CPlayerInterface.cpp 52 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 "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleInterfaceClasses.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "gui/CGuiHandler.h"
  28. #include "gui/CursorHandler.h"
  29. #include "gui/WindowHandler.h"
  30. #include "mainmenu/CMainMenu.h"
  31. #include "mainmenu/CHighScoreScreen.h"
  32. #include "mapView/mapHandler.h"
  33. #include "media/IMusicPlayer.h"
  34. #include "media/ISoundPlayer.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/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CConfigHandler.h"
  55. #include "../lib/texts/CGeneralTextHandler.h"
  56. #include "../lib/CPlayerState.h"
  57. #include "../lib/CRandomGenerator.h"
  58. #include "../lib/CStack.h"
  59. #include "../lib/CStopWatch.h"
  60. #include "../lib/CThreadHelper.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/RoadHandler.h"
  63. #include "../lib/StartInfo.h"
  64. #include "../lib/TerrainHandler.h"
  65. #include "../lib/UnlockGuard.h"
  66. #include "../lib/VCMIDirs.h"
  67. #include "../lib/bonuses/Limiters.h"
  68. #include "../lib/bonuses/Propagators.h"
  69. #include "../lib/bonuses/Updaters.h"
  70. #include "../lib/gameState/CGameState.h"
  71. #include "../lib/mapObjects/CGMarket.h"
  72. #include "../lib/mapObjects/CGTownInstance.h"
  73. #include "../lib/mapObjects/MiscObjects.h"
  74. #include "../lib/mapObjects/ObjectTemplate.h"
  75. #include "../lib/mapping/CMapHeader.h"
  76. #include "../lib/networkPacks/PacksForClient.h"
  77. #include "../lib/networkPacks/PacksForClientBattle.h"
  78. #include "../lib/networkPacks/PacksForServer.h"
  79. #include "../lib/pathfinder/CGPathNode.h"
  80. #include "../lib/serializer/CTypeList.h"
  81. #include "../lib/serializer/ESerializationVersion.h"
  82. #include "../lib/spells/CSpellHandler.h"
  83. #include "../lib/texts/TextOperations.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that interface mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  88. CPlayerInterface * LOCPLINT;
  89. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  90. struct HeroObjectRetriever
  91. {
  92. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  93. {
  94. return h;
  95. }
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  97. {
  98. return nullptr;
  99. }
  100. };
  101. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  102. localState(std::make_unique<PlayerLocalState>(*this)),
  103. movementController(std::make_unique<HeroMovementController>()),
  104. artifactController(std::make_unique<ArtifactsUIController>())
  105. {
  106. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  107. LOCPLINT = this;
  108. playerID=Player;
  109. human=true;
  110. battleInt.reset();
  111. castleInt = nullptr;
  112. makingTurn = false;
  113. showingDialog = new ConditionalWait();
  114. cingconsole = new CInGameConsole();
  115. autosaveCount = 0;
  116. isAutoFightOn = false;
  117. isAutoFightEndBattle = false;
  118. ignoreEvents = false;
  119. }
  120. CPlayerInterface::~CPlayerInterface()
  121. {
  122. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  123. delete showingDialog;
  124. delete cingconsole;
  125. if (LOCPLINT == this)
  126. LOCPLINT = nullptr;
  127. }
  128. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  129. {
  130. cb = CB;
  131. env = ENV;
  132. CCS->musich->loadTerrainMusicThemes();
  133. initializeHeroTownList();
  134. adventureInt.reset(new AdventureMapInterface());
  135. }
  136. void CPlayerInterface::closeAllDialogs()
  137. {
  138. // remove all active dialogs that do not expect query answer
  139. while(true)
  140. {
  141. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  142. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  143. auto topWindow = GH.windows().topWindow<WindowBase>();
  144. if(adventureWindow != nullptr)
  145. break;
  146. if(infoWindow && infoWindow->ID != QueryID::NONE)
  147. break;
  148. topWindow->close();
  149. }
  150. }
  151. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. if (player == playerID)
  155. {
  156. makingTurn = false;
  157. closeAllDialogs();
  158. // remove all pending dialogs that do not expect query answer
  159. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  160. return window->ID == QueryID::NONE;
  161. });
  162. }
  163. }
  164. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  165. {
  166. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  167. {
  168. // after map load - remove all active windows and replace them with adventure map
  169. GH.windows().clear();
  170. GH.windows().pushWindow(adventureInt);
  171. }
  172. EVENT_HANDLER_CALLED_BY_CLIENT;
  173. if (player != playerID && LOCPLINT == this)
  174. {
  175. waitWhileDialog();
  176. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  177. if (makingTurn == false)
  178. adventureInt->onEnemyTurnStarted(player, isHuman);
  179. }
  180. }
  181. void CPlayerInterface::performAutosave()
  182. {
  183. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  184. if(frequency > 0 && cb->getDate() % frequency == 0)
  185. {
  186. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  187. std::string prefix = std::string();
  188. if(usePrefix)
  189. {
  190. prefix = settings["general"]["savePrefix"].String();
  191. if(prefix.empty())
  192. {
  193. std::string name = cb->getMapHeader()->name.toString();
  194. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  195. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  196. auto const & isSymbolIllegal = [&](char c) {
  197. static const std::string forbiddenChars("\\/:*?\"<>| ");
  198. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  199. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  200. return charForbidden || charNonprintable;
  201. };
  202. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  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. closeAllDialogs();
  229. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  230. EVENT_HANDLER_CALLED_BY_CLIENT;
  231. int humanPlayersCount = 0;
  232. for(const auto & info : cb->getStartInfo()->playerInfos)
  233. if (info.second.isControlledByHuman())
  234. humanPlayersCount++;
  235. bool hotseatWait = humanPlayersCount > 1;
  236. LOCPLINT = this;
  237. GH.curInt = this;
  238. NotificationHandler::notify("Your turn");
  239. if(settings["general"]["startTurnAutosave"].Bool())
  240. {
  241. performAutosave();
  242. }
  243. if (hotseatWait) //hot seat or MP message
  244. {
  245. adventureInt->onHotseatWaitStarted(playerID);
  246. makingTurn = true;
  247. std::string msg = CGI->generaltexth->allTexts[13];
  248. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  249. std::vector<std::shared_ptr<CComponent>> cmp;
  250. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  251. showInfoDialog(msg, cmp);
  252. }
  253. else
  254. {
  255. makingTurn = true;
  256. adventureInt->onPlayerTurnStarted(playerID);
  257. }
  258. acceptTurn(queryID, hotseatWait);
  259. }
  260. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  261. {
  262. if (settings["session"]["autoSkip"].Bool())
  263. {
  264. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  265. iw->close();
  266. }
  267. if(hotseatWait)
  268. {
  269. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  270. adventureInt->onPlayerTurnStarted(playerID);
  271. }
  272. // warn player if he has no town
  273. if (cb->howManyTowns() == 0)
  274. {
  275. auto playerColor = *cb->getPlayerID();
  276. std::vector<Component> components;
  277. components.emplace_back(ComponentType::FLAG, playerColor);
  278. MetaString text;
  279. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  280. if(optDaysWithoutCastle)
  281. {
  282. auto daysWithoutCastle = optDaysWithoutCastle.value();
  283. if (daysWithoutCastle < 6)
  284. {
  285. 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.
  286. text.replaceName(playerColor);
  287. text.replaceNumber(7 - daysWithoutCastle);
  288. }
  289. else if (daysWithoutCastle == 6)
  290. {
  291. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  292. text.replaceName(playerColor);
  293. }
  294. showInfoDialogAndWait(components, text);
  295. }
  296. else
  297. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  298. }
  299. cb->selectionMade(0, queryID);
  300. movementController->onPlayerTurnStarted();
  301. }
  302. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  303. {
  304. EVENT_HANDLER_CALLED_BY_CLIENT;
  305. waitWhileDialog();
  306. if(LOCPLINT != this)
  307. return;
  308. //FIXME: read once and store
  309. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  310. return;
  311. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  312. if (!hero)
  313. return;
  314. movementController->onTryMoveHero(hero, details);
  315. }
  316. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  317. {
  318. EVENT_HANDLER_CALLED_BY_CLIENT;
  319. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  320. // if hero is not in town garrison
  321. if (vstd::contains(localState->getWanderingHeroes(), hero))
  322. localState->removeWanderingHero(hero);
  323. adventureInt->onHeroChanged(hero);
  324. localState->erasePath(hero);
  325. }
  326. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  327. {
  328. EVENT_HANDLER_CALLED_BY_CLIENT;
  329. if(start && visitedObj)
  330. {
  331. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  332. if (visitSound)
  333. CCS->soundh->playSound(visitSound.value());
  334. }
  335. }
  336. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  337. {
  338. EVENT_HANDLER_CALLED_BY_CLIENT;
  339. localState->addWanderingHero(hero);
  340. adventureInt->onHeroChanged(hero);
  341. if(castleInt)
  342. CCS->soundh->playSound(soundBase::newBuilding);
  343. }
  344. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  345. {
  346. if(castleInt)
  347. castleInt->close();
  348. castleInt = nullptr;
  349. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  350. GH.windows().pushWindow(newCastleInt);
  351. }
  352. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. if (which == PrimarySkill::EXPERIENCE)
  356. {
  357. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  358. ctw->updateExperience();
  359. }
  360. else
  361. {
  362. adventureInt->onHeroChanged(hero);
  363. }
  364. }
  365. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  366. {
  367. EVENT_HANDLER_CALLED_BY_CLIENT;
  368. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  369. cuw->updateSecondarySkills();
  370. }
  371. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  372. {
  373. EVENT_HANDLER_CALLED_BY_CLIENT;
  374. adventureInt->onHeroChanged(hero);
  375. if (makingTurn && hero->tempOwner == playerID)
  376. adventureInt->onHeroChanged(hero);
  377. }
  378. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. if (makingTurn && hero->tempOwner == playerID)
  382. adventureInt->onHeroChanged(hero);
  383. }
  384. void CPlayerInterface::receivedResource()
  385. {
  386. EVENT_HANDLER_CALLED_BY_CLIENT;
  387. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  388. mw->updateResources();
  389. GH.windows().totalRedraw();
  390. }
  391. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. waitWhileDialog();
  395. CCS->soundh->playSound(soundBase::heroNewLevel);
  396. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  397. {
  398. cb->selectionMade(selection, queryID);
  399. });
  400. }
  401. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. waitWhileDialog();
  405. CCS->soundh->playSound(soundBase::heroNewLevel);
  406. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  407. {
  408. cb->selectionMade(selection, queryID);
  409. });
  410. }
  411. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  412. {
  413. EVENT_HANDLER_CALLED_BY_CLIENT;
  414. if(town->garrisonHero) //wandering hero moved to the garrison
  415. {
  416. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  417. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  418. localState->removeWanderingHero(town->garrisonHero);
  419. }
  420. if(town->visitingHero) //hero leaves garrison
  421. {
  422. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  423. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  424. localState->addWanderingHero(town->visitingHero);
  425. }
  426. adventureInt->onHeroChanged(nullptr);
  427. adventureInt->onTownChanged(town);
  428. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  429. if (cgh->holdsGarrison(town))
  430. cgh->updateGarrisons();
  431. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  432. ki->townChanged(town);
  433. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  434. GH.windows().totalRedraw();
  435. }
  436. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  437. {
  438. EVENT_HANDLER_CALLED_BY_CLIENT;
  439. if (hero->tempOwner != playerID )
  440. return;
  441. waitWhileDialog();
  442. openTownWindow(town);
  443. }
  444. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  445. {
  446. std::vector<const CArmedInstance *> instances;
  447. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  448. instances.push_back(obj);
  449. if(id2 != ObjectInstanceID() && id2 != id1)
  450. {
  451. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  452. instances.push_back(obj);
  453. }
  454. garrisonsChanged(instances);
  455. }
  456. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  457. {
  458. for (auto object : objs)
  459. {
  460. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  461. auto * town = dynamic_cast<const CGTownInstance*>(object);
  462. if (town)
  463. adventureInt->onTownChanged(town);
  464. if (hero)
  465. {
  466. adventureInt->onHeroChanged(hero);
  467. if(hero->inTownGarrison && hero->visitedTown != town)
  468. adventureInt->onTownChanged(hero->visitedTown);
  469. }
  470. }
  471. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  472. if (cgh->holdsGarrisons(objs))
  473. cgh->updateGarrisons();
  474. GH.windows().totalRedraw();
  475. }
  476. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  477. {
  478. EVENT_HANDLER_CALLED_BY_CLIENT;
  479. adventureInt->onTownChanged(town);
  480. if (castleInt)
  481. {
  482. castleInt->townlist->updateElement(town);
  483. if (castleInt->town == town)
  484. {
  485. switch(what)
  486. {
  487. case 1:
  488. CCS->soundh->playSound(soundBase::newBuilding);
  489. castleInt->addBuilding(buildingID);
  490. break;
  491. case 2:
  492. castleInt->removeBuilding(buildingID);
  493. break;
  494. }
  495. }
  496. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  497. GH.windows().totalRedraw();
  498. }
  499. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  500. cgh->buildChanged();
  501. }
  502. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  503. {
  504. movementController->onBattleStarted();
  505. waitForAllDialogs();
  506. }
  507. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
  508. {
  509. EVENT_HANDLER_CALLED_BY_CLIENT;
  510. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  511. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  512. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  513. {
  514. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  515. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  516. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  517. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  518. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  519. isAutoFightOn = true;
  520. cb->registerBattleInterface(autofightingAI);
  521. }
  522. waitForAllDialogs();
  523. BATTLE_EVENT_POSSIBLE_RETURN;
  524. }
  525. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  526. {
  527. EVENT_HANDLER_CALLED_BY_CLIENT;
  528. BATTLE_EVENT_POSSIBLE_RETURN;
  529. for(auto & info : units)
  530. {
  531. switch(info.operation)
  532. {
  533. case UnitChanges::EOperation::RESET_STATE:
  534. {
  535. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  536. if(!stack)
  537. {
  538. logGlobal->error("Invalid unit ID %d", info.id);
  539. continue;
  540. }
  541. battleInt->stackReset(stack);
  542. }
  543. break;
  544. case UnitChanges::EOperation::REMOVE:
  545. battleInt->stackRemoved(info.id);
  546. break;
  547. case UnitChanges::EOperation::ADD:
  548. {
  549. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  550. if(!unit)
  551. {
  552. logGlobal->error("Invalid unit ID %d", info.id);
  553. continue;
  554. }
  555. battleInt->stackAdded(unit);
  556. }
  557. break;
  558. default:
  559. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  560. break;
  561. }
  562. }
  563. }
  564. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  565. {
  566. EVENT_HANDLER_CALLED_BY_CLIENT;
  567. BATTLE_EVENT_POSSIBLE_RETURN;
  568. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  569. std::vector<ObstacleChanges> removedObstacles;
  570. for(auto & change : obstacles)
  571. {
  572. if(change.operation == BattleChanges::EOperation::ADD)
  573. {
  574. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  575. if(instance)
  576. newObstacles.push_back(instance);
  577. else
  578. logNetwork->error("Invalid obstacle instance %d", change.id);
  579. }
  580. if(change.operation == BattleChanges::EOperation::REMOVE)
  581. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  582. }
  583. if (!newObstacles.empty())
  584. battleInt->obstaclePlaced(newObstacles);
  585. if (!removedObstacles.empty())
  586. battleInt->obstacleRemoved(removedObstacles);
  587. battleInt->fieldController->redrawBackgroundWithHexes();
  588. }
  589. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. battleInt->stackIsCatapulting(ca);
  594. }
  595. 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
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. battleInt->newRound();
  600. }
  601. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. battleInt->startAction(action);
  606. }
  607. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. BATTLE_EVENT_POSSIBLE_RETURN;
  611. battleInt->endAction(action);
  612. }
  613. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  617. assert(!cb->getBattle(battleID)->battleIsFinished());
  618. if (cb->getBattle(battleID)->battleIsFinished())
  619. {
  620. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  621. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  622. return ;
  623. }
  624. if (autofightingAI)
  625. {
  626. if (isAutoFightOn)
  627. {
  628. //FIXME: we want client rendering to proceed while AI is making actions
  629. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  630. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  631. autofightingAI->activeStack(battleID, stack);
  632. return;
  633. }
  634. cb->unregisterBattleInterface(autofightingAI);
  635. autofightingAI.reset();
  636. }
  637. assert(battleInt);
  638. if(!battleInt)
  639. {
  640. // probably battle is finished already
  641. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  642. }
  643. battleInt->stackActivated(stack);
  644. }
  645. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  646. {
  647. EVENT_HANDLER_CALLED_BY_CLIENT;
  648. if(isAutoFightOn || autofightingAI)
  649. {
  650. isAutoFightOn = false;
  651. cb->unregisterBattleInterface(autofightingAI);
  652. autofightingAI.reset();
  653. if(!battleInt)
  654. {
  655. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  656. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  657. if (allowManualReplay || isAutoFightEndBattle)
  658. {
  659. wnd->resultCallback = [=](ui32 selection)
  660. {
  661. cb->selectionMade(selection, queryID);
  662. };
  663. }
  664. isAutoFightEndBattle = false;
  665. GH.windows().pushWindow(wnd);
  666. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  667. // Otherwise NewTurn causes freeze.
  668. waitWhileDialog();
  669. return;
  670. }
  671. }
  672. BATTLE_EVENT_POSSIBLE_RETURN;
  673. battleInt->battleFinished(*br, queryID);
  674. }
  675. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->displayBattleLog(lines);
  680. }
  681. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->stackMoved(stack, dest, distance, teleport);
  686. }
  687. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->spellCast(sc);
  692. }
  693. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->battleStacksEffectsSet(sse);
  698. }
  699. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  700. {
  701. EVENT_HANDLER_CALLED_BY_CLIENT;
  702. BATTLE_EVENT_POSSIBLE_RETURN;
  703. battleInt->effectsController->battleTriggerEffect(bte);
  704. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  705. {
  706. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  707. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  708. }
  709. }
  710. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. BATTLE_EVENT_POSSIBLE_RETURN;
  714. std::vector<StackAttackedInfo> arg;
  715. for(auto & elem : bsa)
  716. {
  717. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  718. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  719. assert(defender);
  720. StackAttackedInfo info;
  721. info.defender = defender;
  722. info.attacker = attacker;
  723. info.damageDealt = elem.damageAmount;
  724. info.amountKilled = elem.killedAmount;
  725. info.spellEffect = SpellID::NONE;
  726. info.indirectAttack = ranged;
  727. info.killed = elem.killed();
  728. info.rebirth = elem.willRebirth();
  729. info.cloneKilled = elem.cloneKilled();
  730. info.fireShield = elem.fireShield();
  731. if (elem.isSpell())
  732. info.spellEffect = elem.spellID;
  733. arg.push_back(info);
  734. }
  735. battleInt->stacksAreAttacked(arg);
  736. }
  737. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. StackAttackInfo info;
  742. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  743. info.defender = nullptr;
  744. info.indirectAttack = ba->shot();
  745. info.lucky = ba->lucky();
  746. info.unlucky = ba->unlucky();
  747. info.deathBlow = ba->deathBlow();
  748. info.lifeDrain = ba->lifeDrain();
  749. info.tile = ba->tile;
  750. info.spellEffect = SpellID::NONE;
  751. if (ba->spellLike())
  752. info.spellEffect = ba->spellID;
  753. for(auto & elem : ba->bsa)
  754. {
  755. if(!elem.isSecondary())
  756. {
  757. assert(info.defender == nullptr);
  758. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  759. }
  760. else
  761. {
  762. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  763. }
  764. }
  765. assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
  766. assert(info.attacker != nullptr);
  767. battleInt->stackAttacking(info);
  768. }
  769. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. battleInt->gateStateChanged(state);
  774. }
  775. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. }
  779. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  780. {
  781. EVENT_HANDLER_CALLED_BY_CLIENT;
  782. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  783. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  784. if(autoTryHover || type == EInfoWindowMode::INFO)
  785. {
  786. waitWhileDialog(); //Fix for mantis #98
  787. adventureInt->showInfoBoxMessage(components, text, timer);
  788. // 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
  789. movementController->requestMovementAbort();
  790. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  791. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  792. return;
  793. }
  794. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  795. {
  796. return;
  797. }
  798. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  799. do
  800. {
  801. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  802. std::vector<std::shared_ptr<CComponent>> intComps;
  803. for (auto & component : sender)
  804. intComps.push_back(std::make_shared<CComponent>(component));
  805. showInfoDialog(text,intComps,soundID);
  806. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  807. }
  808. while(!vect.empty());
  809. }
  810. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  811. {
  812. std::vector<std::shared_ptr<CComponent>> intComps;
  813. intComps.push_back(component);
  814. showInfoDialog(text, intComps, soundBase::sound_todo);
  815. }
  816. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  817. {
  818. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  819. waitWhileDialog();
  820. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  821. {
  822. return;
  823. }
  824. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  825. if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && GH.windows().count() > 0 && LOCPLINT == this)
  826. {
  827. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  828. showingDialog->setBusy();
  829. movementController->requestMovementAbort(); // interrupt movement to show dialog
  830. GH.windows().pushWindow(temp);
  831. }
  832. else
  833. {
  834. dialogs.push_back(temp);
  835. }
  836. }
  837. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  838. {
  839. EVENT_HANDLER_CALLED_BY_CLIENT;
  840. std::string str = text.toString();
  841. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  842. waitWhileDialog();
  843. }
  844. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  845. {
  846. movementController->requestMovementAbort();
  847. LOCPLINT->showingDialog->setBusy();
  848. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  849. }
  850. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  851. {
  852. EVENT_HANDLER_CALLED_BY_CLIENT;
  853. waitWhileDialog();
  854. movementController->requestMovementAbort();
  855. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  856. if (!selection && cancel) //simple yes/no dialog
  857. {
  858. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  859. {
  860. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  861. return;
  862. }
  863. std::vector<std::shared_ptr<CComponent>> intComps;
  864. for (auto & component : components)
  865. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  866. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  867. }
  868. else if (selection)
  869. {
  870. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  871. for (auto & component : components)
  872. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  873. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  874. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  875. if (cancel)
  876. {
  877. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  878. }
  879. int charperline = 35;
  880. if (pom.size() > 1)
  881. charperline = 50;
  882. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  883. intComps[0]->clickPressed(GH.getCursorPosition());
  884. intComps[0]->clickReleased(GH.getCursorPosition());
  885. }
  886. }
  887. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  888. {
  889. EVENT_HANDLER_CALLED_BY_CLIENT;
  890. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  891. }
  892. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  896. std::map<ObjectInstanceID, int> townOrder;
  897. auto ownedTowns = localState->getOwnedTowns();
  898. for (int i = 0; i < ownedTowns.size(); ++i)
  899. townOrder[ownedTowns[i]->id] = i;
  900. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  901. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  902. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  903. return leftIndex < rightIndex;
  904. };
  905. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  906. auto selectCallback = [=](int selection)
  907. {
  908. cb->sendQueryReply(selection, askID);
  909. };
  910. auto cancelCallback = [=]()
  911. {
  912. cb->sendQueryReply(std::nullopt, askID);
  913. };
  914. const std::string localTitle = title.toString();
  915. const std::string localDescription = description.toString();
  916. std::vector<int> tempList;
  917. tempList.reserve(objectGuiOrdered.size());
  918. for(const auto & item : objectGuiOrdered)
  919. tempList.push_back(item.getNum());
  920. CComponent localIconC(icon);
  921. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  922. localIconC.removeChild(localIcon.get(), false);
  923. std::vector<std::shared_ptr<IImage>> images;
  924. for(const auto & obj : objectGuiOrdered)
  925. {
  926. if(!settings["general"]["enableUiEnhancements"].Bool())
  927. break;
  928. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  929. if(t)
  930. {
  931. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  932. image->scaleTo(Point(35, 23));
  933. images.push_back(image);
  934. }
  935. }
  936. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  937. wnd->onExit = cancelCallback;
  938. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  939. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  940. GH.windows().pushWindow(wnd);
  941. }
  942. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  946. adventureInt->onMapTilesChanged(pos);
  947. }
  948. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  949. {
  950. EVENT_HANDLER_CALLED_BY_CLIENT;
  951. adventureInt->onMapTilesChanged(pos);
  952. }
  953. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  954. {
  955. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  956. }
  957. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  961. {
  962. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  963. fortScreen->creaturesChangedEventHandler();
  964. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  965. if(castleInterface->town == town)
  966. castleInterface->creaturesChangedEventHandler();
  967. if (townObj)
  968. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  969. ki->townChanged(townObj);
  970. }
  971. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  972. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  973. {
  974. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  975. if (crw->dwelling == town)
  976. crw->availableCreaturesChanged();
  977. }
  978. }
  979. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  980. {
  981. EVENT_HANDLER_CALLED_BY_CLIENT;
  982. if (bonus.type == BonusType::NONE)
  983. return;
  984. adventureInt->onHeroChanged(hero);
  985. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  986. {
  987. //recalculate paths because hero has lost bonus influencing pathfinding
  988. localState->erasePath(hero);
  989. }
  990. }
  991. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  992. {
  993. LOG_TRACE(logGlobal);
  994. if (!LOCPLINT->makingTurn)
  995. return;
  996. assert(h);
  997. assert(!showingDialog->isBusy());
  998. assert(dialogs.empty());
  999. if (!h)
  1000. return; //can't find hero
  1001. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1002. if (showingDialog->isBusy() || !dialogs.empty())
  1003. return;
  1004. if (localState->isHeroSleeping(h))
  1005. localState->setHeroAwaken(h);
  1006. movementController->requestMovementStart(h, path);
  1007. }
  1008. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1009. {
  1010. EVENT_HANDLER_CALLED_BY_CLIENT;
  1011. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1012. if (movementController->isHeroMovingThroughGarrison(down, up))
  1013. {
  1014. onEnd();
  1015. return;
  1016. }
  1017. waitForAllDialogs();
  1018. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1019. cgw->quit->addCallback(onEnd);
  1020. GH.windows().pushWindow(cgw);
  1021. }
  1022. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1023. {
  1024. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1025. movementController->onMoveHeroApplied();
  1026. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1027. movementController->onQueryReplyApplied();
  1028. }
  1029. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1030. {
  1031. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1032. }
  1033. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1037. }
  1038. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1039. {
  1040. if (sop->what == ObjProperty::OWNER)
  1041. {
  1042. const CGObjectInstance * obj = cb->getObj(sop->id);
  1043. if(obj->ID == Obj::TOWN)
  1044. {
  1045. auto town = static_cast<const CGTownInstance *>(obj);
  1046. if(obj->tempOwner == playerID)
  1047. {
  1048. localState->removeOwnedTown(town);
  1049. adventureInt->onTownChanged(town);
  1050. }
  1051. }
  1052. }
  1053. }
  1054. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1055. {
  1056. EVENT_HANDLER_CALLED_BY_CLIENT;
  1057. if (sop->what == ObjProperty::OWNER)
  1058. {
  1059. const CGObjectInstance * obj = cb->getObj(sop->id);
  1060. if(obj->ID == Obj::TOWN)
  1061. {
  1062. auto town = static_cast<const CGTownInstance *>(obj);
  1063. if(obj->tempOwner == playerID)
  1064. {
  1065. localState->addOwnedTown(town);
  1066. adventureInt->onTownChanged(town);
  1067. }
  1068. }
  1069. //redraw minimap if owner changed
  1070. std::set<int3> pos = obj->getBlockedPos();
  1071. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1072. adventureInt->onMapTilesChanged(upos);
  1073. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1074. }
  1075. }
  1076. void CPlayerInterface::initializeHeroTownList()
  1077. {
  1078. if(localState->getWanderingHeroes().empty())
  1079. {
  1080. for(auto & hero : cb->getHeroesInfo())
  1081. {
  1082. if(!hero->inTownGarrison)
  1083. localState->addWanderingHero(hero);
  1084. }
  1085. }
  1086. if(localState->getOwnedTowns().empty())
  1087. {
  1088. for(auto & town : cb->getTownsInfo())
  1089. localState->addOwnedTown(town);
  1090. }
  1091. localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
  1092. if(adventureInt)
  1093. adventureInt->onHeroChanged(nullptr);
  1094. }
  1095. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1096. {
  1097. EVENT_HANDLER_CALLED_BY_CLIENT;
  1098. waitWhileDialog();
  1099. auto recruitCb = [=](CreatureID id, int count)
  1100. {
  1101. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1102. };
  1103. auto closeCb = [=]()
  1104. {
  1105. cb->selectionMade(0, queryID);
  1106. };
  1107. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1108. }
  1109. void CPlayerInterface::waitWhileDialog()
  1110. {
  1111. if (GH.amIGuiThread())
  1112. {
  1113. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1114. return;
  1115. }
  1116. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1117. showingDialog->waitWhileBusy();
  1118. }
  1119. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1120. {
  1121. EVENT_HANDLER_CALLED_BY_CLIENT;
  1122. auto state = obj->shipyardStatus();
  1123. TResources cost;
  1124. obj->getBoatCost(cost);
  1125. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1126. }
  1127. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1128. {
  1129. EVENT_HANDLER_CALLED_BY_CLIENT;
  1130. //we might have built a boat in shipyard in opened town screen
  1131. if (obj->ID == Obj::BOAT
  1132. && LOCPLINT->castleInt
  1133. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1134. {
  1135. CCS->soundh->playSound(soundBase::newBuilding);
  1136. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1137. }
  1138. }
  1139. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1140. {
  1141. EVENT_HANDLER_CALLED_BY_CLIENT;
  1142. waitWhileDialog();
  1143. CCS->curh->hide();
  1144. adventureInt->centerOnTile(pos);
  1145. if (focusTime)
  1146. {
  1147. GH.windows().totalRedraw();
  1148. {
  1149. IgnoreEvents ignore(*this);
  1150. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1151. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1152. }
  1153. }
  1154. CCS->curh->show();
  1155. }
  1156. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1157. {
  1158. EVENT_HANDLER_CALLED_BY_CLIENT;
  1159. if(playerID == initiator)
  1160. {
  1161. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1162. if (removalSound)
  1163. {
  1164. waitWhileDialog();
  1165. CCS->soundh->playSound(removalSound.value());
  1166. }
  1167. }
  1168. CGI->mh->waitForOngoingAnimations();
  1169. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1170. {
  1171. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1172. heroKilled(h);
  1173. }
  1174. GH.fakeMouseMove();
  1175. }
  1176. void CPlayerInterface::objectRemovedAfter()
  1177. {
  1178. EVENT_HANDLER_CALLED_BY_CLIENT;
  1179. adventureInt->onMapTilesChanged(boost::none);
  1180. // visiting or garrisoned hero removed - update window
  1181. if (castleInt)
  1182. castleInt->updateGarrisons();
  1183. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1184. ki->heroRemoved();
  1185. }
  1186. void CPlayerInterface::playerBlocked(int reason, bool start)
  1187. {
  1188. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1189. {
  1190. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1191. {
  1192. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1193. LOCPLINT = this;
  1194. GH.curInt = this;
  1195. adventureInt->onCurrentPlayerChanged(playerID);
  1196. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1197. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1198. std::vector<std::shared_ptr<CComponent>> cmp;
  1199. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1200. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1201. showInfoDialog(msg, cmp);
  1202. waitWhileDialog();
  1203. makingTurn = false;
  1204. }
  1205. }
  1206. }
  1207. void CPlayerInterface::update()
  1208. {
  1209. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1210. boost::shared_lock gsLock(CGameState::mutex);
  1211. // While mutexes were locked away we may be have stopped being the active interface
  1212. if (LOCPLINT != this)
  1213. return;
  1214. //if there are any waiting dialogs, show them
  1215. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1216. {
  1217. showingDialog->setBusy();
  1218. GH.windows().pushWindow(dialogs.front());
  1219. dialogs.pop_front();
  1220. }
  1221. assert(adventureInt);
  1222. // Handles mouse and key input
  1223. GH.handleEvents();
  1224. GH.windows().simpleRedraw();
  1225. }
  1226. void CPlayerInterface::endNetwork()
  1227. {
  1228. showingDialog->requestTermination();
  1229. }
  1230. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1231. {
  1232. using namespace boost::filesystem;
  1233. using namespace boost::algorithm;
  1234. path gamesDir = VCMIDirs::get().userSavePath();
  1235. std::map<std::time_t, int> dates; //save number => datestamp
  1236. const directory_iterator enddir;
  1237. if (!exists(gamesDir))
  1238. create_directory(gamesDir);
  1239. else
  1240. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1241. {
  1242. if (is_regular_file(dir->status()))
  1243. {
  1244. std::string name = dir->path().filename().string();
  1245. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1246. {
  1247. char nr = name[namePrefix.size()];
  1248. if (std::isdigit(nr))
  1249. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1250. }
  1251. }
  1252. }
  1253. if (!dates.empty())
  1254. return (--dates.end())->second; //return latest file number
  1255. return 0;
  1256. }
  1257. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1258. {
  1259. EVENT_HANDLER_CALLED_BY_CLIENT;
  1260. if (player == playerID)
  1261. {
  1262. if (victoryLossCheckResult.loss())
  1263. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1264. assert(GH.curInt == LOCPLINT);
  1265. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1266. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1267. GH.curInt = this; //waiting for dialogs requires this to get events
  1268. if(!makingTurn)
  1269. {
  1270. makingTurn = true; //also needed for dialog to show with current implementation
  1271. waitForAllDialogs();
  1272. makingTurn = false;
  1273. }
  1274. else
  1275. waitForAllDialogs();
  1276. GH.curInt = previousInterface;
  1277. LOCPLINT = previousInterface;
  1278. }
  1279. }
  1280. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1281. {
  1282. EVENT_HANDLER_CALLED_BY_CLIENT;
  1283. }
  1284. void CPlayerInterface::showPuzzleMap()
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. waitWhileDialog();
  1288. //TODO: interface should not know the real position of Grail...
  1289. double ratio = 0;
  1290. int3 grailPos = cb->getGrailPos(&ratio);
  1291. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1292. }
  1293. void CPlayerInterface::viewWorldMap()
  1294. {
  1295. adventureInt->openWorldView();
  1296. }
  1297. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1298. {
  1299. EVENT_HANDLER_CALLED_BY_CLIENT;
  1300. if(GH.windows().topWindow<CSpellWindow>())
  1301. GH.windows().popWindows(1);
  1302. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1303. localState->erasePath(caster);
  1304. auto castSoundPath = spellID.toSpell()->getCastSound();
  1305. if(!castSoundPath.empty())
  1306. CCS->soundh->playSound(castSoundPath);
  1307. }
  1308. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1309. {
  1310. int msgToShow = -1;
  1311. const auto diggingStatus = h->diggingStatus();
  1312. switch(diggingStatus)
  1313. {
  1314. case EDiggingStatus::CAN_DIG:
  1315. break;
  1316. case EDiggingStatus::LACK_OF_MOVEMENT:
  1317. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1318. break;
  1319. case EDiggingStatus::TILE_OCCUPIED:
  1320. msgToShow = 97; //Try searching on clear ground.
  1321. break;
  1322. case EDiggingStatus::WRONG_TERRAIN:
  1323. msgToShow = 60; ////Try looking on land!
  1324. break;
  1325. case EDiggingStatus::BACKPACK_IS_FULL:
  1326. msgToShow = 247; //Searching for the Grail is fruitless...
  1327. break;
  1328. default:
  1329. assert(0);
  1330. }
  1331. if(msgToShow < 0)
  1332. cb->dig(h);
  1333. else
  1334. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1335. }
  1336. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1337. {
  1338. EVENT_HANDLER_CALLED_BY_CLIENT;
  1339. BATTLE_EVENT_POSSIBLE_RETURN;
  1340. battleInt->newRoundFirst();
  1341. }
  1342. void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
  1343. {
  1344. EVENT_HANDLER_CALLED_BY_CLIENT;
  1345. auto onWindowClosed = [this, queryID](){
  1346. cb->selectionMade(0, queryID);
  1347. };
  1348. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1349. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1350. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1351. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1352. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1353. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1354. else if (!market->availableModes().empty())
  1355. for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
  1356. {
  1357. if(vstd::contains(market->availableModes(), mode))
  1358. {
  1359. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
  1360. break;
  1361. }
  1362. }
  1363. else
  1364. onWindowClosed();
  1365. }
  1366. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1367. {
  1368. EVENT_HANDLER_CALLED_BY_CLIENT;
  1369. auto onWindowClosed = [this, queryID](){
  1370. cb->selectionMade(0, queryID);
  1371. };
  1372. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
  1373. }
  1374. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1375. {
  1376. EVENT_HANDLER_CALLED_BY_CLIENT;
  1377. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1378. }
  1379. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1383. cmw->updateArtifacts();
  1384. }
  1385. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. auto onWindowClosed = [this, queryID](){
  1389. if (queryID != QueryID::NONE)
  1390. cb->selectionMade(0, queryID);
  1391. };
  1392. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1393. }
  1394. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1398. }
  1399. void CPlayerInterface::showQuestLog()
  1400. {
  1401. EVENT_HANDLER_CALLED_BY_CLIENT;
  1402. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1403. }
  1404. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1405. {
  1406. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1407. {
  1408. MetaString txt;
  1409. obj->getProblemText(txt);
  1410. showInfoDialog(txt.toString());
  1411. }
  1412. else
  1413. showShipyardDialog(obj);
  1414. }
  1415. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1416. {
  1417. artifactController->askToAssemble(al, true, true);
  1418. }
  1419. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1420. {
  1421. EVENT_HANDLER_CALLED_BY_CLIENT;
  1422. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1423. }
  1424. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1425. {
  1426. EVENT_HANDLER_CALLED_BY_CLIENT;
  1427. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1428. artifactController->artifactRemoved();
  1429. }
  1430. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1431. {
  1432. EVENT_HANDLER_CALLED_BY_CLIENT;
  1433. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1434. artifactController->artifactMoved();
  1435. }
  1436. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1437. {
  1438. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1439. }
  1440. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1441. {
  1442. EVENT_HANDLER_CALLED_BY_CLIENT;
  1443. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1444. artifactController->artifactAssembled();
  1445. }
  1446. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1447. {
  1448. EVENT_HANDLER_CALLED_BY_CLIENT;
  1449. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1450. artifactController->artifactDisassembled();
  1451. }
  1452. void CPlayerInterface::waitForAllDialogs()
  1453. {
  1454. if (!makingTurn)
  1455. return;
  1456. while(!dialogs.empty())
  1457. {
  1458. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1459. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1460. }
  1461. waitWhileDialog();
  1462. }
  1463. void CPlayerInterface::proposeLoadingGame()
  1464. {
  1465. showYesNoDialog(
  1466. CGI->generaltexth->allTexts[68],
  1467. []()
  1468. {
  1469. CSH->endGameplay();
  1470. CMM->menu->switchToTab("load");
  1471. },
  1472. nullptr
  1473. );
  1474. }
  1475. bool CPlayerInterface::capturedAllEvents()
  1476. {
  1477. if(movementController->isHeroMoving())
  1478. {
  1479. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1480. return true;
  1481. }
  1482. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1483. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1484. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1485. {
  1486. GH.input().ignoreEventsUntilInput();
  1487. return true;
  1488. }
  1489. return false;
  1490. }
  1491. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1492. {
  1493. EVENT_HANDLER_CALLED_BY_CLIENT;
  1494. adventureInt->openWorldView(objectPositions, showTerrain );
  1495. }
  1496. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1497. {
  1498. return std::nullopt;
  1499. }