CPlayerInterface.cpp 55 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915
  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/CAltarWindow.h"
  42. #include "windows/CCastleInterface.h"
  43. #include "windows/CCreatureWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CPuzzleWindow.h"
  47. #include "windows/CQuestLog.h"
  48. #include "windows/CSpellWindow.h"
  49. #include "windows/CTradeWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CArtHandler.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/CGeneralTextHandler.h"
  57. #include "../lib/CHeroHandler.h"
  58. #include "../lib/CPlayerState.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/CThreadHelper.h"
  62. #include "../lib/CTownHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/GameConstants.h"
  65. #include "../lib/JsonNode.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/StartInfo.h"
  68. #include "../lib/TerrainHandler.h"
  69. #include "../lib/TextOperations.h"
  70. #include "../lib/UnlockGuard.h"
  71. #include "../lib/VCMIDirs.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/networkPacks/PacksForClient.h"
  81. #include "../lib/networkPacks/PacksForClientBattle.h"
  82. #include "../lib/networkPacks/PacksForServer.h"
  83. #include "../lib/pathfinder/CGPathNode.h"
  84. #include "../lib/serializer/BinaryDeserializer.h"
  85. #include "../lib/serializer/BinarySerializer.h"
  86. #include "../lib/serializer/CTypeList.h"
  87. #include "../lib/spells/CSpellHandler.h"
  88. // The macro below is used to mark functions that are called by client when game state changes.
  89. // They all assume that interface mutex is locked.
  90. #define EVENT_HANDLER_CALLED_BY_CLIENT
  91. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  92. CPlayerInterface * LOCPLINT;
  93. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  94. struct HeroObjectRetriever
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  106. localState(std::make_unique<PlayerLocalState>(*this)),
  107. movementController(std::make_unique<HeroMovementController>())
  108. {
  109. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  110. GH.defActionsDef = 0;
  111. LOCPLINT = this;
  112. playerID=Player;
  113. human=true;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. firstCall = 1; //if loading will be overwritten in serialize
  120. autosaveCount = 0;
  121. isAutoFightOn = false;
  122. isAutoFightEndBattle = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. adventureInt.reset(new AdventureMapInterface());
  141. }
  142. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  143. {
  144. EVENT_HANDLER_CALLED_BY_CLIENT;
  145. if (player == playerID)
  146. {
  147. makingTurn = false;
  148. // remove all active dialogs that do not expect query answer
  149. for (;;)
  150. {
  151. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  152. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  153. if(adventureWindow != nullptr)
  154. break;
  155. if(infoWindow && infoWindow->ID != QueryID::NONE)
  156. break;
  157. if (infoWindow)
  158. infoWindow->close();
  159. else
  160. GH.windows().popWindows(1);
  161. }
  162. // remove all pending dialogs that do not expect query answer
  163. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  164. return window->ID == QueryID::NONE;
  165. });
  166. }
  167. }
  168. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  169. {
  170. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  171. {
  172. // after map load - remove all active windows and replace them with adventure map
  173. GH.windows().clear();
  174. GH.windows().pushWindow(adventureInt);
  175. }
  176. EVENT_HANDLER_CALLED_BY_CLIENT;
  177. if (player != playerID && LOCPLINT == this)
  178. {
  179. waitWhileDialog();
  180. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  181. if (makingTurn == false)
  182. adventureInt->onEnemyTurnStarted(player, isHuman);
  183. }
  184. }
  185. void CPlayerInterface::performAutosave()
  186. {
  187. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  188. if(frequency > 0 && cb->getDate() % frequency == 0)
  189. {
  190. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  191. std::string prefix = std::string();
  192. if(usePrefix)
  193. {
  194. prefix = settings["general"]["savePrefix"].String();
  195. if(prefix.empty())
  196. {
  197. std::string name = cb->getMapHeader()->name.toString();
  198. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  199. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  200. std::string forbiddenChars("\\/:?\"<>| ");
  201. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  202. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  203. }
  204. }
  205. autosaveCount++;
  206. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  207. if(autosaveCountLimit > 0)
  208. {
  209. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  210. autosaveCount %= autosaveCountLimit;
  211. }
  212. else
  213. {
  214. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  215. + std::to_string(cb->getDate(Date::WEEK))
  216. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  217. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  218. }
  219. }
  220. }
  221. void CPlayerInterface::gamePause(bool pause)
  222. {
  223. cb->gamePause(pause);
  224. }
  225. void CPlayerInterface::yourTurn(QueryID queryID)
  226. {
  227. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  228. EVENT_HANDLER_CALLED_BY_CLIENT;
  229. {
  230. LOCPLINT = this;
  231. GH.curInt = this;
  232. NotificationHandler::notify("Your turn");
  233. if(settings["general"]["startTurnAutosave"].Bool())
  234. {
  235. performAutosave();
  236. }
  237. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  238. {
  239. adventureInt->onHotseatWaitStarted(playerID);
  240. makingTurn = true;
  241. std::string msg = CGI->generaltexth->allTexts[13];
  242. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  243. std::vector<std::shared_ptr<CComponent>> cmp;
  244. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  245. showInfoDialog(msg, cmp);
  246. }
  247. else
  248. {
  249. makingTurn = true;
  250. adventureInt->onPlayerTurnStarted(playerID);
  251. }
  252. }
  253. acceptTurn(queryID);
  254. }
  255. void CPlayerInterface::acceptTurn(QueryID queryID)
  256. {
  257. if (settings["session"]["autoSkip"].Bool())
  258. {
  259. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  260. iw->close();
  261. }
  262. if(CSH->howManyPlayerInterfaces() > 1)
  263. {
  264. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  265. adventureInt->onPlayerTurnStarted(playerID);
  266. }
  267. // warn player if he has no town
  268. if (cb->howManyTowns() == 0)
  269. {
  270. auto playerColor = *cb->getPlayerID();
  271. std::vector<Component> components;
  272. components.emplace_back(ComponentType::FLAG, playerColor);
  273. MetaString text;
  274. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  275. if(optDaysWithoutCastle)
  276. {
  277. auto daysWithoutCastle = optDaysWithoutCastle.value();
  278. if (daysWithoutCastle < 6)
  279. {
  280. 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.
  281. text.replaceName(playerColor);
  282. text.replaceNumber(7 - daysWithoutCastle);
  283. }
  284. else if (daysWithoutCastle == 6)
  285. {
  286. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  287. text.replaceName(playerColor);
  288. }
  289. showInfoDialogAndWait(components, text);
  290. }
  291. else
  292. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  293. }
  294. cb->selectionMade(0, queryID);
  295. movementController->onPlayerTurnStarted();
  296. }
  297. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  298. {
  299. EVENT_HANDLER_CALLED_BY_CLIENT;
  300. waitWhileDialog();
  301. if(LOCPLINT != this)
  302. return;
  303. //FIXME: read once and store
  304. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  305. return;
  306. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  307. if (!hero)
  308. return;
  309. movementController->onTryMoveHero(hero, details);
  310. }
  311. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  312. {
  313. EVENT_HANDLER_CALLED_BY_CLIENT;
  314. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  315. // if hero is not in town garrison
  316. if (vstd::contains(localState->getWanderingHeroes(), hero))
  317. localState->removeWanderingHero(hero);
  318. adventureInt->onHeroChanged(hero);
  319. localState->erasePath(hero);
  320. }
  321. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  322. {
  323. EVENT_HANDLER_CALLED_BY_CLIENT;
  324. if(start && visitedObj)
  325. {
  326. if(visitedObj->getVisitSound())
  327. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  328. }
  329. }
  330. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  331. {
  332. EVENT_HANDLER_CALLED_BY_CLIENT;
  333. localState->addWanderingHero(hero);
  334. adventureInt->onHeroChanged(hero);
  335. }
  336. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  337. {
  338. if(castleInt)
  339. castleInt->close();
  340. castleInt = nullptr;
  341. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  342. GH.windows().pushWindow(newCastleInt);
  343. }
  344. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. if (which == PrimarySkill::EXPERIENCE)
  348. {
  349. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  350. ctw->updateExpToLevel();
  351. }
  352. else
  353. adventureInt->onHeroChanged(hero);
  354. }
  355. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  359. cuw->redraw();
  360. }
  361. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  362. {
  363. EVENT_HANDLER_CALLED_BY_CLIENT;
  364. adventureInt->onHeroChanged(hero);
  365. if (makingTurn && hero->tempOwner == playerID)
  366. adventureInt->onHeroChanged(hero);
  367. }
  368. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. if (makingTurn && hero->tempOwner == playerID)
  372. adventureInt->onHeroChanged(hero);
  373. }
  374. void CPlayerInterface::receivedResource()
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  378. mw->resourceChanged();
  379. GH.windows().totalRedraw();
  380. }
  381. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. waitWhileDialog();
  385. CCS->soundh->playSound(soundBase::heroNewLevel);
  386. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  387. {
  388. cb->selectionMade(selection, queryID);
  389. });
  390. }
  391. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. waitWhileDialog();
  395. CCS->soundh->playSound(soundBase::heroNewLevel);
  396. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  397. {
  398. cb->selectionMade(selection, queryID);
  399. });
  400. }
  401. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. if(town->garrisonHero) //wandering hero moved to the garrison
  405. {
  406. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  407. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  408. localState->removeWanderingHero(town->garrisonHero);
  409. }
  410. if(town->visitingHero) //hero leaves garrison
  411. {
  412. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  413. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  414. localState->addWanderingHero(town->visitingHero);
  415. }
  416. adventureInt->onHeroChanged(nullptr);
  417. adventureInt->onTownChanged(town);
  418. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  419. if (cgh->holdsGarrison(town))
  420. cgh->updateGarrisons();
  421. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  422. ki->townChanged(town);
  423. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  424. GH.windows().totalRedraw();
  425. }
  426. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. if (hero->tempOwner != playerID )
  430. return;
  431. waitWhileDialog();
  432. openTownWindow(town);
  433. }
  434. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  435. {
  436. std::vector<const CArmedInstance *> instances;
  437. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  438. instances.push_back(obj);
  439. if(id2 != ObjectInstanceID() && id2 != id1)
  440. {
  441. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  442. instances.push_back(obj);
  443. }
  444. garrisonsChanged(instances);
  445. }
  446. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  447. {
  448. for (auto object : objs)
  449. {
  450. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  451. auto * town = dynamic_cast<const CGTownInstance*>(object);
  452. if (town)
  453. adventureInt->onTownChanged(town);
  454. if (hero)
  455. {
  456. adventureInt->onHeroChanged(hero);
  457. if(hero->inTownGarrison && hero->visitedTown != town)
  458. adventureInt->onTownChanged(hero->visitedTown);
  459. }
  460. }
  461. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  462. if (cgh->holdsGarrisons(objs))
  463. cgh->updateGarrisons();
  464. GH.windows().totalRedraw();
  465. }
  466. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  467. {
  468. EVENT_HANDLER_CALLED_BY_CLIENT;
  469. adventureInt->onTownChanged(town);
  470. if (castleInt)
  471. {
  472. castleInt->townlist->updateElement(town);
  473. if (castleInt->town == town)
  474. {
  475. switch(what)
  476. {
  477. case 1:
  478. CCS->soundh->playSound(soundBase::newBuilding);
  479. castleInt->addBuilding(buildingID);
  480. break;
  481. case 2:
  482. castleInt->removeBuilding(buildingID);
  483. break;
  484. }
  485. }
  486. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  487. GH.windows().totalRedraw();
  488. }
  489. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  490. cgh->buildChanged();
  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 unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  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. battleInt->stackActivated(stack);
  638. }
  639. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  640. {
  641. EVENT_HANDLER_CALLED_BY_CLIENT;
  642. if(isAutoFightOn || autofightingAI)
  643. {
  644. isAutoFightOn = false;
  645. cb->unregisterBattleInterface(autofightingAI);
  646. autofightingAI.reset();
  647. if(!battleInt)
  648. {
  649. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  650. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  651. if (allowManualReplay || isAutoFightEndBattle)
  652. {
  653. wnd->resultCallback = [=](ui32 selection)
  654. {
  655. cb->selectionMade(selection, queryID);
  656. };
  657. }
  658. isAutoFightEndBattle = false;
  659. GH.windows().pushWindow(wnd);
  660. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  661. // Otherwise NewTurn causes freeze.
  662. waitWhileDialog();
  663. return;
  664. }
  665. }
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->battleFinished(*br, queryID);
  668. }
  669. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  670. {
  671. EVENT_HANDLER_CALLED_BY_CLIENT;
  672. BATTLE_EVENT_POSSIBLE_RETURN;
  673. battleInt->displayBattleLog(lines);
  674. }
  675. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->stackMoved(stack, dest, distance, teleport);
  680. }
  681. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->spellCast(sc);
  686. }
  687. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->battleStacksEffectsSet(sse);
  692. }
  693. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->effectsController->battleTriggerEffect(bte);
  698. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  699. {
  700. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  701. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  702. }
  703. }
  704. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  705. {
  706. EVENT_HANDLER_CALLED_BY_CLIENT;
  707. BATTLE_EVENT_POSSIBLE_RETURN;
  708. std::vector<StackAttackedInfo> arg;
  709. for(auto & elem : bsa)
  710. {
  711. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  712. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  713. assert(defender);
  714. StackAttackedInfo info;
  715. info.defender = defender;
  716. info.attacker = attacker;
  717. info.damageDealt = elem.damageAmount;
  718. info.amountKilled = elem.killedAmount;
  719. info.spellEffect = SpellID::NONE;
  720. info.indirectAttack = ranged;
  721. info.killed = elem.killed();
  722. info.rebirth = elem.willRebirth();
  723. info.cloneKilled = elem.cloneKilled();
  724. info.fireShield = elem.fireShield();
  725. if (elem.isSpell())
  726. info.spellEffect = elem.spellID;
  727. arg.push_back(info);
  728. }
  729. battleInt->stacksAreAttacked(arg);
  730. }
  731. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. BATTLE_EVENT_POSSIBLE_RETURN;
  735. StackAttackInfo info;
  736. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  737. info.defender = nullptr;
  738. info.indirectAttack = ba->shot();
  739. info.lucky = ba->lucky();
  740. info.unlucky = ba->unlucky();
  741. info.deathBlow = ba->deathBlow();
  742. info.lifeDrain = ba->lifeDrain();
  743. info.tile = ba->tile;
  744. info.spellEffect = SpellID::NONE;
  745. if (ba->spellLike())
  746. info.spellEffect = ba->spellID;
  747. for(auto & elem : ba->bsa)
  748. {
  749. if(!elem.isSecondary())
  750. {
  751. assert(info.defender == nullptr);
  752. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  753. }
  754. else
  755. {
  756. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  757. }
  758. }
  759. assert(info.defender != nullptr);
  760. assert(info.attacker != nullptr);
  761. battleInt->stackAttacking(info);
  762. }
  763. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. BATTLE_EVENT_POSSIBLE_RETURN;
  767. battleInt->gateStateChanged(state);
  768. }
  769. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. }
  773. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  774. {
  775. EVENT_HANDLER_CALLED_BY_CLIENT;
  776. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  777. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  778. if(autoTryHover || type == EInfoWindowMode::INFO)
  779. {
  780. waitWhileDialog(); //Fix for mantis #98
  781. adventureInt->showInfoBoxMessage(components, text, timer);
  782. // 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
  783. movementController->requestMovementAbort();
  784. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  785. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  786. return;
  787. }
  788. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  789. {
  790. return;
  791. }
  792. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  793. do
  794. {
  795. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  796. std::vector<std::shared_ptr<CComponent>> intComps;
  797. for (auto & component : sender)
  798. intComps.push_back(std::make_shared<CComponent>(component));
  799. showInfoDialog(text,intComps,soundID);
  800. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  801. }
  802. while(!vect.empty());
  803. }
  804. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  805. {
  806. std::vector<std::shared_ptr<CComponent>> intComps;
  807. intComps.push_back(component);
  808. showInfoDialog(text, intComps, soundBase::sound_todo);
  809. }
  810. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  811. {
  812. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  813. waitWhileDialog();
  814. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  815. {
  816. return;
  817. }
  818. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  819. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  820. {
  821. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  822. showingDialog->set(true);
  823. movementController->requestMovementAbort(); // interrupt movement to show dialog
  824. GH.windows().pushWindow(temp);
  825. }
  826. else
  827. {
  828. dialogs.push_back(temp);
  829. }
  830. }
  831. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  832. {
  833. EVENT_HANDLER_CALLED_BY_CLIENT;
  834. std::string str = text.toString();
  835. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  836. waitWhileDialog();
  837. }
  838. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  839. {
  840. movementController->requestMovementAbort();
  841. LOCPLINT->showingDialog->setn(true);
  842. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  843. }
  844. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  845. {
  846. EVENT_HANDLER_CALLED_BY_CLIENT;
  847. waitWhileDialog();
  848. movementController->requestMovementAbort();
  849. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  850. if (!selection && cancel) //simple yes/no dialog
  851. {
  852. std::vector<std::shared_ptr<CComponent>> intComps;
  853. for (auto & component : components)
  854. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  855. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  856. }
  857. else if (selection)
  858. {
  859. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  860. for (auto & component : components)
  861. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  862. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  863. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  864. if (cancel)
  865. {
  866. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  867. }
  868. int charperline = 35;
  869. if (pom.size() > 1)
  870. charperline = 50;
  871. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  872. intComps[0]->clickPressed(GH.getCursorPosition());
  873. intComps[0]->clickReleased(GH.getCursorPosition());
  874. }
  875. }
  876. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  880. }
  881. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  882. {
  883. EVENT_HANDLER_CALLED_BY_CLIENT;
  884. std::vector<ObjectInstanceID> tmpObjects;
  885. if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
  886. {
  887. // sorting towns (like in client)
  888. std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
  889. for(auto town : Towns)
  890. for(auto item : objects)
  891. if(town == cb->getObj(item))
  892. tmpObjects.push_back(item);
  893. }
  894. else // other object list than town
  895. tmpObjects = objects;
  896. auto selectCallback = [=](int selection)
  897. {
  898. cb->sendQueryReply(selection, askID);
  899. };
  900. auto cancelCallback = [=]()
  901. {
  902. cb->sendQueryReply(std::nullopt, askID);
  903. };
  904. const std::string localTitle = title.toString();
  905. const std::string localDescription = description.toString();
  906. std::vector<int> tempList;
  907. tempList.reserve(tmpObjects.size());
  908. for(auto item : tmpObjects)
  909. tempList.push_back(item.getNum());
  910. CComponent localIconC(icon);
  911. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  912. localIconC.removeChild(localIcon.get(), false);
  913. std::vector<std::shared_ptr<IImage>> images;
  914. for(auto & obj : tmpObjects)
  915. {
  916. if(!settings["general"]["enableUiEnhancements"].Bool())
  917. break;
  918. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  919. if(t)
  920. {
  921. std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
  922. a->preload();
  923. images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
  924. }
  925. }
  926. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  927. wnd->onExit = cancelCallback;
  928. wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
  929. wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
  930. GH.windows().pushWindow(wnd);
  931. }
  932. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  933. {
  934. EVENT_HANDLER_CALLED_BY_CLIENT;
  935. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  936. adventureInt->onMapTilesChanged(pos);
  937. }
  938. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  939. {
  940. EVENT_HANDLER_CALLED_BY_CLIENT;
  941. adventureInt->onMapTilesChanged(pos);
  942. }
  943. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  944. {
  945. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  946. }
  947. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  951. {
  952. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  953. fortScreen->creaturesChangedEventHandler();
  954. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  955. if(castleInterface->town == town)
  956. castleInterface->creaturesChangedEventHandler();
  957. if (townObj)
  958. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  959. ki->townChanged(townObj);
  960. }
  961. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  962. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  963. {
  964. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  965. if (crw->dwelling == town)
  966. crw->availableCreaturesChanged();
  967. }
  968. }
  969. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  970. {
  971. EVENT_HANDLER_CALLED_BY_CLIENT;
  972. if (bonus.type == BonusType::NONE)
  973. return;
  974. adventureInt->onHeroChanged(hero);
  975. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  976. {
  977. //recalculate paths because hero has lost bonus influencing pathfinding
  978. localState->erasePath(hero);
  979. }
  980. }
  981. void CPlayerInterface::saveGame( BinarySerializer & h )
  982. {
  983. EVENT_HANDLER_CALLED_BY_CLIENT;
  984. localState->serialize(h);
  985. }
  986. void CPlayerInterface::loadGame( BinaryDeserializer & h )
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. localState->serialize(h);
  990. firstCall = -1;
  991. }
  992. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  993. {
  994. assert(LOCPLINT->makingTurn);
  995. assert(h);
  996. assert(!showingDialog->get());
  997. assert(dialogs.empty());
  998. LOG_TRACE(logGlobal);
  999. if (!LOCPLINT->makingTurn)
  1000. return;
  1001. if (!h)
  1002. return; //can't find hero
  1003. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1004. if (showingDialog->get() || !dialogs.empty())
  1005. return;
  1006. if (localState->isHeroSleeping(h))
  1007. localState->setHeroAwaken(h);
  1008. movementController->requestMovementStart(h, path);
  1009. }
  1010. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1011. {
  1012. EVENT_HANDLER_CALLED_BY_CLIENT;
  1013. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1014. if (movementController->isHeroMovingThroughGarrison(down, up))
  1015. {
  1016. onEnd();
  1017. return;
  1018. }
  1019. waitForAllDialogs();
  1020. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1021. cgw->quit->addCallback(onEnd);
  1022. GH.windows().pushWindow(cgw);
  1023. }
  1024. /**
  1025. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1026. * into a combinational one on an artifact screen. Does not require the combination of
  1027. * artifacts to be legal.
  1028. */
  1029. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1030. {
  1031. std::string text = artifact->getDescriptionTranslated();
  1032. text += "\n\n";
  1033. std::vector<std::shared_ptr<CComponent>> scs;
  1034. if(assembledArtifact)
  1035. {
  1036. // You possess all of the components to...
  1037. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1038. // Picture of assembled artifact at bottom.
  1039. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1040. scs.push_back(sc);
  1041. }
  1042. else
  1043. {
  1044. // Do you wish to disassemble this artifact?
  1045. text += CGI->generaltexth->allTexts[733];
  1046. }
  1047. showYesNoDialog(text, onYes, nullptr, scs);
  1048. }
  1049. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1050. {
  1051. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1052. movementController->onMoveHeroApplied();
  1053. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1054. movementController->onQueryReplyApplied();
  1055. }
  1056. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1057. {
  1058. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1059. }
  1060. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1061. {
  1062. EVENT_HANDLER_CALLED_BY_CLIENT;
  1063. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1064. }
  1065. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1066. {
  1067. if (sop->what == ObjProperty::OWNER)
  1068. {
  1069. const CGObjectInstance * obj = cb->getObj(sop->id);
  1070. if(obj->ID == Obj::TOWN)
  1071. {
  1072. auto town = static_cast<const CGTownInstance *>(obj);
  1073. if(obj->tempOwner == playerID)
  1074. {
  1075. localState->removeOwnedTown(town);
  1076. adventureInt->onTownChanged(town);
  1077. }
  1078. }
  1079. }
  1080. }
  1081. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1082. {
  1083. EVENT_HANDLER_CALLED_BY_CLIENT;
  1084. if (sop->what == ObjProperty::OWNER)
  1085. {
  1086. const CGObjectInstance * obj = cb->getObj(sop->id);
  1087. if(obj->ID == Obj::TOWN)
  1088. {
  1089. auto town = static_cast<const CGTownInstance *>(obj);
  1090. if(obj->tempOwner == playerID)
  1091. {
  1092. localState->addOwnedTown(town);
  1093. adventureInt->onTownChanged(town);
  1094. }
  1095. }
  1096. //redraw minimap if owner changed
  1097. std::set<int3> pos = obj->getBlockedPos();
  1098. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1099. adventureInt->onMapTilesChanged(upos);
  1100. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1101. }
  1102. }
  1103. void CPlayerInterface::initializeHeroTownList()
  1104. {
  1105. if(localState->getWanderingHeroes().empty())
  1106. {
  1107. for(auto & hero : cb->getHeroesInfo())
  1108. {
  1109. if(!hero->inTownGarrison)
  1110. localState->addWanderingHero(hero);
  1111. }
  1112. }
  1113. if(localState->getOwnedTowns().empty())
  1114. {
  1115. for(auto & town : cb->getTownsInfo())
  1116. localState->addOwnedTown(town);
  1117. }
  1118. if(adventureInt)
  1119. adventureInt->onHeroChanged(nullptr);
  1120. }
  1121. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1122. {
  1123. EVENT_HANDLER_CALLED_BY_CLIENT;
  1124. waitWhileDialog();
  1125. auto recruitCb = [=](CreatureID id, int count)
  1126. {
  1127. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1128. };
  1129. auto closeCb = [=]()
  1130. {
  1131. cb->selectionMade(0, queryID);
  1132. };
  1133. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1134. }
  1135. void CPlayerInterface::waitWhileDialog()
  1136. {
  1137. if (GH.amIGuiThread())
  1138. {
  1139. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1140. return;
  1141. }
  1142. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1143. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1144. while(showingDialog->data)
  1145. showingDialog->cond.wait(un);
  1146. }
  1147. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1148. {
  1149. EVENT_HANDLER_CALLED_BY_CLIENT;
  1150. auto state = obj->shipyardStatus();
  1151. TResources cost;
  1152. obj->getBoatCost(cost);
  1153. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1154. }
  1155. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1156. {
  1157. EVENT_HANDLER_CALLED_BY_CLIENT;
  1158. //we might have built a boat in shipyard in opened town screen
  1159. if (obj->ID == Obj::BOAT
  1160. && LOCPLINT->castleInt
  1161. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1162. {
  1163. CCS->soundh->playSound(soundBase::newBuilding);
  1164. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1165. }
  1166. }
  1167. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1168. {
  1169. EVENT_HANDLER_CALLED_BY_CLIENT;
  1170. waitWhileDialog();
  1171. CCS->curh->hide();
  1172. adventureInt->centerOnTile(pos);
  1173. if (focusTime)
  1174. {
  1175. GH.windows().totalRedraw();
  1176. {
  1177. IgnoreEvents ignore(*this);
  1178. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1179. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1180. }
  1181. }
  1182. CCS->curh->show();
  1183. }
  1184. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1185. {
  1186. EVENT_HANDLER_CALLED_BY_CLIENT;
  1187. if(playerID == initiator && obj->getRemovalSound())
  1188. {
  1189. waitWhileDialog();
  1190. CCS->soundh->playSound(obj->getRemovalSound().value());
  1191. }
  1192. CGI->mh->waitForOngoingAnimations();
  1193. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1194. {
  1195. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1196. heroKilled(h);
  1197. }
  1198. GH.fakeMouseMove();
  1199. }
  1200. void CPlayerInterface::objectRemovedAfter()
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. adventureInt->onMapTilesChanged(boost::none);
  1204. // visiting or garrisoned hero removed - update window
  1205. if (castleInt)
  1206. castleInt->updateGarrisons();
  1207. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1208. ki->heroRemoved();
  1209. }
  1210. void CPlayerInterface::playerBlocked(int reason, bool start)
  1211. {
  1212. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1213. {
  1214. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1215. {
  1216. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1217. LOCPLINT = this;
  1218. GH.curInt = this;
  1219. adventureInt->onCurrentPlayerChanged(playerID);
  1220. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1221. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1222. std::vector<std::shared_ptr<CComponent>> cmp;
  1223. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1224. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1225. showInfoDialog(msg, cmp);
  1226. makingTurn = false;
  1227. }
  1228. }
  1229. }
  1230. void CPlayerInterface::update()
  1231. {
  1232. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1233. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1234. // While mutexes were locked away we may be have stopped being the active interface
  1235. if (LOCPLINT != this)
  1236. return;
  1237. //if there are any waiting dialogs, show them
  1238. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1239. {
  1240. showingDialog->set(true);
  1241. GH.windows().pushWindow(dialogs.front());
  1242. dialogs.pop_front();
  1243. }
  1244. assert(adventureInt);
  1245. // Handles mouse and key input
  1246. GH.handleEvents();
  1247. GH.windows().simpleRedraw();
  1248. }
  1249. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1250. {
  1251. using namespace boost::filesystem;
  1252. using namespace boost::algorithm;
  1253. path gamesDir = VCMIDirs::get().userSavePath();
  1254. std::map<std::time_t, int> dates; //save number => datestamp
  1255. const directory_iterator enddir;
  1256. if (!exists(gamesDir))
  1257. create_directory(gamesDir);
  1258. else
  1259. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1260. {
  1261. if (is_regular_file(dir->status()))
  1262. {
  1263. std::string name = dir->path().filename().string();
  1264. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1265. {
  1266. char nr = name[namePrefix.size()];
  1267. if (std::isdigit(nr))
  1268. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1269. }
  1270. }
  1271. }
  1272. if (!dates.empty())
  1273. return (--dates.end())->second; //return latest file number
  1274. return 0;
  1275. }
  1276. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1277. {
  1278. EVENT_HANDLER_CALLED_BY_CLIENT;
  1279. if (player == playerID)
  1280. {
  1281. if (victoryLossCheckResult.loss())
  1282. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1283. assert(GH.curInt == LOCPLINT);
  1284. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1285. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1286. GH.curInt = this; //waiting for dialogs requires this to get events
  1287. if(!makingTurn)
  1288. {
  1289. makingTurn = true; //also needed for dialog to show with current implementation
  1290. waitForAllDialogs();
  1291. makingTurn = false;
  1292. }
  1293. else
  1294. waitForAllDialogs();
  1295. GH.curInt = previousInterface;
  1296. LOCPLINT = previousInterface;
  1297. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1298. {
  1299. if(adventureInt)
  1300. {
  1301. GH.windows().popWindows(GH.windows().count());
  1302. adventureInt.reset();
  1303. }
  1304. }
  1305. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1306. {
  1307. // end game if current human player has won
  1308. CSH->sendClientDisconnecting();
  1309. requestReturningToMainMenu(true);
  1310. }
  1311. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1312. {
  1313. //all human players eliminated
  1314. CSH->sendClientDisconnecting();
  1315. requestReturningToMainMenu(false);
  1316. }
  1317. if (GH.curInt == this)
  1318. GH.curInt = nullptr;
  1319. }
  1320. }
  1321. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1322. {
  1323. EVENT_HANDLER_CALLED_BY_CLIENT;
  1324. }
  1325. void CPlayerInterface::showPuzzleMap()
  1326. {
  1327. EVENT_HANDLER_CALLED_BY_CLIENT;
  1328. waitWhileDialog();
  1329. //TODO: interface should not know the real position of Grail...
  1330. double ratio = 0;
  1331. int3 grailPos = cb->getGrailPos(&ratio);
  1332. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1333. }
  1334. void CPlayerInterface::viewWorldMap()
  1335. {
  1336. adventureInt->openWorldView();
  1337. }
  1338. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1339. {
  1340. EVENT_HANDLER_CALLED_BY_CLIENT;
  1341. if(GH.windows().topWindow<CSpellWindow>())
  1342. GH.windows().popWindows(1);
  1343. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1344. localState->erasePath(caster);
  1345. auto castSoundPath = spellID.toSpell()->getCastSound();
  1346. if(!castSoundPath.empty())
  1347. CCS->soundh->playSound(castSoundPath);
  1348. }
  1349. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1350. {
  1351. int msgToShow = -1;
  1352. const auto diggingStatus = h->diggingStatus();
  1353. switch(diggingStatus)
  1354. {
  1355. case EDiggingStatus::CAN_DIG:
  1356. break;
  1357. case EDiggingStatus::LACK_OF_MOVEMENT:
  1358. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1359. break;
  1360. case EDiggingStatus::TILE_OCCUPIED:
  1361. msgToShow = 97; //Try searching on clear ground.
  1362. break;
  1363. case EDiggingStatus::WRONG_TERRAIN:
  1364. msgToShow = 60; ////Try looking on land!
  1365. break;
  1366. case EDiggingStatus::BACKPACK_IS_FULL:
  1367. msgToShow = 247; //Searching for the Grail is fruitless...
  1368. break;
  1369. default:
  1370. assert(0);
  1371. }
  1372. if(msgToShow < 0)
  1373. cb->dig(h);
  1374. else
  1375. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1376. }
  1377. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. BATTLE_EVENT_POSSIBLE_RETURN;
  1381. battleInt->newRoundFirst();
  1382. }
  1383. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. auto onWindowClosed = [this, queryID](){
  1387. cb->selectionMade(0, queryID);
  1388. };
  1389. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1390. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1391. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1392. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1393. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1394. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1395. else if(!market->availableModes().empty())
  1396. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1397. }
  1398. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1399. {
  1400. EVENT_HANDLER_CALLED_BY_CLIENT;
  1401. auto onWindowClosed = [this, queryID](){
  1402. cb->selectionMade(0, queryID);
  1403. };
  1404. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1405. }
  1406. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1407. {
  1408. EVENT_HANDLER_CALLED_BY_CLIENT;
  1409. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1410. }
  1411. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1412. {
  1413. EVENT_HANDLER_CALLED_BY_CLIENT;
  1414. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1415. cmw->artifactsChanged(false);
  1416. }
  1417. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1418. {
  1419. EVENT_HANDLER_CALLED_BY_CLIENT;
  1420. auto onWindowClosed = [this, queryID](){
  1421. if (queryID != QueryID::NONE)
  1422. cb->selectionMade(0, queryID);
  1423. };
  1424. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1425. }
  1426. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1430. }
  1431. void CPlayerInterface::showQuestLog()
  1432. {
  1433. EVENT_HANDLER_CALLED_BY_CLIENT;
  1434. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1435. }
  1436. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1437. {
  1438. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1439. {
  1440. MetaString txt;
  1441. obj->getProblemText(txt);
  1442. showInfoDialog(txt.toString());
  1443. }
  1444. else
  1445. showShipyardDialog(obj);
  1446. }
  1447. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1448. {
  1449. HighScoreParameter param;
  1450. param.difficulty = cb->getStartInfo()->difficulty;
  1451. param.day = cb->getDate();
  1452. param.townAmount = cb->howManyTowns();
  1453. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1454. param.hasGrail = false;
  1455. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1456. if(h->hasArt(ArtifactID::GRAIL))
  1457. param.hasGrail = true;
  1458. for(const CGTownInstance * t : cb->getTownsInfo())
  1459. if(t->builtBuildings.count(BuildingID::GRAIL))
  1460. param.hasGrail = true;
  1461. param.allDefeated = true;
  1462. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1463. {
  1464. auto ps = cb->getPlayerState(player, false);
  1465. if(ps && player != *cb->getPlayerID())
  1466. if(!ps->checkVanquished())
  1467. param.allDefeated = false;
  1468. }
  1469. param.scenarioName = cb->getMapHeader()->name.toString();
  1470. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1471. HighScoreCalculation highScoreCalc;
  1472. highScoreCalc.parameters.push_back(param);
  1473. highScoreCalc.isCampaign = false;
  1474. if(won && cb->getStartInfo()->campState)
  1475. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1476. else
  1477. {
  1478. GH.dispatchMainThread(
  1479. [won, highScoreCalc]()
  1480. {
  1481. CSH->endGameplay();
  1482. GH.defActionsDef = 63;
  1483. CMM->menu->switchToTab("main");
  1484. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1485. }
  1486. );
  1487. }
  1488. }
  1489. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1490. {
  1491. if(auto hero = cb->getHero(al.artHolder))
  1492. {
  1493. auto art = hero->getArt(al.slot);
  1494. if(art == nullptr)
  1495. {
  1496. logGlobal->error("artifact location %d points to nothing",
  1497. al.slot.num);
  1498. return;
  1499. }
  1500. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1501. }
  1502. }
  1503. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1504. {
  1505. EVENT_HANDLER_CALLED_BY_CLIENT;
  1506. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1507. }
  1508. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1509. {
  1510. EVENT_HANDLER_CALLED_BY_CLIENT;
  1511. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1512. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1513. artWin->artifactRemoved(al);
  1514. waitWhileDialog();
  1515. }
  1516. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1517. {
  1518. EVENT_HANDLER_CALLED_BY_CLIENT;
  1519. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1520. bool redraw = true;
  1521. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1522. if(numOfMovedArts != 0)
  1523. {
  1524. numOfMovedArts--;
  1525. if(numOfMovedArts != 0)
  1526. redraw = false;
  1527. }
  1528. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1529. artWin->artifactMoved(src, dst, redraw);
  1530. waitWhileDialog();
  1531. }
  1532. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1533. {
  1534. numOfMovedArts = numOfArts;
  1535. }
  1536. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1537. {
  1538. EVENT_HANDLER_CALLED_BY_CLIENT;
  1539. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1540. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1541. artWin->artifactAssembled(al);
  1542. }
  1543. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1544. {
  1545. EVENT_HANDLER_CALLED_BY_CLIENT;
  1546. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1547. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1548. artWin->artifactDisassembled(al);
  1549. }
  1550. void CPlayerInterface::waitForAllDialogs()
  1551. {
  1552. while(!dialogs.empty())
  1553. {
  1554. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1555. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1556. }
  1557. waitWhileDialog();
  1558. }
  1559. void CPlayerInterface::proposeLoadingGame()
  1560. {
  1561. showYesNoDialog(
  1562. CGI->generaltexth->allTexts[68],
  1563. []()
  1564. {
  1565. GH.dispatchMainThread(
  1566. []()
  1567. {
  1568. CSH->endGameplay();
  1569. GH.defActionsDef = 63;
  1570. CMM->menu->switchToTab("load");
  1571. }
  1572. );
  1573. },
  1574. nullptr
  1575. );
  1576. }
  1577. bool CPlayerInterface::capturedAllEvents()
  1578. {
  1579. if(movementController->isHeroMoving())
  1580. {
  1581. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1582. return true;
  1583. }
  1584. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1585. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1586. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1587. {
  1588. GH.input().ignoreEventsUntilInput();
  1589. return true;
  1590. }
  1591. return false;
  1592. }
  1593. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1594. {
  1595. EVENT_HANDLER_CALLED_BY_CLIENT;
  1596. adventureInt->openWorldView(objectPositions, showTerrain );
  1597. }
  1598. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1599. {
  1600. return std::nullopt;
  1601. }