CPlayerInterface.cpp 53 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "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 "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CHeroWindow.h"
  44. #include "windows/CKingdomInterface.h"
  45. #include "windows/CMarketWindow.h"
  46. #include "windows/CPuzzleWindow.h"
  47. #include "windows/CQuestLog.h"
  48. #include "windows/CSpellWindow.h"
  49. #include "windows/CTutorialWindow.h"
  50. #include "windows/GUIClasses.h"
  51. #include "windows/InfoWindows.h"
  52. #include "../CCallback.h"
  53. #include "../lib/CArtHandler.h"
  54. #include "../lib/CConfigHandler.h"
  55. #include "../lib/CGeneralTextHandler.h"
  56. #include "../lib/CHeroHandler.h"
  57. #include "../lib/CPlayerState.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/CStopWatch.h"
  60. #include "../lib/CThreadHelper.h"
  61. #include "../lib/CTownHandler.h"
  62. #include "../lib/GameConstants.h"
  63. #include "../lib/RoadHandler.h"
  64. #include "../lib/StartInfo.h"
  65. #include "../lib/TerrainHandler.h"
  66. #include "../lib/TextOperations.h"
  67. #include "../lib/UnlockGuard.h"
  68. #include "../lib/VCMIDirs.h"
  69. #include "../lib/bonuses/Limiters.h"
  70. #include "../lib/bonuses/Propagators.h"
  71. #include "../lib/bonuses/Updaters.h"
  72. #include "../lib/gameState/CGameState.h"
  73. #include "../lib/mapObjects/CGMarket.h"
  74. #include "../lib/mapObjects/CGTownInstance.h"
  75. #include "../lib/mapObjects/MiscObjects.h"
  76. #include "../lib/mapObjects/ObjectTemplate.h"
  77. #include "../lib/mapping/CMapHeader.h"
  78. #include "../lib/networkPacks/PacksForClient.h"
  79. #include "../lib/networkPacks/PacksForClientBattle.h"
  80. #include "../lib/networkPacks/PacksForServer.h"
  81. #include "../lib/pathfinder/CGPathNode.h"
  82. #include "../lib/serializer/BinaryDeserializer.h"
  83. #include "../lib/serializer/BinarySerializer.h"
  84. #include "../lib/serializer/CTypeList.h"
  85. #include "../lib/spells/CSpellHandler.h"
  86. // The macro below is used to mark functions that are called by client when game state changes.
  87. // They all assume that interface mutex is locked.
  88. #define EVENT_HANDLER_CALLED_BY_CLIENT
  89. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. struct HeroObjectRetriever
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  104. localState(std::make_unique<PlayerLocalState>(*this)),
  105. movementController(std::make_unique<HeroMovementController>())
  106. {
  107. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  108. GH.defActionsDef = 0;
  109. LOCPLINT = this;
  110. playerID=Player;
  111. human=true;
  112. battleInt = nullptr;
  113. castleInt = nullptr;
  114. makingTurn = false;
  115. showingDialog = new ConditionalWait();
  116. cingconsole = new CInGameConsole();
  117. firstCall = 1; //if loading will be overwritten in serialize
  118. autosaveCount = 0;
  119. isAutoFightOn = false;
  120. isAutoFightEndBattle = false;
  121. ignoreEvents = false;
  122. numOfMovedArts = 0;
  123. }
  124. CPlayerInterface::~CPlayerInterface()
  125. {
  126. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  127. delete showingDialog;
  128. delete cingconsole;
  129. if (LOCPLINT == this)
  130. LOCPLINT = nullptr;
  131. }
  132. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  133. {
  134. cb = CB;
  135. env = ENV;
  136. CCS->musich->loadTerrainMusicThemes();
  137. initializeHeroTownList();
  138. adventureInt.reset(new AdventureMapInterface());
  139. }
  140. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  141. {
  142. EVENT_HANDLER_CALLED_BY_CLIENT;
  143. if (player == playerID)
  144. {
  145. makingTurn = false;
  146. // remove all active dialogs that do not expect query answer
  147. for (;;)
  148. {
  149. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  150. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  151. if(adventureWindow != nullptr)
  152. break;
  153. if(infoWindow && infoWindow->ID != QueryID::NONE)
  154. break;
  155. if (infoWindow)
  156. infoWindow->close();
  157. else
  158. GH.windows().popWindows(1);
  159. }
  160. if(castleInt)
  161. castleInt->close();
  162. castleInt = nullptr;
  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.toString();
  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::gamePause(bool pause)
  223. {
  224. cb->gamePause(pause);
  225. }
  226. void CPlayerInterface::yourTurn(QueryID queryID)
  227. {
  228. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  229. EVENT_HANDLER_CALLED_BY_CLIENT;
  230. int humanPlayersCount = 0;
  231. for(const auto & info : cb->getStartInfo()->playerInfos)
  232. if (info.second.isControlledByHuman())
  233. humanPlayersCount++;
  234. bool hotseatWait = humanPlayersCount > 1;
  235. LOCPLINT = this;
  236. GH.curInt = this;
  237. NotificationHandler::notify("Your turn");
  238. if(settings["general"]["startTurnAutosave"].Bool())
  239. {
  240. performAutosave();
  241. }
  242. if (hotseatWait) //hot seat or MP message
  243. {
  244. adventureInt->onHotseatWaitStarted(playerID);
  245. makingTurn = true;
  246. std::string msg = CGI->generaltexth->allTexts[13];
  247. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  248. std::vector<std::shared_ptr<CComponent>> cmp;
  249. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  250. showInfoDialog(msg, cmp);
  251. }
  252. else
  253. {
  254. makingTurn = true;
  255. adventureInt->onPlayerTurnStarted(playerID);
  256. }
  257. acceptTurn(queryID, hotseatWait);
  258. }
  259. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  260. {
  261. if (settings["session"]["autoSkip"].Bool())
  262. {
  263. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  264. iw->close();
  265. }
  266. if(hotseatWait)
  267. {
  268. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  269. adventureInt->onPlayerTurnStarted(playerID);
  270. }
  271. // warn player if he has no town
  272. if (cb->howManyTowns() == 0)
  273. {
  274. auto playerColor = *cb->getPlayerID();
  275. std::vector<Component> components;
  276. components.emplace_back(ComponentType::FLAG, playerColor);
  277. MetaString text;
  278. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  279. if(optDaysWithoutCastle)
  280. {
  281. auto daysWithoutCastle = optDaysWithoutCastle.value();
  282. if (daysWithoutCastle < 6)
  283. {
  284. 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.
  285. text.replaceName(playerColor);
  286. text.replaceNumber(7 - daysWithoutCastle);
  287. }
  288. else if (daysWithoutCastle == 6)
  289. {
  290. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  291. text.replaceName(playerColor);
  292. }
  293. showInfoDialogAndWait(components, text);
  294. }
  295. else
  296. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  297. }
  298. cb->selectionMade(0, queryID);
  299. movementController->onPlayerTurnStarted();
  300. }
  301. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  302. {
  303. EVENT_HANDLER_CALLED_BY_CLIENT;
  304. waitWhileDialog();
  305. if(LOCPLINT != this)
  306. return;
  307. //FIXME: read once and store
  308. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  309. return;
  310. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  311. if (!hero)
  312. return;
  313. movementController->onTryMoveHero(hero, details);
  314. }
  315. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  316. {
  317. EVENT_HANDLER_CALLED_BY_CLIENT;
  318. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  319. // if hero is not in town garrison
  320. if (vstd::contains(localState->getWanderingHeroes(), hero))
  321. localState->removeWanderingHero(hero);
  322. adventureInt->onHeroChanged(hero);
  323. localState->erasePath(hero);
  324. }
  325. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  326. {
  327. EVENT_HANDLER_CALLED_BY_CLIENT;
  328. if(start && visitedObj)
  329. {
  330. if(visitedObj->getVisitSound())
  331. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  332. }
  333. }
  334. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  335. {
  336. EVENT_HANDLER_CALLED_BY_CLIENT;
  337. localState->addWanderingHero(hero);
  338. adventureInt->onHeroChanged(hero);
  339. }
  340. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  341. {
  342. if(castleInt)
  343. castleInt->close();
  344. castleInt = nullptr;
  345. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  346. GH.windows().pushWindow(newCastleInt);
  347. }
  348. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  349. {
  350. EVENT_HANDLER_CALLED_BY_CLIENT;
  351. if (which == PrimarySkill::EXPERIENCE)
  352. {
  353. for(auto ctw : GH.windows().findWindows<CMarketWindow>())
  354. ctw->updateHero();
  355. }
  356. else
  357. adventureInt->onHeroChanged(hero);
  358. }
  359. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  360. {
  361. EVENT_HANDLER_CALLED_BY_CLIENT;
  362. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  363. cuw->redraw();
  364. }
  365. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  366. {
  367. EVENT_HANDLER_CALLED_BY_CLIENT;
  368. adventureInt->onHeroChanged(hero);
  369. if (makingTurn && hero->tempOwner == playerID)
  370. adventureInt->onHeroChanged(hero);
  371. }
  372. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. if (makingTurn && hero->tempOwner == playerID)
  376. adventureInt->onHeroChanged(hero);
  377. }
  378. void CPlayerInterface::receivedResource()
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. for (auto mw : GH.windows().findWindows<CMarketWindow>())
  382. mw->updateResource();
  383. GH.windows().totalRedraw();
  384. }
  385. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. waitWhileDialog();
  389. CCS->soundh->playSound(soundBase::heroNewLevel);
  390. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  391. {
  392. cb->selectionMade(selection, queryID);
  393. });
  394. }
  395. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  396. {
  397. EVENT_HANDLER_CALLED_BY_CLIENT;
  398. waitWhileDialog();
  399. CCS->soundh->playSound(soundBase::heroNewLevel);
  400. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  401. {
  402. cb->selectionMade(selection, queryID);
  403. });
  404. }
  405. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  406. {
  407. EVENT_HANDLER_CALLED_BY_CLIENT;
  408. if(town->garrisonHero) //wandering hero moved to the garrison
  409. {
  410. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  411. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  412. localState->removeWanderingHero(town->garrisonHero);
  413. }
  414. if(town->visitingHero) //hero leaves garrison
  415. {
  416. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  417. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  418. localState->addWanderingHero(town->visitingHero);
  419. }
  420. adventureInt->onHeroChanged(nullptr);
  421. adventureInt->onTownChanged(town);
  422. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  423. if (cgh->holdsGarrison(town))
  424. cgh->updateGarrisons();
  425. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  426. ki->townChanged(town);
  427. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  428. GH.windows().totalRedraw();
  429. }
  430. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. if (hero->tempOwner != playerID )
  434. return;
  435. waitWhileDialog();
  436. openTownWindow(town);
  437. }
  438. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  439. {
  440. std::vector<const CArmedInstance *> instances;
  441. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  442. instances.push_back(obj);
  443. if(id2 != ObjectInstanceID() && id2 != id1)
  444. {
  445. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  446. instances.push_back(obj);
  447. }
  448. garrisonsChanged(instances);
  449. }
  450. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  451. {
  452. for (auto object : objs)
  453. {
  454. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  455. auto * town = dynamic_cast<const CGTownInstance*>(object);
  456. if (town)
  457. adventureInt->onTownChanged(town);
  458. if (hero)
  459. {
  460. adventureInt->onHeroChanged(hero);
  461. if(hero->inTownGarrison && hero->visitedTown != town)
  462. adventureInt->onTownChanged(hero->visitedTown);
  463. }
  464. }
  465. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  466. if (cgh->holdsGarrisons(objs))
  467. cgh->updateGarrisons();
  468. GH.windows().totalRedraw();
  469. }
  470. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  471. {
  472. EVENT_HANDLER_CALLED_BY_CLIENT;
  473. adventureInt->onTownChanged(town);
  474. if (castleInt)
  475. {
  476. castleInt->townlist->updateElement(town);
  477. if (castleInt->town == town)
  478. {
  479. switch(what)
  480. {
  481. case 1:
  482. CCS->soundh->playSound(soundBase::newBuilding);
  483. castleInt->addBuilding(buildingID);
  484. break;
  485. case 2:
  486. castleInt->removeBuilding(buildingID);
  487. break;
  488. }
  489. }
  490. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  491. GH.windows().totalRedraw();
  492. }
  493. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  494. cgh->buildChanged();
  495. }
  496. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  497. {
  498. movementController->onBattleStarted();
  499. //Don't wait for dialogs when we are non-active hot-seat player
  500. if (LOCPLINT == this)
  501. waitForAllDialogs();
  502. }
  503. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  504. {
  505. EVENT_HANDLER_CALLED_BY_CLIENT;
  506. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  507. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  508. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  509. {
  510. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  511. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  512. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  513. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  514. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  515. isAutoFightOn = true;
  516. cb->registerBattleInterface(autofightingAI);
  517. }
  518. //Don't wait for dialogs when we are non-active hot-seat player
  519. if (LOCPLINT == this)
  520. waitForAllDialogs();
  521. BATTLE_EVENT_POSSIBLE_RETURN;
  522. }
  523. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  524. {
  525. EVENT_HANDLER_CALLED_BY_CLIENT;
  526. BATTLE_EVENT_POSSIBLE_RETURN;
  527. for(auto & info : units)
  528. {
  529. switch(info.operation)
  530. {
  531. case UnitChanges::EOperation::RESET_STATE:
  532. {
  533. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  534. if(!stack)
  535. {
  536. logGlobal->error("Invalid unit ID %d", info.id);
  537. continue;
  538. }
  539. battleInt->stackReset(stack);
  540. }
  541. break;
  542. case UnitChanges::EOperation::REMOVE:
  543. battleInt->stackRemoved(info.id);
  544. break;
  545. case UnitChanges::EOperation::ADD:
  546. {
  547. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  548. if(!unit)
  549. {
  550. logGlobal->error("Invalid unit ID %d", info.id);
  551. continue;
  552. }
  553. battleInt->stackAdded(unit);
  554. }
  555. break;
  556. default:
  557. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  558. break;
  559. }
  560. }
  561. }
  562. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. BATTLE_EVENT_POSSIBLE_RETURN;
  566. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  567. std::vector<ObstacleChanges> removedObstacles;
  568. for(auto & change : obstacles)
  569. {
  570. if(change.operation == BattleChanges::EOperation::ADD)
  571. {
  572. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  573. if(instance)
  574. newObstacles.push_back(instance);
  575. else
  576. logNetwork->error("Invalid obstacle instance %d", change.id);
  577. }
  578. if(change.operation == BattleChanges::EOperation::REMOVE)
  579. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  580. }
  581. if (!newObstacles.empty())
  582. battleInt->obstaclePlaced(newObstacles);
  583. if (!removedObstacles.empty())
  584. battleInt->obstacleRemoved(removedObstacles);
  585. battleInt->fieldController->redrawBackgroundWithHexes();
  586. }
  587. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  588. {
  589. EVENT_HANDLER_CALLED_BY_CLIENT;
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. battleInt->stackIsCatapulting(ca);
  592. }
  593. 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
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. battleInt->newRound();
  598. }
  599. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. battleInt->startAction(action);
  604. }
  605. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. BATTLE_EVENT_POSSIBLE_RETURN;
  609. battleInt->endAction(action);
  610. }
  611. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  612. {
  613. EVENT_HANDLER_CALLED_BY_CLIENT;
  614. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  615. assert(!cb->getBattle(battleID)->battleIsFinished());
  616. if (cb->getBattle(battleID)->battleIsFinished())
  617. {
  618. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  619. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  620. return ;
  621. }
  622. if (autofightingAI)
  623. {
  624. if (isAutoFightOn)
  625. {
  626. //FIXME: we want client rendering to proceed while AI is making actions
  627. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  628. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  629. autofightingAI->activeStack(battleID, stack);
  630. return;
  631. }
  632. cb->unregisterBattleInterface(autofightingAI);
  633. autofightingAI.reset();
  634. }
  635. assert(battleInt);
  636. if(!battleInt)
  637. {
  638. // probably battle is finished already
  639. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  640. }
  641. battleInt->stackActivated(stack);
  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 && !isAutoFightEndBattle;
  654. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  655. if (allowManualReplay || isAutoFightEndBattle)
  656. {
  657. wnd->resultCallback = [=](ui32 selection)
  658. {
  659. cb->selectionMade(selection, queryID);
  660. };
  661. }
  662. isAutoFightEndBattle = false;
  663. GH.windows().pushWindow(wnd);
  664. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  665. // Otherwise NewTurn causes freeze.
  666. waitWhileDialog();
  667. return;
  668. }
  669. }
  670. BATTLE_EVENT_POSSIBLE_RETURN;
  671. battleInt->battleFinished(*br, queryID);
  672. }
  673. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  674. {
  675. EVENT_HANDLER_CALLED_BY_CLIENT;
  676. BATTLE_EVENT_POSSIBLE_RETURN;
  677. battleInt->displayBattleLog(lines);
  678. }
  679. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  680. {
  681. EVENT_HANDLER_CALLED_BY_CLIENT;
  682. BATTLE_EVENT_POSSIBLE_RETURN;
  683. battleInt->stackMoved(stack, dest, distance, teleport);
  684. }
  685. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  686. {
  687. EVENT_HANDLER_CALLED_BY_CLIENT;
  688. BATTLE_EVENT_POSSIBLE_RETURN;
  689. battleInt->spellCast(sc);
  690. }
  691. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  692. {
  693. EVENT_HANDLER_CALLED_BY_CLIENT;
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. battleInt->battleStacksEffectsSet(sse);
  696. }
  697. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  698. {
  699. EVENT_HANDLER_CALLED_BY_CLIENT;
  700. BATTLE_EVENT_POSSIBLE_RETURN;
  701. battleInt->effectsController->battleTriggerEffect(bte);
  702. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  703. {
  704. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  705. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  706. }
  707. }
  708. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  709. {
  710. EVENT_HANDLER_CALLED_BY_CLIENT;
  711. BATTLE_EVENT_POSSIBLE_RETURN;
  712. std::vector<StackAttackedInfo> arg;
  713. for(auto & elem : bsa)
  714. {
  715. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  716. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  717. assert(defender);
  718. StackAttackedInfo info;
  719. info.defender = defender;
  720. info.attacker = attacker;
  721. info.damageDealt = elem.damageAmount;
  722. info.amountKilled = elem.killedAmount;
  723. info.spellEffect = SpellID::NONE;
  724. info.indirectAttack = ranged;
  725. info.killed = elem.killed();
  726. info.rebirth = elem.willRebirth();
  727. info.cloneKilled = elem.cloneKilled();
  728. info.fireShield = elem.fireShield();
  729. if (elem.isSpell())
  730. info.spellEffect = elem.spellID;
  731. arg.push_back(info);
  732. }
  733. battleInt->stacksAreAttacked(arg);
  734. }
  735. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  736. {
  737. EVENT_HANDLER_CALLED_BY_CLIENT;
  738. BATTLE_EVENT_POSSIBLE_RETURN;
  739. StackAttackInfo info;
  740. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  741. info.defender = nullptr;
  742. info.indirectAttack = ba->shot();
  743. info.lucky = ba->lucky();
  744. info.unlucky = ba->unlucky();
  745. info.deathBlow = ba->deathBlow();
  746. info.lifeDrain = ba->lifeDrain();
  747. info.tile = ba->tile;
  748. info.spellEffect = SpellID::NONE;
  749. if (ba->spellLike())
  750. info.spellEffect = ba->spellID;
  751. for(auto & elem : ba->bsa)
  752. {
  753. if(!elem.isSecondary())
  754. {
  755. assert(info.defender == nullptr);
  756. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  757. }
  758. else
  759. {
  760. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  761. }
  762. }
  763. assert(info.defender != nullptr);
  764. assert(info.attacker != nullptr);
  765. battleInt->stackAttacking(info);
  766. }
  767. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. BATTLE_EVENT_POSSIBLE_RETURN;
  771. battleInt->gateStateChanged(state);
  772. }
  773. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. }
  777. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  778. {
  779. EVENT_HANDLER_CALLED_BY_CLIENT;
  780. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  781. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  782. if(autoTryHover || type == EInfoWindowMode::INFO)
  783. {
  784. waitWhileDialog(); //Fix for mantis #98
  785. adventureInt->showInfoBoxMessage(components, text, timer);
  786. // 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
  787. movementController->requestMovementAbort();
  788. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  789. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  790. return;
  791. }
  792. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  793. {
  794. return;
  795. }
  796. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  797. do
  798. {
  799. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  800. std::vector<std::shared_ptr<CComponent>> intComps;
  801. for (auto & component : sender)
  802. intComps.push_back(std::make_shared<CComponent>(component));
  803. showInfoDialog(text,intComps,soundID);
  804. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  805. }
  806. while(!vect.empty());
  807. }
  808. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  809. {
  810. std::vector<std::shared_ptr<CComponent>> intComps;
  811. intComps.push_back(component);
  812. showInfoDialog(text, intComps, soundBase::sound_todo);
  813. }
  814. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  815. {
  816. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  817. waitWhileDialog();
  818. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  819. {
  820. return;
  821. }
  822. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  823. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  824. {
  825. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  826. showingDialog->setBusy();
  827. movementController->requestMovementAbort(); // interrupt movement to show dialog
  828. GH.windows().pushWindow(temp);
  829. }
  830. else
  831. {
  832. dialogs.push_back(temp);
  833. }
  834. }
  835. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. std::string str = text.toString();
  839. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  840. waitWhileDialog();
  841. }
  842. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  843. {
  844. movementController->requestMovementAbort();
  845. LOCPLINT->showingDialog->setBusy();
  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, bool safeToAutoaccept)
  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. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  857. {
  858. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  859. return;
  860. }
  861. std::vector<std::shared_ptr<CComponent>> intComps;
  862. for (auto & component : components)
  863. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  864. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  865. }
  866. else if (selection)
  867. {
  868. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  869. for (auto & component : components)
  870. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  871. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  872. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  873. if (cancel)
  874. {
  875. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  876. }
  877. int charperline = 35;
  878. if (pom.size() > 1)
  879. charperline = 50;
  880. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  881. intComps[0]->clickPressed(GH.getCursorPosition());
  882. intComps[0]->clickReleased(GH.getCursorPosition());
  883. }
  884. }
  885. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  886. {
  887. EVENT_HANDLER_CALLED_BY_CLIENT;
  888. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  889. }
  890. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  891. {
  892. EVENT_HANDLER_CALLED_BY_CLIENT;
  893. std::vector<ObjectInstanceID> tmpObjects;
  894. if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
  895. {
  896. // sorting towns (like in client)
  897. std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
  898. for(auto town : Towns)
  899. for(auto item : objects)
  900. if(town == cb->getObj(item))
  901. tmpObjects.push_back(item);
  902. }
  903. else // other object list than town
  904. tmpObjects = objects;
  905. auto selectCallback = [=](int selection)
  906. {
  907. cb->sendQueryReply(selection, askID);
  908. };
  909. auto cancelCallback = [=]()
  910. {
  911. cb->sendQueryReply(std::nullopt, askID);
  912. };
  913. const std::string localTitle = title.toString();
  914. const std::string localDescription = description.toString();
  915. std::vector<int> tempList;
  916. tempList.reserve(tmpObjects.size());
  917. for(auto item : tmpObjects)
  918. tempList.push_back(item.getNum());
  919. CComponent localIconC(icon);
  920. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  921. localIconC.removeChild(localIcon.get(), false);
  922. std::vector<std::shared_ptr<IImage>> images;
  923. for(auto & obj : tmpObjects)
  924. {
  925. if(!settings["general"]["enableUiEnhancements"].Bool())
  926. break;
  927. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  928. if(t)
  929. {
  930. std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
  931. a->preload();
  932. images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
  933. }
  934. }
  935. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  936. wnd->onExit = cancelCallback;
  937. wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
  938. wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
  939. GH.windows().pushWindow(wnd);
  940. }
  941. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  942. {
  943. EVENT_HANDLER_CALLED_BY_CLIENT;
  944. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  945. adventureInt->onMapTilesChanged(pos);
  946. }
  947. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. adventureInt->onMapTilesChanged(pos);
  951. }
  952. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  953. {
  954. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  955. }
  956. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  957. {
  958. EVENT_HANDLER_CALLED_BY_CLIENT;
  959. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  960. {
  961. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  962. fortScreen->creaturesChangedEventHandler();
  963. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  964. if(castleInterface->town == town)
  965. castleInterface->creaturesChangedEventHandler();
  966. if (townObj)
  967. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  968. ki->townChanged(townObj);
  969. }
  970. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  971. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  972. {
  973. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  974. if (crw->dwelling == town)
  975. crw->availableCreaturesChanged();
  976. }
  977. }
  978. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  979. {
  980. EVENT_HANDLER_CALLED_BY_CLIENT;
  981. if (bonus.type == BonusType::NONE)
  982. return;
  983. adventureInt->onHeroChanged(hero);
  984. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  985. {
  986. //recalculate paths because hero has lost bonus influencing pathfinding
  987. localState->erasePath(hero);
  988. }
  989. }
  990. void CPlayerInterface::saveGame( BinarySerializer & h )
  991. {
  992. EVENT_HANDLER_CALLED_BY_CLIENT;
  993. localState->serialize(h);
  994. }
  995. void CPlayerInterface::loadGame( BinaryDeserializer & h )
  996. {
  997. EVENT_HANDLER_CALLED_BY_CLIENT;
  998. localState->serialize(h);
  999. firstCall = -1;
  1000. }
  1001. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1002. {
  1003. assert(h);
  1004. assert(!showingDialog->isBusy());
  1005. assert(dialogs.empty());
  1006. LOG_TRACE(logGlobal);
  1007. if (!LOCPLINT->makingTurn)
  1008. return;
  1009. if (!h)
  1010. return; //can't find hero
  1011. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1012. if (showingDialog->isBusy() || !dialogs.empty())
  1013. return;
  1014. if (localState->isHeroSleeping(h))
  1015. localState->setHeroAwaken(h);
  1016. movementController->requestMovementStart(h, path);
  1017. }
  1018. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1019. {
  1020. EVENT_HANDLER_CALLED_BY_CLIENT;
  1021. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1022. if (movementController->isHeroMovingThroughGarrison(down, up))
  1023. {
  1024. onEnd();
  1025. return;
  1026. }
  1027. waitForAllDialogs();
  1028. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1029. cgw->quit->addCallback(onEnd);
  1030. GH.windows().pushWindow(cgw);
  1031. }
  1032. /**
  1033. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1034. * into a combinational one on an artifact screen. Does not require the combination of
  1035. * artifacts to be legal.
  1036. */
  1037. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1038. {
  1039. std::string text = artifact->getDescriptionTranslated();
  1040. text += "\n\n";
  1041. std::vector<std::shared_ptr<CComponent>> scs;
  1042. if(assembledArtifact)
  1043. {
  1044. // You possess all of the components to...
  1045. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1046. // Picture of assembled artifact at bottom.
  1047. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1048. scs.push_back(sc);
  1049. }
  1050. else
  1051. {
  1052. // Do you wish to disassemble this artifact?
  1053. text += CGI->generaltexth->allTexts[733];
  1054. }
  1055. showYesNoDialog(text, onYes, nullptr, scs);
  1056. }
  1057. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1058. {
  1059. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1060. movementController->onMoveHeroApplied();
  1061. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1062. movementController->onQueryReplyApplied();
  1063. }
  1064. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1065. {
  1066. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1067. }
  1068. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1069. {
  1070. EVENT_HANDLER_CALLED_BY_CLIENT;
  1071. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1072. }
  1073. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1074. {
  1075. if (sop->what == ObjProperty::OWNER)
  1076. {
  1077. const CGObjectInstance * obj = cb->getObj(sop->id);
  1078. if(obj->ID == Obj::TOWN)
  1079. {
  1080. auto town = static_cast<const CGTownInstance *>(obj);
  1081. if(obj->tempOwner == playerID)
  1082. {
  1083. localState->removeOwnedTown(town);
  1084. adventureInt->onTownChanged(town);
  1085. }
  1086. }
  1087. }
  1088. }
  1089. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1090. {
  1091. EVENT_HANDLER_CALLED_BY_CLIENT;
  1092. if (sop->what == ObjProperty::OWNER)
  1093. {
  1094. const CGObjectInstance * obj = cb->getObj(sop->id);
  1095. if(obj->ID == Obj::TOWN)
  1096. {
  1097. auto town = static_cast<const CGTownInstance *>(obj);
  1098. if(obj->tempOwner == playerID)
  1099. {
  1100. localState->addOwnedTown(town);
  1101. adventureInt->onTownChanged(town);
  1102. }
  1103. }
  1104. //redraw minimap if owner changed
  1105. std::set<int3> pos = obj->getBlockedPos();
  1106. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1107. adventureInt->onMapTilesChanged(upos);
  1108. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1109. }
  1110. }
  1111. void CPlayerInterface::initializeHeroTownList()
  1112. {
  1113. if(localState->getWanderingHeroes().empty())
  1114. {
  1115. for(auto & hero : cb->getHeroesInfo())
  1116. {
  1117. if(!hero->inTownGarrison)
  1118. localState->addWanderingHero(hero);
  1119. }
  1120. }
  1121. if(localState->getOwnedTowns().empty())
  1122. {
  1123. for(auto & town : cb->getTownsInfo())
  1124. localState->addOwnedTown(town);
  1125. }
  1126. if(adventureInt)
  1127. adventureInt->onHeroChanged(nullptr);
  1128. }
  1129. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1130. {
  1131. EVENT_HANDLER_CALLED_BY_CLIENT;
  1132. waitWhileDialog();
  1133. auto recruitCb = [=](CreatureID id, int count)
  1134. {
  1135. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1136. };
  1137. auto closeCb = [=]()
  1138. {
  1139. cb->selectionMade(0, queryID);
  1140. };
  1141. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1142. }
  1143. void CPlayerInterface::waitWhileDialog()
  1144. {
  1145. if (GH.amIGuiThread())
  1146. {
  1147. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1148. return;
  1149. }
  1150. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1151. showingDialog->waitWhileBusy();
  1152. }
  1153. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1154. {
  1155. EVENT_HANDLER_CALLED_BY_CLIENT;
  1156. auto state = obj->shipyardStatus();
  1157. TResources cost;
  1158. obj->getBoatCost(cost);
  1159. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1160. }
  1161. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1162. {
  1163. EVENT_HANDLER_CALLED_BY_CLIENT;
  1164. //we might have built a boat in shipyard in opened town screen
  1165. if (obj->ID == Obj::BOAT
  1166. && LOCPLINT->castleInt
  1167. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1168. {
  1169. CCS->soundh->playSound(soundBase::newBuilding);
  1170. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1171. }
  1172. }
  1173. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1174. {
  1175. EVENT_HANDLER_CALLED_BY_CLIENT;
  1176. waitWhileDialog();
  1177. CCS->curh->hide();
  1178. adventureInt->centerOnTile(pos);
  1179. if (focusTime)
  1180. {
  1181. GH.windows().totalRedraw();
  1182. {
  1183. IgnoreEvents ignore(*this);
  1184. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1185. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1186. }
  1187. }
  1188. CCS->curh->show();
  1189. }
  1190. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1191. {
  1192. EVENT_HANDLER_CALLED_BY_CLIENT;
  1193. if(playerID == initiator && obj->getRemovalSound())
  1194. {
  1195. waitWhileDialog();
  1196. CCS->soundh->playSound(obj->getRemovalSound().value());
  1197. }
  1198. CGI->mh->waitForOngoingAnimations();
  1199. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1200. {
  1201. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1202. heroKilled(h);
  1203. }
  1204. GH.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 : GH.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(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  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. LOCPLINT = this;
  1224. GH.curInt = this;
  1225. adventureInt->onCurrentPlayerChanged(playerID);
  1226. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1227. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1228. std::vector<std::shared_ptr<CComponent>> cmp;
  1229. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1230. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1231. showInfoDialog(msg, cmp);
  1232. makingTurn = false;
  1233. }
  1234. }
  1235. }
  1236. void CPlayerInterface::update()
  1237. {
  1238. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1239. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1240. // While mutexes were locked away we may be have stopped being the active interface
  1241. if (LOCPLINT != this)
  1242. return;
  1243. //if there are any waiting dialogs, show them
  1244. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->isBusy())
  1245. {
  1246. showingDialog->setBusy();
  1247. GH.windows().pushWindow(dialogs.front());
  1248. dialogs.pop_front();
  1249. }
  1250. assert(adventureInt);
  1251. // Handles mouse and key input
  1252. GH.handleEvents();
  1253. GH.windows().simpleRedraw();
  1254. }
  1255. void CPlayerInterface::endNetwork()
  1256. {
  1257. showingDialog->requestTermination();
  1258. }
  1259. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1260. {
  1261. using namespace boost::filesystem;
  1262. using namespace boost::algorithm;
  1263. path gamesDir = VCMIDirs::get().userSavePath();
  1264. std::map<std::time_t, int> dates; //save number => datestamp
  1265. const directory_iterator enddir;
  1266. if (!exists(gamesDir))
  1267. create_directory(gamesDir);
  1268. else
  1269. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1270. {
  1271. if (is_regular_file(dir->status()))
  1272. {
  1273. std::string name = dir->path().filename().string();
  1274. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1275. {
  1276. char nr = name[namePrefix.size()];
  1277. if (std::isdigit(nr))
  1278. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1279. }
  1280. }
  1281. }
  1282. if (!dates.empty())
  1283. return (--dates.end())->second; //return latest file number
  1284. return 0;
  1285. }
  1286. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. if (player == playerID)
  1290. {
  1291. if (victoryLossCheckResult.loss())
  1292. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1293. assert(GH.curInt == LOCPLINT);
  1294. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1295. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1296. GH.curInt = this; //waiting for dialogs requires this to get events
  1297. if(!makingTurn)
  1298. {
  1299. makingTurn = true; //also needed for dialog to show with current implementation
  1300. waitForAllDialogs();
  1301. makingTurn = false;
  1302. }
  1303. else
  1304. waitForAllDialogs();
  1305. GH.curInt = previousInterface;
  1306. LOCPLINT = previousInterface;
  1307. }
  1308. }
  1309. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1310. {
  1311. EVENT_HANDLER_CALLED_BY_CLIENT;
  1312. }
  1313. void CPlayerInterface::showPuzzleMap()
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. waitWhileDialog();
  1317. //TODO: interface should not know the real position of Grail...
  1318. double ratio = 0;
  1319. int3 grailPos = cb->getGrailPos(&ratio);
  1320. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1321. }
  1322. void CPlayerInterface::viewWorldMap()
  1323. {
  1324. adventureInt->openWorldView();
  1325. }
  1326. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1327. {
  1328. EVENT_HANDLER_CALLED_BY_CLIENT;
  1329. if(GH.windows().topWindow<CSpellWindow>())
  1330. GH.windows().popWindows(1);
  1331. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1332. localState->erasePath(caster);
  1333. auto castSoundPath = spellID.toSpell()->getCastSound();
  1334. if(!castSoundPath.empty())
  1335. CCS->soundh->playSound(castSoundPath);
  1336. }
  1337. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1338. {
  1339. int msgToShow = -1;
  1340. const auto diggingStatus = h->diggingStatus();
  1341. switch(diggingStatus)
  1342. {
  1343. case EDiggingStatus::CAN_DIG:
  1344. break;
  1345. case EDiggingStatus::LACK_OF_MOVEMENT:
  1346. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1347. break;
  1348. case EDiggingStatus::TILE_OCCUPIED:
  1349. msgToShow = 97; //Try searching on clear ground.
  1350. break;
  1351. case EDiggingStatus::WRONG_TERRAIN:
  1352. msgToShow = 60; ////Try looking on land!
  1353. break;
  1354. case EDiggingStatus::BACKPACK_IS_FULL:
  1355. msgToShow = 247; //Searching for the Grail is fruitless...
  1356. break;
  1357. default:
  1358. assert(0);
  1359. }
  1360. if(msgToShow < 0)
  1361. cb->dig(h);
  1362. else
  1363. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1364. }
  1365. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1366. {
  1367. EVENT_HANDLER_CALLED_BY_CLIENT;
  1368. BATTLE_EVENT_POSSIBLE_RETURN;
  1369. battleInt->newRoundFirst();
  1370. }
  1371. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1372. {
  1373. EVENT_HANDLER_CALLED_BY_CLIENT;
  1374. auto onWindowClosed = [this, queryID](){
  1375. cb->selectionMade(0, queryID);
  1376. };
  1377. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1378. {
  1379. // compatibility check, safe to remove for 1.6
  1380. // 1.4 saves loaded in 1.5 will not be able to visit Altar of Sacrifice due to Altar now requiring different map object class
  1381. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1382. onWindowClosed();
  1383. return;
  1384. }
  1385. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1386. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1387. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1388. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1389. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1390. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1391. else if(!market->availableModes().empty())
  1392. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1393. }
  1394. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. auto onWindowClosed = [this, queryID](){
  1398. cb->selectionMade(0, queryID);
  1399. };
  1400. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1401. }
  1402. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1406. }
  1407. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1408. {
  1409. EVENT_HANDLER_CALLED_BY_CLIENT;
  1410. for (auto cmw : GH.windows().findWindows<CMarketWindow>())
  1411. cmw->updateArtifacts();
  1412. }
  1413. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1414. {
  1415. EVENT_HANDLER_CALLED_BY_CLIENT;
  1416. auto onWindowClosed = [this, queryID](){
  1417. if (queryID != QueryID::NONE)
  1418. cb->selectionMade(0, queryID);
  1419. };
  1420. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1421. }
  1422. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1423. {
  1424. EVENT_HANDLER_CALLED_BY_CLIENT;
  1425. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1426. }
  1427. void CPlayerInterface::showQuestLog()
  1428. {
  1429. EVENT_HANDLER_CALLED_BY_CLIENT;
  1430. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1431. }
  1432. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1433. {
  1434. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1435. {
  1436. MetaString txt;
  1437. obj->getProblemText(txt);
  1438. showInfoDialog(txt.toString());
  1439. }
  1440. else
  1441. showShipyardDialog(obj);
  1442. }
  1443. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1444. {
  1445. if(auto hero = cb->getHero(al.artHolder))
  1446. {
  1447. auto art = hero->getArt(al.slot);
  1448. if(art == nullptr)
  1449. {
  1450. logGlobal->error("artifact location %d points to nothing",
  1451. al.slot.num);
  1452. return;
  1453. }
  1454. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1455. }
  1456. }
  1457. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1461. }
  1462. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1466. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1467. artWin->artifactRemoved(al);
  1468. waitWhileDialog();
  1469. }
  1470. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1471. {
  1472. EVENT_HANDLER_CALLED_BY_CLIENT;
  1473. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1474. bool redraw = true;
  1475. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1476. if(numOfMovedArts != 0)
  1477. {
  1478. numOfMovedArts--;
  1479. if(numOfMovedArts != 0)
  1480. redraw = false;
  1481. }
  1482. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1483. artWin->artifactMoved(src, dst, redraw);
  1484. waitWhileDialog();
  1485. }
  1486. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1487. {
  1488. numOfMovedArts = numOfArts;
  1489. }
  1490. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1491. {
  1492. EVENT_HANDLER_CALLED_BY_CLIENT;
  1493. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1494. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1495. artWin->artifactAssembled(al);
  1496. }
  1497. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1498. {
  1499. EVENT_HANDLER_CALLED_BY_CLIENT;
  1500. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1501. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1502. artWin->artifactDisassembled(al);
  1503. }
  1504. void CPlayerInterface::waitForAllDialogs()
  1505. {
  1506. while(!dialogs.empty())
  1507. {
  1508. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1509. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1510. }
  1511. waitWhileDialog();
  1512. }
  1513. void CPlayerInterface::proposeLoadingGame()
  1514. {
  1515. showYesNoDialog(
  1516. CGI->generaltexth->allTexts[68],
  1517. []()
  1518. {
  1519. CSH->endGameplay();
  1520. GH.defActionsDef = 63;
  1521. CMM->menu->switchToTab("load");
  1522. },
  1523. nullptr
  1524. );
  1525. }
  1526. bool CPlayerInterface::capturedAllEvents()
  1527. {
  1528. if(movementController->isHeroMoving())
  1529. {
  1530. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1531. return true;
  1532. }
  1533. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1534. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1535. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1536. {
  1537. GH.input().ignoreEventsUntilInput();
  1538. return true;
  1539. }
  1540. return false;
  1541. }
  1542. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1543. {
  1544. EVENT_HANDLER_CALLED_BY_CLIENT;
  1545. adventureInt->openWorldView(objectPositions, showTerrain );
  1546. }
  1547. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1548. {
  1549. return std::nullopt;
  1550. }