().quickLoadGame(path);
  1514. };
  1515. GAME->interface()->showYesNoDialog(LIBRARY->generaltexth->translate("vcmi.adventureMap.confirmQuickLoadGame"), onYes, nullptr);
  1516. }
  1517. bool CPlayerInterface::capturedAllEvents()
  1518. {
  1519. if(movementController->isHeroMoving())
  1520. {
  1521. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1522. return true;
  1523. }
  1524. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
  1525. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1526. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1527. {
  1528. ENGINE->input().ignoreEventsUntilInput();
  1529. return true;
  1530. }
  1531. return false;
  1532. }
  1533. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1534. {
  1535. EVENT_HANDLER_CALLED_BY_CLIENT;
  1536. adventureInt->openWorldView(objectPositions, showTerrain );
  1537. }
  1538. void CPlayerInterface::setColorScheme(ColorScheme scheme)
  1539. {
  1540. ENGINE->screenHandler().setColorScheme(scheme);
  1541. }
  1542. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1543. {
  1544. return std::nullopt;
  1545. }
  1546. void CPlayerInterface::registerBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1547. {
  1548. autofightingAI = battleEvents;
  1549. GAME->server().client->registerBattleInterface(battleEvents, playerID);
  1550. }
  1551. void CPlayerInterface::unregisterBattleInterface(std::shared_ptr<CBattleGameInterface> battleEvents)
  1552. {
  1553. assert(battleEvents == autofightingAI);
  1554. GAME->server().client->unregisterBattleInterface(autofightingAI, playerID);
  1555. autofightingAI.reset();
  1556. }
  1557. void CPlayerInterface::responseStatistic(StatisticDataSet & statistic)
  1558. {
  1559. ENGINE->windows().createAndPushWindow<CStatisticScreen>(statistic);
  1560. }