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 "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CCastleInterface.h"
  41. #include "windows/CCreatureWindow.h"
  42. #include "windows/CHeroWindow.h"
  43. #include "windows/CKingdomInterface.h"
  44. #include "windows/CPuzzleWindow.h"
  45. #include "windows/CQuestLog.h"
  46. #include "windows/CSpellWindow.h"
  47. #include "windows/CTradeWindow.h"
  48. #include "windows/GUIClasses.h"
  49. #include "windows/InfoWindows.h"
  50. #include "../CCallback.h"
  51. #include "../lib/CArtHandler.h"
  52. #include "../lib/CConfigHandler.h"
  53. #include "../lib/CGeneralTextHandler.h"
  54. #include "../lib/CHeroHandler.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/CStack.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/CThreadHelper.h"
  59. #include "../lib/CTownHandler.h"
  60. #include "../lib/CondSh.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/JsonNode.h"
  63. #include "../lib/NetPacks.h" //todo: remove
  64. #include "../lib/NetPacksBase.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/TextOperations.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/bonuses/CBonusSystemNode.h"
  72. #include "../lib/bonuses/Limiters.h"
  73. #include "../lib/bonuses/Propagators.h"
  74. #include "../lib/bonuses/Updaters.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/serializer/BinaryDeserializer.h"
  82. #include "../lib/serializer/BinarySerializer.h"
  83. #include "../lib/serializer/CTypeList.h"
  84. #include "../lib/spells/CSpellHandler.h"
  85. // The macro below is used to mark functions that are called by client when game state changes.
  86. // They all assume that CPlayerInterface::pim mutex is locked.
  87. #define EVENT_HANDLER_CALLED_BY_CLIENT
  88. #define BATTLE_EVENT_POSSIBLE_RETURN \
  89. if (LOCPLINT != this) \
  90. return; \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  94. CPlayerInterface * LOCPLINT;
  95. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  96. struct HeroObjectRetriever
  97. {
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  99. {
  100. return h;
  101. }
  102. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  103. {
  104. return nullptr;
  105. }
  106. };
  107. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  108. localState(std::make_unique<PlayerLocalState>(*this)),
  109. movementController(std::make_unique<HeroMovementController>())
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  112. GH.defActionsDef = 0;
  113. LOCPLINT = this;
  114. playerID=Player;
  115. human=true;
  116. battleInt = nullptr;
  117. castleInt = nullptr;
  118. makingTurn = false;
  119. showingDialog = new CondSh<bool>(false);
  120. cingconsole = new CInGameConsole();
  121. firstCall = 1; //if loading will be overwritten in serialize
  122. autosaveCount = 0;
  123. isAutoFightOn = false;
  124. ignoreEvents = false;
  125. numOfMovedArts = 0;
  126. }
  127. CPlayerInterface::~CPlayerInterface()
  128. {
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->musich->loadTerrainMusicThemes();
  140. initializeHeroTownList();
  141. adventureInt.reset(new AdventureMapInterface());
  142. }
  143. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  144. {
  145. EVENT_HANDLER_CALLED_BY_CLIENT;
  146. if (player == playerID)
  147. {
  148. makingTurn = false;
  149. // remove all active dialogs that do not expect query answer
  150. for (;;)
  151. {
  152. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  153. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  154. if(adventureWindow != nullptr)
  155. break;
  156. if(infoWindow && infoWindow->ID != QueryID::NONE)
  157. break;
  158. if (infoWindow)
  159. infoWindow->close();
  160. else
  161. GH.windows().popWindows(1);
  162. }
  163. // remove all pending dialogs that do not expect query answer
  164. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  165. return window->ID == QueryID::NONE;
  166. });
  167. }
  168. }
  169. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  170. {
  171. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  172. {
  173. // after map load - remove all active windows and replace them with adventure map
  174. GH.windows().clear();
  175. GH.windows().pushWindow(adventureInt);
  176. }
  177. EVENT_HANDLER_CALLED_BY_CLIENT;
  178. if (player != playerID && LOCPLINT == this)
  179. {
  180. waitWhileDialog();
  181. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  182. if (makingTurn == false)
  183. adventureInt->onEnemyTurnStarted(player, isHuman);
  184. }
  185. }
  186. void CPlayerInterface::performAutosave()
  187. {
  188. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  189. if(frequency > 0 && cb->getDate() % frequency == 0)
  190. {
  191. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  192. std::string prefix = std::string();
  193. if(usePrefix)
  194. {
  195. prefix = settings["general"]["savePrefix"].String();
  196. if(prefix.empty())
  197. {
  198. std::string name = cb->getMapHeader()->name;
  199. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  200. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  201. std::string forbiddenChars("\\/:?\"<>| ");
  202. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  203. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  204. }
  205. }
  206. autosaveCount++;
  207. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  208. if(autosaveCountLimit > 0)
  209. {
  210. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  211. autosaveCount %= autosaveCountLimit;
  212. }
  213. else
  214. {
  215. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  216. + std::to_string(cb->getDate(Date::WEEK))
  217. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  218. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  219. }
  220. }
  221. }
  222. void CPlayerInterface::yourTurn(QueryID queryID)
  223. {
  224. EVENT_HANDLER_CALLED_BY_CLIENT;
  225. {
  226. LOCPLINT = this;
  227. GH.curInt = this;
  228. NotificationHandler::notify("Your turn");
  229. if(settings["general"]["startTurnAutosave"].Bool())
  230. {
  231. performAutosave();
  232. }
  233. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  234. {
  235. adventureInt->onHotseatWaitStarted(playerID);
  236. makingTurn = true;
  237. std::string msg = CGI->generaltexth->allTexts[13];
  238. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  239. std::vector<std::shared_ptr<CComponent>> cmp;
  240. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  241. showInfoDialog(msg, cmp);
  242. }
  243. else
  244. {
  245. makingTurn = true;
  246. adventureInt->onPlayerTurnStarted(playerID);
  247. }
  248. }
  249. acceptTurn(queryID);
  250. }
  251. void CPlayerInterface::acceptTurn(QueryID queryID)
  252. {
  253. if (settings["session"]["autoSkip"].Bool())
  254. {
  255. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  256. iw->close();
  257. }
  258. if(CSH->howManyPlayerInterfaces() > 1)
  259. {
  260. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  261. adventureInt->onPlayerTurnStarted(playerID);
  262. }
  263. // warn player if he has no town
  264. if (cb->howManyTowns() == 0)
  265. {
  266. auto playerColor = *cb->getPlayerID();
  267. std::vector<Component> components;
  268. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  269. MetaString text;
  270. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  271. if(optDaysWithoutCastle)
  272. {
  273. auto daysWithoutCastle = optDaysWithoutCastle.value();
  274. if (daysWithoutCastle < 6)
  275. {
  276. 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.
  277. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  278. text.replaceNumber(7 - daysWithoutCastle);
  279. }
  280. else if (daysWithoutCastle == 6)
  281. {
  282. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  283. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  284. }
  285. showInfoDialogAndWait(components, text);
  286. }
  287. else
  288. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  289. }
  290. cb->selectionMade(0, queryID);
  291. movementController->onPlayerTurnStarted();
  292. }
  293. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  294. {
  295. EVENT_HANDLER_CALLED_BY_CLIENT;
  296. waitWhileDialog();
  297. if(LOCPLINT != this)
  298. return;
  299. //FIXME: read once and store
  300. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  301. return;
  302. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  303. if (!hero)
  304. return;
  305. movementController->onTryMoveHero(hero, details);
  306. }
  307. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  308. {
  309. EVENT_HANDLER_CALLED_BY_CLIENT;
  310. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  311. // if hero is not in town garrison
  312. if (vstd::contains(localState->getWanderingHeroes(), hero))
  313. localState->removeWanderingHero(hero);
  314. adventureInt->onHeroChanged(hero);
  315. localState->erasePath(hero);
  316. }
  317. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  318. {
  319. EVENT_HANDLER_CALLED_BY_CLIENT;
  320. if(start && visitedObj)
  321. {
  322. if(visitedObj->getVisitSound())
  323. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  324. }
  325. }
  326. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  327. {
  328. EVENT_HANDLER_CALLED_BY_CLIENT;
  329. localState->addWanderingHero(hero);
  330. adventureInt->onHeroChanged(hero);
  331. }
  332. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  333. {
  334. if(castleInt)
  335. castleInt->close();
  336. castleInt = nullptr;
  337. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  338. GH.windows().pushWindow(newCastleInt);
  339. }
  340. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  341. {
  342. EVENT_HANDLER_CALLED_BY_CLIENT;
  343. if (which == PrimarySkill::EXPERIENCE)
  344. {
  345. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  346. ctw->setExpToLevel();
  347. }
  348. else
  349. adventureInt->onHeroChanged(hero);
  350. }
  351. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  352. {
  353. EVENT_HANDLER_CALLED_BY_CLIENT;
  354. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  355. cuw->redraw();
  356. }
  357. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  358. {
  359. EVENT_HANDLER_CALLED_BY_CLIENT;
  360. adventureInt->onHeroChanged(hero);
  361. if (makingTurn && hero->tempOwner == playerID)
  362. adventureInt->onHeroChanged(hero);
  363. }
  364. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  365. {
  366. EVENT_HANDLER_CALLED_BY_CLIENT;
  367. if (makingTurn && hero->tempOwner == playerID)
  368. adventureInt->onHeroChanged(hero);
  369. }
  370. void CPlayerInterface::receivedResource()
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  374. mw->resourceChanged();
  375. GH.windows().totalRedraw();
  376. }
  377. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  378. {
  379. EVENT_HANDLER_CALLED_BY_CLIENT;
  380. waitWhileDialog();
  381. CCS->soundh->playSound(soundBase::heroNewLevel);
  382. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  383. {
  384. cb->selectionMade(selection, queryID);
  385. });
  386. }
  387. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. waitWhileDialog();
  391. CCS->soundh->playSound(soundBase::heroNewLevel);
  392. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  393. {
  394. cb->selectionMade(selection, queryID);
  395. });
  396. }
  397. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. if(town->garrisonHero) //wandering hero moved to the garrison
  401. {
  402. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  403. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  404. localState->removeWanderingHero(town->garrisonHero);
  405. }
  406. if(town->visitingHero) //hero leaves garrison
  407. {
  408. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  409. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  410. localState->addWanderingHero(town->visitingHero);
  411. }
  412. adventureInt->onHeroChanged(nullptr);
  413. adventureInt->onTownChanged(town);
  414. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  415. gh->updateGarrisons();
  416. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  417. ki->townChanged(town);
  418. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  419. GH.windows().totalRedraw();
  420. }
  421. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. if (hero->tempOwner != playerID )
  425. return;
  426. waitWhileDialog();
  427. openTownWindow(town);
  428. }
  429. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  430. {
  431. std::vector<const CGObjectInstance *> instances;
  432. if(auto obj = cb->getObj(id1))
  433. instances.push_back(obj);
  434. if(id2 != ObjectInstanceID() && id2 != id1)
  435. {
  436. if(auto obj = cb->getObj(id2))
  437. instances.push_back(obj);
  438. }
  439. garrisonsChanged(instances);
  440. }
  441. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  442. {
  443. boost::unique_lock<boost::recursive_mutex> un(*pim);
  444. for (auto object : objs)
  445. {
  446. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  447. auto * town = dynamic_cast<const CGTownInstance*>(object);
  448. if (hero)
  449. {
  450. adventureInt->onHeroChanged(hero);
  451. if(hero->inTownGarrison)
  452. {
  453. adventureInt->onTownChanged(hero->visitedTown);
  454. }
  455. }
  456. if (town)
  457. adventureInt->onTownChanged(town);
  458. }
  459. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  460. cgh->updateGarrisons();
  461. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  462. {
  463. if (vstd::contains(objs, cmw->hero))
  464. cmw->garrisonChanged();
  465. }
  466. GH.windows().totalRedraw();
  467. }
  468. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  469. {
  470. EVENT_HANDLER_CALLED_BY_CLIENT;
  471. adventureInt->onTownChanged(town);
  472. if (castleInt)
  473. {
  474. castleInt->townlist->updateElement(town);
  475. if (castleInt->town == town)
  476. {
  477. switch(what)
  478. {
  479. case 1:
  480. CCS->soundh->playSound(soundBase::newBuilding);
  481. castleInt->addBuilding(buildingID);
  482. break;
  483. case 2:
  484. castleInt->removeBuilding(buildingID);
  485. break;
  486. }
  487. }
  488. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  489. GH.windows().totalRedraw();
  490. }
  491. }
  492. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  493. {
  494. movementController->onBattleStarted();
  495. //Don't wait for dialogs when we are non-active hot-seat player
  496. if (LOCPLINT == this)
  497. waitForAllDialogs();
  498. }
  499. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  500. {
  501. EVENT_HANDLER_CALLED_BY_CLIENT;
  502. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  503. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  504. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  505. {
  506. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  507. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  508. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  509. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  510. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  511. isAutoFightOn = true;
  512. cb->registerBattleInterface(autofightingAI);
  513. }
  514. //Don't wait for dialogs when we are non-active hot-seat player
  515. if (LOCPLINT == this)
  516. waitForAllDialogs();
  517. BATTLE_EVENT_POSSIBLE_RETURN;
  518. }
  519. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. BATTLE_EVENT_POSSIBLE_RETURN;
  523. for(auto & info : units)
  524. {
  525. switch(info.operation)
  526. {
  527. case UnitChanges::EOperation::RESET_STATE:
  528. {
  529. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  530. if(!stack)
  531. {
  532. logGlobal->error("Invalid unit ID %d", info.id);
  533. continue;
  534. }
  535. battleInt->stackReset(stack);
  536. }
  537. break;
  538. case UnitChanges::EOperation::REMOVE:
  539. battleInt->stackRemoved(info.id);
  540. break;
  541. case UnitChanges::EOperation::ADD:
  542. {
  543. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  544. if(!unit)
  545. {
  546. logGlobal->error("Invalid unit ID %d", info.id);
  547. continue;
  548. }
  549. battleInt->stackAdded(unit);
  550. }
  551. break;
  552. default:
  553. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  554. break;
  555. }
  556. }
  557. }
  558. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  559. {
  560. EVENT_HANDLER_CALLED_BY_CLIENT;
  561. BATTLE_EVENT_POSSIBLE_RETURN;
  562. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  563. std::vector<ObstacleChanges> removedObstacles;
  564. for(auto & change : obstacles)
  565. {
  566. if(change.operation == BattleChanges::EOperation::ADD)
  567. {
  568. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  569. if(instance)
  570. newObstacles.push_back(instance);
  571. else
  572. logNetwork->error("Invalid obstacle instance %d", change.id);
  573. }
  574. if(change.operation == BattleChanges::EOperation::REMOVE)
  575. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  576. }
  577. if (!newObstacles.empty())
  578. battleInt->obstaclePlaced(newObstacles);
  579. if (!removedObstacles.empty())
  580. battleInt->obstacleRemoved(removedObstacles);
  581. battleInt->fieldController->redrawBackgroundWithHexes();
  582. }
  583. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  584. {
  585. EVENT_HANDLER_CALLED_BY_CLIENT;
  586. BATTLE_EVENT_POSSIBLE_RETURN;
  587. battleInt->stackIsCatapulting(ca);
  588. }
  589. 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
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. battleInt->newRound();
  594. }
  595. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. battleInt->startAction(action);
  600. }
  601. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. battleInt->endAction(action);
  606. }
  607. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  611. assert(!cb->getBattle(battleID)->battleIsFinished());
  612. if (cb->getBattle(battleID)->battleIsFinished())
  613. {
  614. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  615. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  616. return ;
  617. }
  618. if (autofightingAI)
  619. {
  620. if (isAutoFightOn)
  621. {
  622. //FIXME: we want client rendering to proceed while AI is making actions
  623. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  624. auto unlockPim = vstd::makeUnlockGuard(*pim);
  625. autofightingAI->activeStack(battleID, stack);
  626. return;
  627. }
  628. cb->unregisterBattleInterface(autofightingAI);
  629. autofightingAI.reset();
  630. }
  631. assert(battleInt);
  632. if(!battleInt)
  633. {
  634. // probably battle is finished already
  635. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  636. }
  637. {
  638. boost::unique_lock<boost::recursive_mutex> un(*pim);
  639. battleInt->stackActivated(stack);
  640. //Regeneration & mana drain go there
  641. }
  642. }
  643. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  644. {
  645. EVENT_HANDLER_CALLED_BY_CLIENT;
  646. if(isAutoFightOn || autofightingAI)
  647. {
  648. isAutoFightOn = false;
  649. cb->unregisterBattleInterface(autofightingAI);
  650. autofightingAI.reset();
  651. if(!battleInt)
  652. {
  653. bool allowManualReplay = queryID != QueryID::NONE;
  654. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  655. if (allowManualReplay)
  656. {
  657. wnd->resultCallback = [=](ui32 selection)
  658. {
  659. cb->selectionMade(selection, queryID);
  660. };
  661. }
  662. GH.windows().pushWindow(wnd);
  663. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  664. // Otherwise NewTurn causes freeze.
  665. waitWhileDialog();
  666. return;
  667. }
  668. }
  669. BATTLE_EVENT_POSSIBLE_RETURN;
  670. battleInt->battleFinished(*br, queryID);
  671. }
  672. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  673. {
  674. EVENT_HANDLER_CALLED_BY_CLIENT;
  675. BATTLE_EVENT_POSSIBLE_RETURN;
  676. battleInt->displayBattleLog(lines);
  677. }
  678. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  679. {
  680. EVENT_HANDLER_CALLED_BY_CLIENT;
  681. BATTLE_EVENT_POSSIBLE_RETURN;
  682. battleInt->stackMoved(stack, dest, distance, teleport);
  683. }
  684. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  685. {
  686. EVENT_HANDLER_CALLED_BY_CLIENT;
  687. BATTLE_EVENT_POSSIBLE_RETURN;
  688. battleInt->spellCast(sc);
  689. }
  690. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  691. {
  692. EVENT_HANDLER_CALLED_BY_CLIENT;
  693. BATTLE_EVENT_POSSIBLE_RETURN;
  694. battleInt->battleStacksEffectsSet(sse);
  695. }
  696. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  697. {
  698. EVENT_HANDLER_CALLED_BY_CLIENT;
  699. BATTLE_EVENT_POSSIBLE_RETURN;
  700. battleInt->effectsController->battleTriggerEffect(bte);
  701. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  702. {
  703. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  704. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  705. }
  706. }
  707. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. std::vector<StackAttackedInfo> arg;
  712. for(auto & elem : bsa)
  713. {
  714. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  715. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  716. assert(defender);
  717. StackAttackedInfo info;
  718. info.defender = defender;
  719. info.attacker = attacker;
  720. info.damageDealt = elem.damageAmount;
  721. info.amountKilled = elem.killedAmount;
  722. info.spellEffect = SpellID::NONE;
  723. info.indirectAttack = ranged;
  724. info.killed = elem.killed();
  725. info.rebirth = elem.willRebirth();
  726. info.cloneKilled = elem.cloneKilled();
  727. info.fireShield = elem.fireShield();
  728. if (elem.isSpell())
  729. info.spellEffect = elem.spellID;
  730. arg.push_back(info);
  731. }
  732. battleInt->stacksAreAttacked(arg);
  733. }
  734. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  735. {
  736. EVENT_HANDLER_CALLED_BY_CLIENT;
  737. BATTLE_EVENT_POSSIBLE_RETURN;
  738. StackAttackInfo info;
  739. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  740. info.defender = nullptr;
  741. info.indirectAttack = ba->shot();
  742. info.lucky = ba->lucky();
  743. info.unlucky = ba->unlucky();
  744. info.deathBlow = ba->deathBlow();
  745. info.lifeDrain = ba->lifeDrain();
  746. info.tile = ba->tile;
  747. info.spellEffect = SpellID::NONE;
  748. if (ba->spellLike())
  749. info.spellEffect = ba->spellID;
  750. for(auto & elem : ba->bsa)
  751. {
  752. if(!elem.isSecondary())
  753. {
  754. assert(info.defender == nullptr);
  755. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  756. }
  757. else
  758. {
  759. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  760. }
  761. }
  762. assert(info.defender != nullptr);
  763. assert(info.attacker != nullptr);
  764. battleInt->stackAttacking(info);
  765. }
  766. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. BATTLE_EVENT_POSSIBLE_RETURN;
  770. battleInt->gateStateChanged(state);
  771. }
  772. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  773. {
  774. EVENT_HANDLER_CALLED_BY_CLIENT;
  775. }
  776. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  777. {
  778. EVENT_HANDLER_CALLED_BY_CLIENT;
  779. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  780. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  781. if(autoTryHover || type == EInfoWindowMode::INFO)
  782. {
  783. waitWhileDialog(); //Fix for mantis #98
  784. adventureInt->showInfoBoxMessage(components, text, timer);
  785. // 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
  786. movementController->requestMovementAbort();
  787. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  788. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  789. return;
  790. }
  791. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  792. {
  793. return;
  794. }
  795. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  796. do
  797. {
  798. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  799. std::vector<std::shared_ptr<CComponent>> intComps;
  800. for (auto & component : sender)
  801. intComps.push_back(std::make_shared<CComponent>(component));
  802. showInfoDialog(text,intComps,soundID);
  803. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  804. }
  805. while(!vect.empty());
  806. }
  807. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  808. {
  809. std::vector<std::shared_ptr<CComponent>> intComps;
  810. intComps.push_back(component);
  811. showInfoDialog(text, intComps, soundBase::sound_todo);
  812. }
  813. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  814. {
  815. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  816. waitWhileDialog();
  817. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  818. {
  819. return;
  820. }
  821. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  822. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  823. {
  824. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  825. showingDialog->set(true);
  826. movementController->requestMovementAbort(); // interrupt movement to show dialog
  827. GH.windows().pushWindow(temp);
  828. }
  829. else
  830. {
  831. dialogs.push_back(temp);
  832. }
  833. }
  834. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  835. {
  836. EVENT_HANDLER_CALLED_BY_CLIENT;
  837. std::string str = text.toString();
  838. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  839. waitWhileDialog();
  840. }
  841. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  842. {
  843. boost::unique_lock<boost::recursive_mutex> un(*pim);
  844. movementController->requestMovementAbort();
  845. LOCPLINT->showingDialog->setn(true);
  846. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  847. }
  848. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. waitWhileDialog();
  852. movementController->requestMovementAbort();
  853. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  854. if (!selection && cancel) //simple yes/no dialog
  855. {
  856. std::vector<std::shared_ptr<CComponent>> intComps;
  857. for (auto & component : components)
  858. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  859. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  860. }
  861. else if (selection)
  862. {
  863. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  864. for (auto & component : components)
  865. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  866. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  867. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  868. if (cancel)
  869. {
  870. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  871. }
  872. int charperline = 35;
  873. if (pom.size() > 1)
  874. charperline = 50;
  875. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  876. intComps[0]->clickPressed(GH.getCursorPosition());
  877. intComps[0]->clickReleased(GH.getCursorPosition());
  878. }
  879. }
  880. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  881. {
  882. EVENT_HANDLER_CALLED_BY_CLIENT;
  883. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  884. }
  885. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. auto selectCallback = [=](int selection)
  889. {
  890. cb->sendQueryReply(selection, askID);
  891. };
  892. auto cancelCallback = [=]()
  893. {
  894. cb->sendQueryReply(std::nullopt, askID);
  895. };
  896. const std::string localTitle = title.toString();
  897. const std::string localDescription = description.toString();
  898. std::vector<int> tempList;
  899. tempList.reserve(objects.size());
  900. for(auto item : objects)
  901. tempList.push_back(item.getNum());
  902. CComponent localIconC(icon);
  903. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  904. localIconC.removeChild(localIcon.get(), false);
  905. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  906. wnd->onExit = cancelCallback;
  907. GH.windows().pushWindow(wnd);
  908. }
  909. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  910. {
  911. EVENT_HANDLER_CALLED_BY_CLIENT;
  912. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  913. adventureInt->onMapTilesChanged(pos);
  914. }
  915. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  916. {
  917. EVENT_HANDLER_CALLED_BY_CLIENT;
  918. adventureInt->onMapTilesChanged(pos);
  919. }
  920. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  921. {
  922. boost::unique_lock<boost::recursive_mutex> un(*pim);
  923. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  924. }
  925. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  926. {
  927. EVENT_HANDLER_CALLED_BY_CLIENT;
  928. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  929. {
  930. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  931. fortScreen->creaturesChangedEventHandler();
  932. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  933. if(castleInterface->town == town)
  934. castleInterface->creaturesChangedEventHandler();
  935. if (townObj)
  936. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  937. ki->townChanged(townObj);
  938. }
  939. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  940. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  941. {
  942. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  943. if (crw->dwelling == town)
  944. crw->availableCreaturesChanged();
  945. }
  946. }
  947. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. if (bonus.type == BonusType::NONE)
  951. return;
  952. adventureInt->onHeroChanged(hero);
  953. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  954. {
  955. //recalculate paths because hero has lost bonus influencing pathfinding
  956. localState->erasePath(hero);
  957. }
  958. }
  959. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  960. {
  961. EVENT_HANDLER_CALLED_BY_CLIENT;
  962. localState->serialize(h, version);
  963. }
  964. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. localState->serialize(h, version);
  968. firstCall = -1;
  969. }
  970. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  971. {
  972. assert(LOCPLINT->makingTurn);
  973. assert(h);
  974. assert(!showingDialog->get());
  975. assert(dialogs.empty());
  976. LOG_TRACE(logGlobal);
  977. if (!LOCPLINT->makingTurn)
  978. return;
  979. if (!h)
  980. return; //can't find hero
  981. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  982. if (showingDialog->get() || !dialogs.empty())
  983. return;
  984. if (localState->isHeroSleeping(h))
  985. localState->setHeroAwaken(h);
  986. movementController->requestMovementStart(h, path);
  987. }
  988. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  989. {
  990. EVENT_HANDLER_CALLED_BY_CLIENT;
  991. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  992. if (movementController->isHeroMovingThroughGarrison(down, up))
  993. {
  994. onEnd();
  995. return;
  996. }
  997. waitForAllDialogs();
  998. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  999. cgw->quit->addCallback(onEnd);
  1000. GH.windows().pushWindow(cgw);
  1001. }
  1002. /**
  1003. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1004. * into a combinational one on an artifact screen. Does not require the combination of
  1005. * artifacts to be legal.
  1006. */
  1007. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1008. {
  1009. std::string text = artifact->getDescriptionTranslated();
  1010. text += "\n\n";
  1011. std::vector<std::shared_ptr<CComponent>> scs;
  1012. if(assembledArtifact)
  1013. {
  1014. // You possess all of the components to...
  1015. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1016. // Picture of assembled artifact at bottom.
  1017. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1018. scs.push_back(sc);
  1019. }
  1020. else
  1021. {
  1022. // Do you wish to disassemble this artifact?
  1023. text += CGI->generaltexth->allTexts[733];
  1024. }
  1025. showYesNoDialog(text, onYes, nullptr, scs);
  1026. }
  1027. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1028. {
  1029. if(pa->packType == typeList.getTypeID<MoveHero>())
  1030. movementController->onMoveHeroApplied();
  1031. if(pa->packType == typeList.getTypeID<QueryReply>())
  1032. movementController->onQueryReplyApplied();
  1033. }
  1034. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1035. {
  1036. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1037. }
  1038. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1042. }
  1043. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1044. {
  1045. if (sop->what == ObjProperty::OWNER)
  1046. {
  1047. const CGObjectInstance * obj = cb->getObj(sop->id);
  1048. if(obj->ID == Obj::TOWN)
  1049. {
  1050. auto town = static_cast<const CGTownInstance *>(obj);
  1051. if(obj->tempOwner == playerID)
  1052. {
  1053. localState->removeOwnedTown(town);
  1054. adventureInt->onTownChanged(town);
  1055. }
  1056. }
  1057. }
  1058. }
  1059. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. if (sop->what == ObjProperty::OWNER)
  1063. {
  1064. const CGObjectInstance * obj = cb->getObj(sop->id);
  1065. if(obj->ID == Obj::TOWN)
  1066. {
  1067. auto town = static_cast<const CGTownInstance *>(obj);
  1068. if(obj->tempOwner == playerID)
  1069. {
  1070. localState->addOwnedTown(town);
  1071. adventureInt->onTownChanged(town);
  1072. }
  1073. }
  1074. //redraw minimap if owner changed
  1075. std::set<int3> pos = obj->getBlockedPos();
  1076. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1077. adventureInt->onMapTilesChanged(upos);
  1078. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1079. }
  1080. }
  1081. void CPlayerInterface::initializeHeroTownList()
  1082. {
  1083. if(localState->getWanderingHeroes().empty())
  1084. {
  1085. for(auto & hero : cb->getHeroesInfo())
  1086. {
  1087. if(!hero->inTownGarrison)
  1088. localState->addWanderingHero(hero);
  1089. }
  1090. }
  1091. if(localState->getOwnedTowns().empty())
  1092. {
  1093. for(auto & town : cb->getTownsInfo())
  1094. localState->addOwnedTown(town);
  1095. }
  1096. if(adventureInt)
  1097. adventureInt->onHeroChanged(nullptr);
  1098. }
  1099. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1100. {
  1101. EVENT_HANDLER_CALLED_BY_CLIENT;
  1102. waitWhileDialog();
  1103. auto recruitCb = [=](CreatureID id, int count)
  1104. {
  1105. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1106. };
  1107. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1108. }
  1109. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1110. {
  1111. if (GH.amIGuiThread())
  1112. {
  1113. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1114. return;
  1115. }
  1116. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1117. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1118. while(showingDialog->data)
  1119. showingDialog->cond.wait(un);
  1120. }
  1121. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1122. {
  1123. EVENT_HANDLER_CALLED_BY_CLIENT;
  1124. auto state = obj->shipyardStatus();
  1125. TResources cost;
  1126. obj->getBoatCost(cost);
  1127. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1128. }
  1129. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1130. {
  1131. EVENT_HANDLER_CALLED_BY_CLIENT;
  1132. //we might have built a boat in shipyard in opened town screen
  1133. if (obj->ID == Obj::BOAT
  1134. && LOCPLINT->castleInt
  1135. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1136. {
  1137. CCS->soundh->playSound(soundBase::newBuilding);
  1138. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1139. }
  1140. }
  1141. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. waitWhileDialog();
  1145. CCS->curh->hide();
  1146. adventureInt->centerOnTile(pos);
  1147. if (focusTime)
  1148. {
  1149. GH.windows().totalRedraw();
  1150. {
  1151. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1152. IgnoreEvents ignore(*this);
  1153. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1154. }
  1155. }
  1156. CCS->curh->show();
  1157. }
  1158. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1159. {
  1160. EVENT_HANDLER_CALLED_BY_CLIENT;
  1161. if(playerID == initiator && obj->getRemovalSound())
  1162. {
  1163. waitWhileDialog();
  1164. CCS->soundh->playSound(obj->getRemovalSound().value());
  1165. }
  1166. CGI->mh->waitForOngoingAnimations();
  1167. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1168. {
  1169. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1170. heroKilled(h);
  1171. }
  1172. GH.fakeMouseMove();
  1173. }
  1174. void CPlayerInterface::objectRemovedAfter()
  1175. {
  1176. EVENT_HANDLER_CALLED_BY_CLIENT;
  1177. adventureInt->onMapTilesChanged(boost::none);
  1178. // visiting or garrisoned hero removed - update window
  1179. if (castleInt)
  1180. castleInt->updateGarrisons();
  1181. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1182. ki->heroRemoved();
  1183. }
  1184. void CPlayerInterface::playerBlocked(int reason, bool start)
  1185. {
  1186. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1187. {
  1188. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1189. {
  1190. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1191. LOCPLINT = this;
  1192. GH.curInt = this;
  1193. adventureInt->onCurrentPlayerChanged(playerID);
  1194. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1195. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1196. std::vector<std::shared_ptr<CComponent>> cmp;
  1197. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1198. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1199. showInfoDialog(msg, cmp);
  1200. makingTurn = false;
  1201. }
  1202. }
  1203. }
  1204. void CPlayerInterface::update()
  1205. {
  1206. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1207. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1208. // While mutexes were locked away we may be have stopped being the active interface
  1209. if (LOCPLINT != this)
  1210. return;
  1211. //if there are any waiting dialogs, show them
  1212. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1213. {
  1214. showingDialog->set(true);
  1215. GH.windows().pushWindow(dialogs.front());
  1216. dialogs.pop_front();
  1217. }
  1218. assert(adventureInt);
  1219. // Handles mouse and key input
  1220. GH.handleEvents();
  1221. GH.windows().simpleRedraw();
  1222. }
  1223. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1224. {
  1225. using namespace boost::filesystem;
  1226. using namespace boost::algorithm;
  1227. path gamesDir = VCMIDirs::get().userSavePath();
  1228. std::map<std::time_t, int> dates; //save number => datestamp
  1229. const directory_iterator enddir;
  1230. if (!exists(gamesDir))
  1231. create_directory(gamesDir);
  1232. else
  1233. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1234. {
  1235. if (is_regular_file(dir->status()))
  1236. {
  1237. std::string name = dir->path().filename().string();
  1238. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1239. {
  1240. char nr = name[namePrefix.size()];
  1241. if (std::isdigit(nr))
  1242. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1243. }
  1244. }
  1245. }
  1246. if (!dates.empty())
  1247. return (--dates.end())->second; //return latest file number
  1248. return 0;
  1249. }
  1250. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1251. {
  1252. EVENT_HANDLER_CALLED_BY_CLIENT;
  1253. if (player == playerID)
  1254. {
  1255. if (victoryLossCheckResult.loss())
  1256. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1257. assert(GH.curInt == LOCPLINT);
  1258. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1259. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1260. GH.curInt = this; //waiting for dialogs requires this to get events
  1261. if(!makingTurn)
  1262. {
  1263. makingTurn = true; //also needed for dialog to show with current implementation
  1264. waitForAllDialogs();
  1265. makingTurn = false;
  1266. }
  1267. else
  1268. waitForAllDialogs();
  1269. GH.curInt = previousInterface;
  1270. LOCPLINT = previousInterface;
  1271. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1272. {
  1273. if(adventureInt)
  1274. {
  1275. GH.windows().popWindows(GH.windows().count());
  1276. adventureInt.reset();
  1277. }
  1278. }
  1279. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1280. {
  1281. // end game if current human player has won
  1282. CSH->sendClientDisconnecting();
  1283. requestReturningToMainMenu(true);
  1284. }
  1285. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1286. {
  1287. //all human players eliminated
  1288. CSH->sendClientDisconnecting();
  1289. requestReturningToMainMenu(false);
  1290. }
  1291. if (GH.curInt == this)
  1292. GH.curInt = nullptr;
  1293. }
  1294. }
  1295. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1296. {
  1297. EVENT_HANDLER_CALLED_BY_CLIENT;
  1298. }
  1299. void CPlayerInterface::showPuzzleMap()
  1300. {
  1301. EVENT_HANDLER_CALLED_BY_CLIENT;
  1302. waitWhileDialog();
  1303. //TODO: interface should not know the real position of Grail...
  1304. double ratio = 0;
  1305. int3 grailPos = cb->getGrailPos(&ratio);
  1306. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1307. }
  1308. void CPlayerInterface::viewWorldMap()
  1309. {
  1310. adventureInt->openWorldView();
  1311. }
  1312. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1313. {
  1314. EVENT_HANDLER_CALLED_BY_CLIENT;
  1315. if(GH.windows().topWindow<CSpellWindow>())
  1316. GH.windows().popWindows(1);
  1317. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1318. localState->erasePath(caster);
  1319. auto castSoundPath = spellID.toSpell()->getCastSound();
  1320. if(!castSoundPath.empty())
  1321. CCS->soundh->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(CGI->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)
  1358. {
  1359. EVENT_HANDLER_CALLED_BY_CLIENT;
  1360. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1361. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1362. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1363. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1364. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1365. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1366. else if(!market->availableModes().empty())
  1367. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1368. }
  1369. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1370. {
  1371. EVENT_HANDLER_CALLED_BY_CLIENT;
  1372. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1373. }
  1374. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1378. }
  1379. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1383. cmw->artifactsChanged(false);
  1384. }
  1385. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1389. }
  1390. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1391. {
  1392. EVENT_HANDLER_CALLED_BY_CLIENT;
  1393. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1394. }
  1395. void CPlayerInterface::showQuestLog()
  1396. {
  1397. EVENT_HANDLER_CALLED_BY_CLIENT;
  1398. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1399. }
  1400. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1401. {
  1402. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1403. {
  1404. MetaString txt;
  1405. obj->getProblemText(txt);
  1406. showInfoDialog(txt.toString());
  1407. }
  1408. else
  1409. showShipyardDialog(obj);
  1410. }
  1411. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1412. {
  1413. HighScoreParameter param;
  1414. param.difficulty = cb->getStartInfo()->difficulty;
  1415. param.day = cb->getDate();
  1416. param.townAmount = cb->howManyTowns();
  1417. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1418. param.hasGrail = false;
  1419. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1420. if(h->hasArt(ArtifactID::GRAIL))
  1421. param.hasGrail = true;
  1422. for(const CGTownInstance * t : cb->getTownsInfo())
  1423. if(t->builtBuildings.count(BuildingID::GRAIL))
  1424. param.hasGrail = true;
  1425. param.allDefeated = true;
  1426. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1427. {
  1428. auto ps = cb->getPlayerState(player, false);
  1429. if(ps && player != *cb->getPlayerID())
  1430. if(!ps->checkVanquished())
  1431. param.allDefeated = false;
  1432. }
  1433. param.scenarioName = cb->getMapHeader()->name;
  1434. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1435. HighScoreCalculation highScoreCalc;
  1436. highScoreCalc.parameters.push_back(param);
  1437. highScoreCalc.isCampaign = false;
  1438. if(won && cb->getStartInfo()->campState)
  1439. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1440. else
  1441. {
  1442. GH.dispatchMainThread(
  1443. [won, highScoreCalc]()
  1444. {
  1445. CSH->endGameplay();
  1446. GH.defActionsDef = 63;
  1447. CMM->menu->switchToTab("main");
  1448. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1449. }
  1450. );
  1451. }
  1452. }
  1453. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1454. {
  1455. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1456. if(hero)
  1457. {
  1458. auto art = hero->getArt(al.slot);
  1459. if(art == nullptr)
  1460. {
  1461. logGlobal->error("artifact location %d points to nothing",
  1462. al.slot.num);
  1463. return;
  1464. }
  1465. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1466. }
  1467. }
  1468. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1469. {
  1470. EVENT_HANDLER_CALLED_BY_CLIENT;
  1471. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1472. adventureInt->onHeroChanged(hero);
  1473. }
  1474. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1475. {
  1476. EVENT_HANDLER_CALLED_BY_CLIENT;
  1477. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1478. adventureInt->onHeroChanged(hero);
  1479. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1480. artWin->artifactRemoved(al);
  1481. waitWhileDialog();
  1482. }
  1483. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1484. {
  1485. EVENT_HANDLER_CALLED_BY_CLIENT;
  1486. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1487. adventureInt->onHeroChanged(hero);
  1488. bool redraw = true;
  1489. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1490. if(numOfMovedArts != 0)
  1491. {
  1492. numOfMovedArts--;
  1493. if(numOfMovedArts != 0)
  1494. redraw = false;
  1495. }
  1496. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1497. artWin->artifactMoved(src, dst, redraw);
  1498. waitWhileDialog();
  1499. }
  1500. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1501. {
  1502. numOfMovedArts = numOfArts;
  1503. }
  1504. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1505. {
  1506. EVENT_HANDLER_CALLED_BY_CLIENT;
  1507. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1508. adventureInt->onHeroChanged(hero);
  1509. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1510. artWin->artifactAssembled(al);
  1511. }
  1512. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1513. {
  1514. EVENT_HANDLER_CALLED_BY_CLIENT;
  1515. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1516. adventureInt->onHeroChanged(hero);
  1517. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1518. artWin->artifactDisassembled(al);
  1519. }
  1520. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1521. {
  1522. while(!dialogs.empty())
  1523. {
  1524. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1525. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1526. }
  1527. waitWhileDialog(unlockPim);
  1528. }
  1529. void CPlayerInterface::proposeLoadingGame()
  1530. {
  1531. showYesNoDialog(
  1532. CGI->generaltexth->allTexts[68],
  1533. []()
  1534. {
  1535. GH.dispatchMainThread(
  1536. []()
  1537. {
  1538. CSH->endGameplay();
  1539. GH.defActionsDef = 63;
  1540. CMM->menu->switchToTab("load");
  1541. }
  1542. );
  1543. },
  1544. nullptr
  1545. );
  1546. }
  1547. bool CPlayerInterface::capturedAllEvents()
  1548. {
  1549. if(movementController->isHeroMoving())
  1550. {
  1551. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1552. return true;
  1553. }
  1554. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1555. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1556. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1557. {
  1558. GH.input().ignoreEventsUntilInput();
  1559. return true;
  1560. }
  1561. return false;
  1562. }
  1563. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1564. {
  1565. EVENT_HANDLER_CALLED_BY_CLIENT;
  1566. adventureInt->openWorldView(objectPositions, showTerrain );
  1567. }
  1568. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1569. {
  1570. return std::nullopt;
  1571. }