CPlayerInterface.cpp 54 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mapView/mapHandler.h"
  34. #include "render/CAnimation.h"
  35. #include "render/IImage.h"
  36. #include "widgets/Buttons.h"
  37. #include "widgets/CComponent.h"
  38. #include "widgets/CGarrisonInt.h"
  39. #include "windows/CCastleInterface.h"
  40. #include "windows/CCreatureWindow.h"
  41. #include "windows/CHeroWindow.h"
  42. #include "windows/CKingdomInterface.h"
  43. #include "windows/CPuzzleWindow.h"
  44. #include "windows/CQuestLog.h"
  45. #include "windows/CSpellWindow.h"
  46. #include "windows/CTradeWindow.h"
  47. #include "windows/GUIClasses.h"
  48. #include "windows/InfoWindows.h"
  49. #include "../CCallback.h"
  50. #include "../lib/CArtHandler.h"
  51. #include "../lib/CConfigHandler.h"
  52. #include "../lib/CGeneralTextHandler.h"
  53. #include "../lib/CHeroHandler.h"
  54. #include "../lib/CPlayerState.h"
  55. #include "../lib/CStack.h"
  56. #include "../lib/CStopWatch.h"
  57. #include "../lib/CThreadHelper.h"
  58. #include "../lib/CTownHandler.h"
  59. #include "../lib/CondSh.h"
  60. #include "../lib/GameConstants.h"
  61. #include "../lib/JsonNode.h"
  62. #include "../lib/NetPacks.h" //todo: remove
  63. #include "../lib/NetPacksBase.h"
  64. #include "../lib/RoadHandler.h"
  65. #include "../lib/StartInfo.h"
  66. #include "../lib/TerrainHandler.h"
  67. #include "../lib/TextOperations.h"
  68. #include "../lib/UnlockGuard.h"
  69. #include "../lib/VCMIDirs.h"
  70. #include "../lib/bonuses/CBonusSystemNode.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/gameState/CGameState.h"
  75. #include "../lib/mapObjects/CGTownInstance.h"
  76. #include "../lib/mapObjects/MiscObjects.h"
  77. #include "../lib/mapObjects/ObjectTemplate.h"
  78. #include "../lib/mapping/CMapHeader.h"
  79. #include "../lib/pathfinder/CGPathNode.h"
  80. #include "../lib/serializer/BinaryDeserializer.h"
  81. #include "../lib/serializer/BinarySerializer.h"
  82. #include "../lib/serializer/CTypeList.h"
  83. #include "../lib/spells/CSpellHandler.h"
  84. // The macro below is used to mark functions that are called by client when game state changes.
  85. // They all assume that CPlayerInterface::pim mutex is locked.
  86. #define EVENT_HANDLER_CALLED_BY_CLIENT
  87. #define BATTLE_EVENT_POSSIBLE_RETURN \
  88. if (LOCPLINT != this) \
  89. return; \
  90. if (isAutoFightOn && !battleInt) \
  91. return;
  92. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  93. CPlayerInterface * LOCPLINT;
  94. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  95. struct HeroObjectRetriever
  96. {
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  98. {
  99. return h;
  100. }
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  102. {
  103. return nullptr;
  104. }
  105. };
  106. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  107. localState(std::make_unique<PlayerLocalState>(*this)),
  108. movementController(std::make_unique<HeroMovementController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt = nullptr;
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new CondSh<bool>(false);
  119. cingconsole = new CInGameConsole();
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = 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. // always recreate advmap interface to avoid possible memory-corruption bugs
  141. adventureInt.reset(new AdventureMapInterface());
  142. }
  143. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  144. {
  145. EVENT_HANDLER_CALLED_BY_CLIENT;
  146. makingTurn = false;
  147. movementController->onPlayerTurnStarted();
  148. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  149. {
  150. // after map load - remove all active windows and replace them with adventure map
  151. GH.windows().clear();
  152. GH.windows().pushWindow(adventureInt);
  153. }
  154. // close window from another player
  155. if(auto w = GH.windows().topWindow<CInfoWindow>())
  156. if(w->ID == QueryID::NONE && player != playerID)
  157. w->close();
  158. // remove all dialogs that do not expect query answer
  159. while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
  160. GH.windows().popWindows(1);
  161. if (player != playerID && LOCPLINT == this)
  162. {
  163. waitWhileDialog();
  164. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  165. adventureInt->onEnemyTurnStarted(player, isHuman);
  166. }
  167. }
  168. void CPlayerInterface::performAutosave()
  169. {
  170. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  171. if(frequency > 0 && cb->getDate() % frequency == 0)
  172. {
  173. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  174. std::string prefix = std::string();
  175. if(usePrefix)
  176. {
  177. prefix = settings["general"]["savePrefix"].String();
  178. if(prefix.empty())
  179. {
  180. std::string name = cb->getMapHeader()->name;
  181. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  182. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  183. std::string forbiddenChars("\\/:?\"<>| ");
  184. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  185. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  186. }
  187. }
  188. autosaveCount++;
  189. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  190. if(autosaveCountLimit > 0)
  191. {
  192. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  193. autosaveCount %= autosaveCountLimit;
  194. }
  195. else
  196. {
  197. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  198. + std::to_string(cb->getDate(Date::WEEK))
  199. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  200. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  201. }
  202. }
  203. }
  204. void CPlayerInterface::yourTurn(QueryID queryID)
  205. {
  206. EVENT_HANDLER_CALLED_BY_CLIENT;
  207. {
  208. LOCPLINT = this;
  209. GH.curInt = this;
  210. NotificationHandler::notify("Your turn");
  211. if(settings["general"]["startTurnAutosave"].Bool())
  212. {
  213. performAutosave();
  214. }
  215. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  216. {
  217. adventureInt->onHotseatWaitStarted(playerID);
  218. makingTurn = true;
  219. std::string msg = CGI->generaltexth->allTexts[13];
  220. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  221. std::vector<std::shared_ptr<CComponent>> cmp;
  222. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  223. showInfoDialog(msg, cmp);
  224. }
  225. else
  226. {
  227. makingTurn = true;
  228. adventureInt->onPlayerTurnStarted(playerID);
  229. }
  230. }
  231. acceptTurn(queryID);
  232. }
  233. void CPlayerInterface::acceptTurn(QueryID queryID)
  234. {
  235. if (settings["session"]["autoSkip"].Bool())
  236. {
  237. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  238. iw->close();
  239. }
  240. if(CSH->howManyPlayerInterfaces() > 1)
  241. {
  242. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  243. adventureInt->onPlayerTurnStarted(playerID);
  244. }
  245. // warn player if he has no town
  246. if (cb->howManyTowns() == 0)
  247. {
  248. auto playerColor = *cb->getPlayerID();
  249. std::vector<Component> components;
  250. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  251. MetaString text;
  252. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  253. if(optDaysWithoutCastle)
  254. {
  255. auto daysWithoutCastle = optDaysWithoutCastle.value();
  256. if (daysWithoutCastle < 6)
  257. {
  258. 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.
  259. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  260. text.replaceNumber(7 - daysWithoutCastle);
  261. }
  262. else if (daysWithoutCastle == 6)
  263. {
  264. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  265. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  266. }
  267. showInfoDialogAndWait(components, text);
  268. }
  269. else
  270. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  271. }
  272. cb->selectionMade(0, queryID);
  273. }
  274. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  275. {
  276. EVENT_HANDLER_CALLED_BY_CLIENT;
  277. waitWhileDialog();
  278. if(LOCPLINT != this)
  279. return;
  280. //FIXME: read once and store
  281. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  282. return;
  283. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  284. if (!hero)
  285. return;
  286. movementController->heroMoved(hero, details);
  287. }
  288. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  289. {
  290. EVENT_HANDLER_CALLED_BY_CLIENT;
  291. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  292. // if hero is not in town garrison
  293. if (vstd::contains(localState->getWanderingHeroes(), hero))
  294. localState->removeWanderingHero(hero);
  295. adventureInt->onHeroChanged(hero);
  296. localState->erasePath(hero);
  297. }
  298. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  299. {
  300. EVENT_HANDLER_CALLED_BY_CLIENT;
  301. if(start && visitedObj)
  302. {
  303. if(visitedObj->getVisitSound())
  304. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  305. }
  306. }
  307. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  308. {
  309. EVENT_HANDLER_CALLED_BY_CLIENT;
  310. localState->addWanderingHero(hero);
  311. adventureInt->onHeroChanged(hero);
  312. }
  313. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  314. {
  315. if(castleInt)
  316. castleInt->close();
  317. castleInt = nullptr;
  318. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  319. GH.windows().pushWindow(newCastleInt);
  320. }
  321. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  322. {
  323. EVENT_HANDLER_CALLED_BY_CLIENT;
  324. if (which == PrimarySkill::EXPERIENCE)
  325. {
  326. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  327. ctw->setExpToLevel();
  328. }
  329. else
  330. adventureInt->onHeroChanged(hero);
  331. }
  332. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  333. {
  334. EVENT_HANDLER_CALLED_BY_CLIENT;
  335. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  336. cuw->redraw();
  337. }
  338. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  339. {
  340. EVENT_HANDLER_CALLED_BY_CLIENT;
  341. adventureInt->onHeroChanged(hero);
  342. if (makingTurn && hero->tempOwner == playerID)
  343. adventureInt->onHeroChanged(hero);
  344. }
  345. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  346. {
  347. EVENT_HANDLER_CALLED_BY_CLIENT;
  348. if (makingTurn && hero->tempOwner == playerID)
  349. adventureInt->onHeroChanged(hero);
  350. }
  351. void CPlayerInterface::receivedResource()
  352. {
  353. EVENT_HANDLER_CALLED_BY_CLIENT;
  354. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  355. mw->resourceChanged();
  356. GH.windows().totalRedraw();
  357. }
  358. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  359. {
  360. EVENT_HANDLER_CALLED_BY_CLIENT;
  361. waitWhileDialog();
  362. CCS->soundh->playSound(soundBase::heroNewLevel);
  363. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  364. {
  365. cb->selectionMade(selection, queryID);
  366. });
  367. }
  368. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. waitWhileDialog();
  372. CCS->soundh->playSound(soundBase::heroNewLevel);
  373. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  374. {
  375. cb->selectionMade(selection, queryID);
  376. });
  377. }
  378. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  379. {
  380. EVENT_HANDLER_CALLED_BY_CLIENT;
  381. if(town->garrisonHero) //wandering hero moved to the garrison
  382. {
  383. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  384. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  385. localState->removeWanderingHero(town->garrisonHero);
  386. }
  387. if(town->visitingHero) //hero leaves garrison
  388. {
  389. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  390. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  391. localState->addWanderingHero(town->visitingHero);
  392. }
  393. adventureInt->onHeroChanged(nullptr);
  394. adventureInt->onTownChanged(town);
  395. if(castleInt)
  396. {
  397. castleInt->garr->selectSlot(nullptr);
  398. castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);
  399. castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);
  400. castleInt->garr->recreateSlots();
  401. castleInt->heroes->update();
  402. // Perform totalRedraw to update hero list on adventure map
  403. GH.windows().totalRedraw();
  404. }
  405. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  406. {
  407. ki->townChanged(town);
  408. ki->updateGarrisons();
  409. ki->redraw();
  410. }
  411. }
  412. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. if (hero->tempOwner != playerID )
  416. return;
  417. waitWhileDialog();
  418. openTownWindow(town);
  419. }
  420. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  421. {
  422. std::vector<const CGObjectInstance *> instances;
  423. if(auto obj = cb->getObj(id1))
  424. instances.push_back(obj);
  425. if(id2 != ObjectInstanceID() && id2 != id1)
  426. {
  427. if(auto obj = cb->getObj(id2))
  428. instances.push_back(obj);
  429. }
  430. garrisonsChanged(instances);
  431. }
  432. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  433. {
  434. boost::unique_lock<boost::recursive_mutex> un(*pim);
  435. for (auto object : objs)
  436. {
  437. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  438. auto * town = dynamic_cast<const CGTownInstance*>(object);
  439. if (hero)
  440. {
  441. adventureInt->onHeroChanged(hero);
  442. if(hero->inTownGarrison)
  443. {
  444. adventureInt->onTownChanged(hero->visitedTown);
  445. }
  446. }
  447. if (town)
  448. adventureInt->onTownChanged(town);
  449. }
  450. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  451. cgh->updateGarrisons();
  452. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  453. {
  454. if (vstd::contains(objs, cmw->hero))
  455. cmw->garrisonChanged();
  456. }
  457. GH.windows().totalRedraw();
  458. }
  459. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  460. {
  461. EVENT_HANDLER_CALLED_BY_CLIENT;
  462. adventureInt->onTownChanged(town);
  463. if (castleInt)
  464. {
  465. castleInt->townlist->updateElement(town);
  466. if (castleInt->town == town)
  467. {
  468. switch(what)
  469. {
  470. case 1:
  471. CCS->soundh->playSound(soundBase::newBuilding);
  472. castleInt->addBuilding(buildingID);
  473. break;
  474. case 2:
  475. castleInt->removeBuilding(buildingID);
  476. break;
  477. }
  478. }
  479. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  480. GH.windows().totalRedraw();
  481. }
  482. }
  483. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  484. {
  485. movementController->onBattleStarted();
  486. //Don't wait for dialogs when we are non-active hot-seat player
  487. if (LOCPLINT == this)
  488. waitForAllDialogs();
  489. }
  490. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  491. {
  492. EVENT_HANDLER_CALLED_BY_CLIENT;
  493. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  494. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  495. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  496. {
  497. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  498. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  499. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  500. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  501. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  502. isAutoFightOn = true;
  503. cb->registerBattleInterface(autofightingAI);
  504. }
  505. //Don't wait for dialogs when we are non-active hot-seat player
  506. if (LOCPLINT == this)
  507. waitForAllDialogs();
  508. BATTLE_EVENT_POSSIBLE_RETURN;
  509. }
  510. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  511. {
  512. EVENT_HANDLER_CALLED_BY_CLIENT;
  513. BATTLE_EVENT_POSSIBLE_RETURN;
  514. for(auto & info : units)
  515. {
  516. switch(info.operation)
  517. {
  518. case UnitChanges::EOperation::RESET_STATE:
  519. {
  520. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  521. if(!stack)
  522. {
  523. logGlobal->error("Invalid unit ID %d", info.id);
  524. continue;
  525. }
  526. battleInt->stackReset(stack);
  527. }
  528. break;
  529. case UnitChanges::EOperation::REMOVE:
  530. battleInt->stackRemoved(info.id);
  531. break;
  532. case UnitChanges::EOperation::ADD:
  533. {
  534. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  535. if(!unit)
  536. {
  537. logGlobal->error("Invalid unit ID %d", info.id);
  538. continue;
  539. }
  540. battleInt->stackAdded(unit);
  541. }
  542. break;
  543. default:
  544. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  545. break;
  546. }
  547. }
  548. }
  549. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  550. {
  551. EVENT_HANDLER_CALLED_BY_CLIENT;
  552. BATTLE_EVENT_POSSIBLE_RETURN;
  553. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  554. std::vector<ObstacleChanges> removedObstacles;
  555. for(auto & change : obstacles)
  556. {
  557. if(change.operation == BattleChanges::EOperation::ADD)
  558. {
  559. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  560. if(instance)
  561. newObstacles.push_back(instance);
  562. else
  563. logNetwork->error("Invalid obstacle instance %d", change.id);
  564. }
  565. if(change.operation == BattleChanges::EOperation::REMOVE)
  566. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  567. }
  568. if (!newObstacles.empty())
  569. battleInt->obstaclePlaced(newObstacles);
  570. if (!removedObstacles.empty())
  571. battleInt->obstacleRemoved(removedObstacles);
  572. battleInt->fieldController->redrawBackgroundWithHexes();
  573. }
  574. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  575. {
  576. EVENT_HANDLER_CALLED_BY_CLIENT;
  577. BATTLE_EVENT_POSSIBLE_RETURN;
  578. battleInt->stackIsCatapulting(ca);
  579. }
  580. 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
  581. {
  582. EVENT_HANDLER_CALLED_BY_CLIENT;
  583. BATTLE_EVENT_POSSIBLE_RETURN;
  584. battleInt->newRound();
  585. }
  586. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  587. {
  588. EVENT_HANDLER_CALLED_BY_CLIENT;
  589. BATTLE_EVENT_POSSIBLE_RETURN;
  590. battleInt->startAction(action);
  591. }
  592. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  593. {
  594. EVENT_HANDLER_CALLED_BY_CLIENT;
  595. BATTLE_EVENT_POSSIBLE_RETURN;
  596. battleInt->endAction(action);
  597. }
  598. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  599. {
  600. EVENT_HANDLER_CALLED_BY_CLIENT;
  601. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  602. assert(!cb->getBattle(battleID)->battleIsFinished());
  603. if (cb->getBattle(battleID)->battleIsFinished())
  604. {
  605. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  606. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  607. return ;
  608. }
  609. if (autofightingAI)
  610. {
  611. if (isAutoFightOn)
  612. {
  613. //FIXME: we want client rendering to proceed while AI is making actions
  614. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  615. auto unlockPim = vstd::makeUnlockGuard(*pim);
  616. autofightingAI->activeStack(battleID, stack);
  617. return;
  618. }
  619. cb->unregisterBattleInterface(autofightingAI);
  620. autofightingAI.reset();
  621. }
  622. assert(battleInt);
  623. if(!battleInt)
  624. {
  625. // probably battle is finished already
  626. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  627. }
  628. {
  629. boost::unique_lock<boost::recursive_mutex> un(*pim);
  630. battleInt->stackActivated(stack);
  631. //Regeneration & mana drain go there
  632. }
  633. }
  634. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  635. {
  636. EVENT_HANDLER_CALLED_BY_CLIENT;
  637. if(isAutoFightOn || autofightingAI)
  638. {
  639. isAutoFightOn = false;
  640. cb->unregisterBattleInterface(autofightingAI);
  641. autofightingAI.reset();
  642. if(!battleInt)
  643. {
  644. bool allowManualReplay = queryID != QueryID::NONE;
  645. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  646. if (allowManualReplay)
  647. {
  648. wnd->resultCallback = [=](ui32 selection)
  649. {
  650. cb->selectionMade(selection, queryID);
  651. };
  652. }
  653. GH.windows().pushWindow(wnd);
  654. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  655. // Otherwise NewTurn causes freeze.
  656. waitWhileDialog();
  657. return;
  658. }
  659. }
  660. BATTLE_EVENT_POSSIBLE_RETURN;
  661. battleInt->battleFinished(*br, queryID);
  662. }
  663. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  664. {
  665. EVENT_HANDLER_CALLED_BY_CLIENT;
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->displayBattleLog(lines);
  668. }
  669. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  670. {
  671. EVENT_HANDLER_CALLED_BY_CLIENT;
  672. BATTLE_EVENT_POSSIBLE_RETURN;
  673. battleInt->stackMoved(stack, dest, distance, teleport);
  674. }
  675. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->spellCast(sc);
  680. }
  681. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->battleStacksEffectsSet(sse);
  686. }
  687. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->effectsController->battleTriggerEffect(bte);
  692. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  693. {
  694. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  695. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  696. }
  697. }
  698. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. std::vector<StackAttackedInfo> arg;
  703. for(auto & elem : bsa)
  704. {
  705. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  706. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  707. assert(defender);
  708. StackAttackedInfo info;
  709. info.defender = defender;
  710. info.attacker = attacker;
  711. info.damageDealt = elem.damageAmount;
  712. info.amountKilled = elem.killedAmount;
  713. info.spellEffect = SpellID::NONE;
  714. info.indirectAttack = ranged;
  715. info.killed = elem.killed();
  716. info.rebirth = elem.willRebirth();
  717. info.cloneKilled = elem.cloneKilled();
  718. info.fireShield = elem.fireShield();
  719. if (elem.isSpell())
  720. info.spellEffect = elem.spellID;
  721. arg.push_back(info);
  722. }
  723. battleInt->stacksAreAttacked(arg);
  724. }
  725. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  726. {
  727. EVENT_HANDLER_CALLED_BY_CLIENT;
  728. BATTLE_EVENT_POSSIBLE_RETURN;
  729. StackAttackInfo info;
  730. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  731. info.defender = nullptr;
  732. info.indirectAttack = ba->shot();
  733. info.lucky = ba->lucky();
  734. info.unlucky = ba->unlucky();
  735. info.deathBlow = ba->deathBlow();
  736. info.lifeDrain = ba->lifeDrain();
  737. info.tile = ba->tile;
  738. info.spellEffect = SpellID::NONE;
  739. if (ba->spellLike())
  740. info.spellEffect = ba->spellID;
  741. for(auto & elem : ba->bsa)
  742. {
  743. if(!elem.isSecondary())
  744. {
  745. assert(info.defender == nullptr);
  746. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  747. }
  748. else
  749. {
  750. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  751. }
  752. }
  753. assert(info.defender != nullptr);
  754. assert(info.attacker != nullptr);
  755. battleInt->stackAttacking(info);
  756. }
  757. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->gateStateChanged(state);
  762. }
  763. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. }
  767. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  771. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  772. if(autoTryHover || type == EInfoWindowMode::INFO)
  773. {
  774. waitWhileDialog(); //Fix for mantis #98
  775. adventureInt->showInfoBoxMessage(components, text, timer);
  776. // 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
  777. movementController->movementAbortRequested();
  778. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  779. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  780. return;
  781. }
  782. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  783. {
  784. return;
  785. }
  786. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  787. do
  788. {
  789. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  790. std::vector<std::shared_ptr<CComponent>> intComps;
  791. for (auto & component : sender)
  792. intComps.push_back(std::make_shared<CComponent>(component));
  793. showInfoDialog(text,intComps,soundID);
  794. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  795. }
  796. while(!vect.empty());
  797. }
  798. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  799. {
  800. std::vector<std::shared_ptr<CComponent>> intComps;
  801. intComps.push_back(component);
  802. showInfoDialog(text, intComps, soundBase::sound_todo);
  803. }
  804. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  805. {
  806. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  807. waitWhileDialog();
  808. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  809. {
  810. return;
  811. }
  812. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  813. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  814. {
  815. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  816. showingDialog->set(true);
  817. movementController->movementAbortRequested(); // interrupt movement to show dialog
  818. GH.windows().pushWindow(temp);
  819. }
  820. else
  821. {
  822. dialogs.push_back(temp);
  823. }
  824. }
  825. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  826. {
  827. EVENT_HANDLER_CALLED_BY_CLIENT;
  828. std::string str = text.toString();
  829. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  830. waitWhileDialog();
  831. }
  832. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  833. {
  834. boost::unique_lock<boost::recursive_mutex> un(*pim);
  835. movementController->movementAbortRequested();
  836. LOCPLINT->showingDialog->setn(true);
  837. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  838. }
  839. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  840. {
  841. EVENT_HANDLER_CALLED_BY_CLIENT;
  842. waitWhileDialog();
  843. movementController->movementAbortRequested();
  844. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  845. if (!selection && cancel) //simple yes/no dialog
  846. {
  847. std::vector<std::shared_ptr<CComponent>> intComps;
  848. for (auto & component : components)
  849. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  850. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  851. }
  852. else if (selection)
  853. {
  854. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  855. for (auto & component : components)
  856. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  857. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  858. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  859. if (cancel)
  860. {
  861. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  862. }
  863. int charperline = 35;
  864. if (pom.size() > 1)
  865. charperline = 50;
  866. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  867. intComps[0]->clickPressed(GH.getCursorPosition());
  868. intComps[0]->clickReleased(GH.getCursorPosition());
  869. }
  870. }
  871. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  872. {
  873. EVENT_HANDLER_CALLED_BY_CLIENT;
  874. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  875. }
  876. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. auto selectCallback = [=](int selection)
  880. {
  881. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  882. reply.Integer() = selection;
  883. cb->sendQueryReply(reply, askID);
  884. };
  885. auto cancelCallback = [=]()
  886. {
  887. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  888. cb->sendQueryReply(reply, askID);
  889. };
  890. const std::string localTitle = title.toString();
  891. const std::string localDescription = description.toString();
  892. std::vector<int> tempList;
  893. tempList.reserve(objects.size());
  894. for(auto item : objects)
  895. tempList.push_back(item.getNum());
  896. CComponent localIconC(icon);
  897. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  898. localIconC.removeChild(localIcon.get(), false);
  899. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  900. wnd->onExit = cancelCallback;
  901. GH.windows().pushWindow(wnd);
  902. }
  903. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  904. {
  905. EVENT_HANDLER_CALLED_BY_CLIENT;
  906. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  907. adventureInt->onMapTilesChanged(pos);
  908. }
  909. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  910. {
  911. EVENT_HANDLER_CALLED_BY_CLIENT;
  912. adventureInt->onMapTilesChanged(pos);
  913. }
  914. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  915. {
  916. boost::unique_lock<boost::recursive_mutex> un(*pim);
  917. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  918. }
  919. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  920. {
  921. EVENT_HANDLER_CALLED_BY_CLIENT;
  922. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  923. {
  924. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  925. fortScreen->creaturesChangedEventHandler();
  926. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  927. castleInterface->creaturesChangedEventHandler();
  928. if (townObj)
  929. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  930. ki->townChanged(townObj);
  931. }
  932. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  933. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  934. {
  935. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  936. if (crw->dwelling == town)
  937. crw->availableCreaturesChanged();
  938. }
  939. }
  940. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  941. {
  942. EVENT_HANDLER_CALLED_BY_CLIENT;
  943. if (bonus.type == BonusType::NONE)
  944. return;
  945. adventureInt->onHeroChanged(hero);
  946. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  947. {
  948. //recalculate paths because hero has lost bonus influencing pathfinding
  949. localState->erasePath(hero);
  950. }
  951. }
  952. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  953. {
  954. EVENT_HANDLER_CALLED_BY_CLIENT;
  955. localState->serialize(h, version);
  956. }
  957. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  958. {
  959. EVENT_HANDLER_CALLED_BY_CLIENT;
  960. localState->serialize(h, version);
  961. firstCall = -1;
  962. }
  963. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  964. {
  965. assert(LOCPLINT->makingTurn);
  966. assert(h);
  967. assert(!showingDialog->get());
  968. assert(dialogs.empty());
  969. LOG_TRACE(logGlobal);
  970. if (!LOCPLINT->makingTurn)
  971. return;
  972. if (!h)
  973. return; //can't find hero
  974. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  975. if (showingDialog->get() || !dialogs.empty())
  976. return;
  977. if (localState->isHeroSleeping(h))
  978. localState->setHeroAwaken(h);
  979. movementController->movementStartRequested(h, path);
  980. }
  981. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  982. {
  983. EVENT_HANDLER_CALLED_BY_CLIENT;
  984. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  985. if (movementController->isHeroMovingThroughGarrison(down, up))
  986. {
  987. onEnd();
  988. return;
  989. }
  990. waitForAllDialogs();
  991. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  992. cgw->quit->addCallback(onEnd);
  993. GH.windows().pushWindow(cgw);
  994. }
  995. /**
  996. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  997. * into a combinational one on an artifact screen. Does not require the combination of
  998. * artifacts to be legal.
  999. */
  1000. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1001. {
  1002. std::string text = artifact->getDescriptionTranslated();
  1003. text += "\n\n";
  1004. std::vector<std::shared_ptr<CComponent>> scs;
  1005. if(assembledArtifact)
  1006. {
  1007. // You possess all of the components to...
  1008. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1009. // Picture of assembled artifact at bottom.
  1010. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1011. scs.push_back(sc);
  1012. }
  1013. else
  1014. {
  1015. // Do you wish to disassemble this artifact?
  1016. text += CGI->generaltexth->allTexts[733];
  1017. }
  1018. showYesNoDialog(text, onYes, nullptr, scs);
  1019. }
  1020. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1021. {
  1022. if(pa->packType == typeList.getTypeID<MoveHero>())
  1023. movementController->onMoveHeroApplied();
  1024. if(pa->packType == typeList.getTypeID<QueryReply>())
  1025. movementController->onQueryReplyApplied();
  1026. }
  1027. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1028. {
  1029. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1030. }
  1031. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1035. }
  1036. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1037. {
  1038. if (sop->what == ObjProperty::OWNER)
  1039. {
  1040. const CGObjectInstance * obj = cb->getObj(sop->id);
  1041. if(obj->ID == Obj::TOWN)
  1042. {
  1043. auto town = static_cast<const CGTownInstance *>(obj);
  1044. if(obj->tempOwner == playerID)
  1045. {
  1046. localState->removeOwnedTown(town);
  1047. adventureInt->onTownChanged(town);
  1048. }
  1049. }
  1050. }
  1051. }
  1052. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1053. {
  1054. EVENT_HANDLER_CALLED_BY_CLIENT;
  1055. if (sop->what == ObjProperty::OWNER)
  1056. {
  1057. const CGObjectInstance * obj = cb->getObj(sop->id);
  1058. if(obj->ID == Obj::TOWN)
  1059. {
  1060. auto town = static_cast<const CGTownInstance *>(obj);
  1061. if(obj->tempOwner == playerID)
  1062. {
  1063. localState->addOwnedTown(town);
  1064. adventureInt->onTownChanged(town);
  1065. }
  1066. }
  1067. //redraw minimap if owner changed
  1068. std::set<int3> pos = obj->getBlockedPos();
  1069. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1070. adventureInt->onMapTilesChanged(upos);
  1071. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1072. }
  1073. }
  1074. void CPlayerInterface::initializeHeroTownList()
  1075. {
  1076. if(localState->getWanderingHeroes().empty())
  1077. {
  1078. for(auto & hero : cb->getHeroesInfo())
  1079. {
  1080. if(!hero->inTownGarrison)
  1081. localState->addWanderingHero(hero);
  1082. }
  1083. }
  1084. if(localState->getOwnedTowns().empty())
  1085. {
  1086. for(auto & town : cb->getTownsInfo())
  1087. localState->addOwnedTown(town);
  1088. }
  1089. if(adventureInt)
  1090. adventureInt->onHeroChanged(nullptr);
  1091. }
  1092. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1093. {
  1094. EVENT_HANDLER_CALLED_BY_CLIENT;
  1095. waitWhileDialog();
  1096. auto recruitCb = [=](CreatureID id, int count)
  1097. {
  1098. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1099. };
  1100. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1101. }
  1102. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1103. {
  1104. if (GH.amIGuiThread())
  1105. {
  1106. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1107. return;
  1108. }
  1109. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1110. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1111. while(showingDialog->data)
  1112. showingDialog->cond.wait(un);
  1113. }
  1114. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1115. {
  1116. EVENT_HANDLER_CALLED_BY_CLIENT;
  1117. auto state = obj->shipyardStatus();
  1118. TResources cost;
  1119. obj->getBoatCost(cost);
  1120. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1121. }
  1122. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1123. {
  1124. EVENT_HANDLER_CALLED_BY_CLIENT;
  1125. //we might have built a boat in shipyard in opened town screen
  1126. if (obj->ID == Obj::BOAT
  1127. && LOCPLINT->castleInt
  1128. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1129. {
  1130. CCS->soundh->playSound(soundBase::newBuilding);
  1131. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1132. }
  1133. }
  1134. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1135. {
  1136. EVENT_HANDLER_CALLED_BY_CLIENT;
  1137. waitWhileDialog();
  1138. CCS->curh->hide();
  1139. adventureInt->centerOnTile(pos);
  1140. if (focusTime)
  1141. {
  1142. GH.windows().totalRedraw();
  1143. {
  1144. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1145. IgnoreEvents ignore(*this);
  1146. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1147. }
  1148. }
  1149. CCS->curh->show();
  1150. }
  1151. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1152. {
  1153. EVENT_HANDLER_CALLED_BY_CLIENT;
  1154. if(LOCPLINT->cb->isPlayerMakingTurn(playerID) && obj->getRemovalSound())
  1155. {
  1156. waitWhileDialog();
  1157. CCS->soundh->playSound(obj->getRemovalSound().value());
  1158. }
  1159. CGI->mh->waitForOngoingAnimations();
  1160. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1161. {
  1162. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1163. heroKilled(h);
  1164. }
  1165. GH.fakeMouseMove();
  1166. }
  1167. void CPlayerInterface::objectRemovedAfter()
  1168. {
  1169. EVENT_HANDLER_CALLED_BY_CLIENT;
  1170. adventureInt->onMapTilesChanged(boost::none);
  1171. // visiting or garrisoned hero removed - recreate castle window
  1172. if (castleInt)
  1173. openTownWindow(castleInt->town);
  1174. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1175. ki->heroRemoved();
  1176. }
  1177. void CPlayerInterface::playerBlocked(int reason, bool start)
  1178. {
  1179. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1180. {
  1181. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1182. {
  1183. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1184. LOCPLINT = this;
  1185. GH.curInt = this;
  1186. adventureInt->onCurrentPlayerChanged(playerID);
  1187. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1188. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1189. std::vector<std::shared_ptr<CComponent>> cmp;
  1190. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1191. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1192. showInfoDialog(msg, cmp);
  1193. makingTurn = false;
  1194. }
  1195. }
  1196. }
  1197. void CPlayerInterface::update()
  1198. {
  1199. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1200. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1201. // While mutexes were locked away we may be have stopped being the active interface
  1202. if (LOCPLINT != this)
  1203. return;
  1204. //if there are any waiting dialogs, show them
  1205. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1206. {
  1207. showingDialog->set(true);
  1208. GH.windows().pushWindow(dialogs.front());
  1209. dialogs.pop_front();
  1210. }
  1211. assert(adventureInt);
  1212. // Handles mouse and key input
  1213. GH.handleEvents();
  1214. GH.windows().simpleRedraw();
  1215. }
  1216. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1217. {
  1218. using namespace boost::filesystem;
  1219. using namespace boost::algorithm;
  1220. path gamesDir = VCMIDirs::get().userSavePath();
  1221. std::map<std::time_t, int> dates; //save number => datestamp
  1222. const directory_iterator enddir;
  1223. if (!exists(gamesDir))
  1224. create_directory(gamesDir);
  1225. else
  1226. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1227. {
  1228. if (is_regular_file(dir->status()))
  1229. {
  1230. std::string name = dir->path().filename().string();
  1231. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1232. {
  1233. char nr = name[namePrefix.size()];
  1234. if (std::isdigit(nr))
  1235. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1236. }
  1237. }
  1238. }
  1239. if (!dates.empty())
  1240. return (--dates.end())->second; //return latest file number
  1241. return 0;
  1242. }
  1243. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. if (player == playerID)
  1247. {
  1248. if (victoryLossCheckResult.loss())
  1249. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1250. assert(GH.curInt == LOCPLINT);
  1251. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1252. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1253. GH.curInt = this; //waiting for dialogs requires this to get events
  1254. if(!makingTurn)
  1255. {
  1256. makingTurn = true; //also needed for dialog to show with current implementation
  1257. waitForAllDialogs();
  1258. makingTurn = false;
  1259. }
  1260. else
  1261. waitForAllDialogs();
  1262. GH.curInt = previousInterface;
  1263. LOCPLINT = previousInterface;
  1264. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1265. {
  1266. if(adventureInt)
  1267. {
  1268. GH.windows().popWindows(GH.windows().count());
  1269. adventureInt.reset();
  1270. }
  1271. }
  1272. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1273. {
  1274. // end game if current human player has won
  1275. CSH->sendClientDisconnecting();
  1276. requestReturningToMainMenu(true);
  1277. }
  1278. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1279. {
  1280. //all human players eliminated
  1281. CSH->sendClientDisconnecting();
  1282. requestReturningToMainMenu(false);
  1283. }
  1284. if (GH.curInt == this)
  1285. GH.curInt = nullptr;
  1286. }
  1287. }
  1288. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1289. {
  1290. EVENT_HANDLER_CALLED_BY_CLIENT;
  1291. }
  1292. void CPlayerInterface::showPuzzleMap()
  1293. {
  1294. EVENT_HANDLER_CALLED_BY_CLIENT;
  1295. waitWhileDialog();
  1296. //TODO: interface should not know the real position of Grail...
  1297. double ratio = 0;
  1298. int3 grailPos = cb->getGrailPos(&ratio);
  1299. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1300. }
  1301. void CPlayerInterface::viewWorldMap()
  1302. {
  1303. adventureInt->openWorldView();
  1304. }
  1305. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1306. {
  1307. EVENT_HANDLER_CALLED_BY_CLIENT;
  1308. if(GH.windows().topWindow<CSpellWindow>())
  1309. GH.windows().popWindows(1);
  1310. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1311. localState->erasePath(caster);
  1312. auto castSoundPath = spellID.toSpell()->getCastSound();
  1313. if(!castSoundPath.empty())
  1314. CCS->soundh->playSound(castSoundPath);
  1315. }
  1316. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1317. {
  1318. int msgToShow = -1;
  1319. const auto diggingStatus = h->diggingStatus();
  1320. switch(diggingStatus)
  1321. {
  1322. case EDiggingStatus::CAN_DIG:
  1323. break;
  1324. case EDiggingStatus::LACK_OF_MOVEMENT:
  1325. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1326. break;
  1327. case EDiggingStatus::TILE_OCCUPIED:
  1328. msgToShow = 97; //Try searching on clear ground.
  1329. break;
  1330. case EDiggingStatus::WRONG_TERRAIN:
  1331. msgToShow = 60; ////Try looking on land!
  1332. break;
  1333. case EDiggingStatus::BACKPACK_IS_FULL:
  1334. msgToShow = 247; //Searching for the Grail is fruitless...
  1335. break;
  1336. default:
  1337. assert(0);
  1338. }
  1339. if(msgToShow < 0)
  1340. cb->dig(h);
  1341. else
  1342. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1343. }
  1344. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1345. {
  1346. EVENT_HANDLER_CALLED_BY_CLIENT;
  1347. BATTLE_EVENT_POSSIBLE_RETURN;
  1348. battleInt->newRoundFirst();
  1349. }
  1350. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1351. {
  1352. EVENT_HANDLER_CALLED_BY_CLIENT;
  1353. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1354. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1355. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1356. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1357. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1358. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1359. else if(!market->availableModes().empty())
  1360. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1361. }
  1362. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1363. {
  1364. EVENT_HANDLER_CALLED_BY_CLIENT;
  1365. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1366. }
  1367. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1368. {
  1369. EVENT_HANDLER_CALLED_BY_CLIENT;
  1370. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1371. }
  1372. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1373. {
  1374. EVENT_HANDLER_CALLED_BY_CLIENT;
  1375. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1376. cmw->artifactsChanged(false);
  1377. }
  1378. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1382. }
  1383. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1387. }
  1388. void CPlayerInterface::showQuestLog()
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1392. }
  1393. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1394. {
  1395. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1396. {
  1397. MetaString txt;
  1398. obj->getProblemText(txt);
  1399. showInfoDialog(txt.toString());
  1400. }
  1401. else
  1402. showShipyardDialog(obj);
  1403. }
  1404. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1405. {
  1406. if(won && cb->getStartInfo()->campState)
  1407. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1408. else
  1409. {
  1410. GH.dispatchMainThread(
  1411. []()
  1412. {
  1413. CSH->endGameplay();
  1414. GH.defActionsDef = 63;
  1415. CMM->menu->switchToTab("main");
  1416. }
  1417. );
  1418. }
  1419. }
  1420. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1421. {
  1422. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1423. if(hero)
  1424. {
  1425. auto art = hero->getArt(al.slot);
  1426. if(art == nullptr)
  1427. {
  1428. logGlobal->error("artifact location %d points to nothing",
  1429. al.slot.num);
  1430. return;
  1431. }
  1432. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1433. }
  1434. }
  1435. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1436. {
  1437. EVENT_HANDLER_CALLED_BY_CLIENT;
  1438. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1439. adventureInt->onHeroChanged(hero);
  1440. }
  1441. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1442. {
  1443. EVENT_HANDLER_CALLED_BY_CLIENT;
  1444. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1445. adventureInt->onHeroChanged(hero);
  1446. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1447. artWin->artifactRemoved(al);
  1448. waitWhileDialog();
  1449. }
  1450. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1451. {
  1452. EVENT_HANDLER_CALLED_BY_CLIENT;
  1453. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1454. adventureInt->onHeroChanged(hero);
  1455. bool redraw = true;
  1456. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1457. if(numOfMovedArts != 0)
  1458. {
  1459. numOfMovedArts--;
  1460. if(numOfMovedArts != 0)
  1461. redraw = false;
  1462. }
  1463. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1464. artWin->artifactMoved(src, dst, redraw);
  1465. waitWhileDialog();
  1466. }
  1467. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1468. {
  1469. numOfMovedArts = numOfArts;
  1470. }
  1471. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1472. {
  1473. EVENT_HANDLER_CALLED_BY_CLIENT;
  1474. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1475. adventureInt->onHeroChanged(hero);
  1476. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1477. artWin->artifactAssembled(al);
  1478. }
  1479. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1480. {
  1481. EVENT_HANDLER_CALLED_BY_CLIENT;
  1482. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1483. adventureInt->onHeroChanged(hero);
  1484. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1485. artWin->artifactDisassembled(al);
  1486. }
  1487. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1488. {
  1489. while(!dialogs.empty())
  1490. {
  1491. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1492. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1493. }
  1494. waitWhileDialog(unlockPim);
  1495. }
  1496. void CPlayerInterface::proposeLoadingGame()
  1497. {
  1498. showYesNoDialog(
  1499. CGI->generaltexth->allTexts[68],
  1500. []()
  1501. {
  1502. GH.dispatchMainThread(
  1503. []()
  1504. {
  1505. CSH->endGameplay();
  1506. GH.defActionsDef = 63;
  1507. CMM->menu->switchToTab("load");
  1508. }
  1509. );
  1510. },
  1511. nullptr
  1512. );
  1513. }
  1514. bool CPlayerInterface::capturedAllEvents()
  1515. {
  1516. if(movementController->isHeroMoving())
  1517. {
  1518. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1519. return true;
  1520. }
  1521. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1522. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1523. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1524. {
  1525. GH.input().ignoreEventsUntilInput();
  1526. return true;
  1527. }
  1528. return false;
  1529. }
  1530. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1531. {
  1532. EVENT_HANDLER_CALLED_BY_CLIENT;
  1533. adventureInt->openWorldView(objectPositions, showTerrain );
  1534. }
  1535. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1536. {
  1537. return std::nullopt;
  1538. }