CPlayerInterface.cpp 55 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CAltarWindow.h"
  42. #include "windows/CCastleInterface.h"
  43. #include "windows/CCreatureWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CPuzzleWindow.h"
  47. #include "windows/CQuestLog.h"
  48. #include "windows/CSpellWindow.h"
  49. #include "windows/CTradeWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CArtHandler.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/CGeneralTextHandler.h"
  57. #include "../lib/CHeroHandler.h"
  58. #include "../lib/CPlayerState.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/CThreadHelper.h"
  62. #include "../lib/CTownHandler.h"
  63. #include "../lib/CondSh.h"
  64. #include "../lib/GameConstants.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/TextOperations.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/bonuses/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/networkPacks/PacksForClient.h"
  80. #include "../lib/networkPacks/PacksForClientBattle.h"
  81. #include "../lib/networkPacks/PacksForServer.h"
  82. #include "../lib/pathfinder/CGPathNode.h"
  83. #include "../lib/serializer/BinaryDeserializer.h"
  84. #include "../lib/serializer/BinarySerializer.h"
  85. #include "../lib/serializer/CTypeList.h"
  86. #include "../lib/spells/CSpellHandler.h"
  87. // The macro below is used to mark functions that are called by client when game state changes.
  88. // They all assume that interface mutex is locked.
  89. #define EVENT_HANDLER_CALLED_BY_CLIENT
  90. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  91. CPlayerInterface * LOCPLINT;
  92. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  93. struct HeroObjectRetriever
  94. {
  95. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  96. {
  97. return h;
  98. }
  99. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  100. {
  101. return nullptr;
  102. }
  103. };
  104. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  105. localState(std::make_unique<PlayerLocalState>(*this)),
  106. movementController(std::make_unique<HeroMovementController>())
  107. {
  108. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  109. GH.defActionsDef = 0;
  110. LOCPLINT = this;
  111. playerID=Player;
  112. human=true;
  113. battleInt = nullptr;
  114. castleInt = nullptr;
  115. makingTurn = false;
  116. showingDialog = new CondSh<bool>(false);
  117. cingconsole = new CInGameConsole();
  118. firstCall = 1; //if loading will be overwritten in serialize
  119. autosaveCount = 0;
  120. isAutoFightOn = false;
  121. isAutoFightEndBattle = false;
  122. ignoreEvents = false;
  123. numOfMovedArts = 0;
  124. }
  125. CPlayerInterface::~CPlayerInterface()
  126. {
  127. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  128. delete showingDialog;
  129. delete cingconsole;
  130. if (LOCPLINT == this)
  131. LOCPLINT = nullptr;
  132. }
  133. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  134. {
  135. cb = CB;
  136. env = ENV;
  137. CCS->musich->loadTerrainMusicThemes();
  138. initializeHeroTownList();
  139. adventureInt.reset(new AdventureMapInterface());
  140. }
  141. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  142. {
  143. EVENT_HANDLER_CALLED_BY_CLIENT;
  144. if (player == playerID)
  145. {
  146. makingTurn = false;
  147. // remove all active dialogs that do not expect query answer
  148. for (;;)
  149. {
  150. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  151. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  152. if(adventureWindow != nullptr)
  153. break;
  154. if(infoWindow && infoWindow->ID != QueryID::NONE)
  155. break;
  156. if (infoWindow)
  157. infoWindow->close();
  158. else
  159. GH.windows().popWindows(1);
  160. }
  161. if(castleInt)
  162. castleInt->close();
  163. castleInt = nullptr;
  164. // remove all pending dialogs that do not expect query answer
  165. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  166. return window->ID == QueryID::NONE;
  167. });
  168. }
  169. }
  170. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  171. {
  172. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  173. {
  174. // after map load - remove all active windows and replace them with adventure map
  175. GH.windows().clear();
  176. GH.windows().pushWindow(adventureInt);
  177. }
  178. EVENT_HANDLER_CALLED_BY_CLIENT;
  179. if (player != playerID && LOCPLINT == this)
  180. {
  181. waitWhileDialog();
  182. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  183. if (makingTurn == false)
  184. adventureInt->onEnemyTurnStarted(player, isHuman);
  185. }
  186. }
  187. void CPlayerInterface::performAutosave()
  188. {
  189. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  190. if(frequency > 0 && cb->getDate() % frequency == 0)
  191. {
  192. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  193. std::string prefix = std::string();
  194. if(usePrefix)
  195. {
  196. prefix = settings["general"]["savePrefix"].String();
  197. if(prefix.empty())
  198. {
  199. std::string name = cb->getMapHeader()->name.toString();
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. std::string forbiddenChars("\\/:?\"<>| ");
  203. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  204. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  205. }
  206. }
  207. autosaveCount++;
  208. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  209. if(autosaveCountLimit > 0)
  210. {
  211. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  212. autosaveCount %= autosaveCountLimit;
  213. }
  214. else
  215. {
  216. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  217. + std::to_string(cb->getDate(Date::WEEK))
  218. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  219. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  220. }
  221. }
  222. }
  223. void CPlayerInterface::gamePause(bool pause)
  224. {
  225. cb->gamePause(pause);
  226. }
  227. void CPlayerInterface::yourTurn(QueryID queryID)
  228. {
  229. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  230. EVENT_HANDLER_CALLED_BY_CLIENT;
  231. {
  232. LOCPLINT = this;
  233. GH.curInt = this;
  234. NotificationHandler::notify("Your turn");
  235. if(settings["general"]["startTurnAutosave"].Bool())
  236. {
  237. performAutosave();
  238. }
  239. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  240. {
  241. adventureInt->onHotseatWaitStarted(playerID);
  242. makingTurn = true;
  243. std::string msg = CGI->generaltexth->allTexts[13];
  244. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  245. std::vector<std::shared_ptr<CComponent>> cmp;
  246. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  247. showInfoDialog(msg, cmp);
  248. }
  249. else
  250. {
  251. makingTurn = true;
  252. adventureInt->onPlayerTurnStarted(playerID);
  253. }
  254. }
  255. acceptTurn(queryID);
  256. }
  257. void CPlayerInterface::acceptTurn(QueryID queryID)
  258. {
  259. if (settings["session"]["autoSkip"].Bool())
  260. {
  261. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  262. iw->close();
  263. }
  264. if(CSH->howManyPlayerInterfaces() > 1)
  265. {
  266. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  267. adventureInt->onPlayerTurnStarted(playerID);
  268. }
  269. // warn player if he has no town
  270. if (cb->howManyTowns() == 0)
  271. {
  272. auto playerColor = *cb->getPlayerID();
  273. std::vector<Component> components;
  274. components.emplace_back(ComponentType::FLAG, playerColor);
  275. MetaString text;
  276. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  277. if(optDaysWithoutCastle)
  278. {
  279. auto daysWithoutCastle = optDaysWithoutCastle.value();
  280. if (daysWithoutCastle < 6)
  281. {
  282. 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.
  283. text.replaceName(playerColor);
  284. text.replaceNumber(7 - daysWithoutCastle);
  285. }
  286. else if (daysWithoutCastle == 6)
  287. {
  288. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  289. text.replaceName(playerColor);
  290. }
  291. showInfoDialogAndWait(components, text);
  292. }
  293. else
  294. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  295. }
  296. cb->selectionMade(0, queryID);
  297. movementController->onPlayerTurnStarted();
  298. }
  299. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  300. {
  301. EVENT_HANDLER_CALLED_BY_CLIENT;
  302. waitWhileDialog();
  303. if(LOCPLINT != this)
  304. return;
  305. //FIXME: read once and store
  306. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  307. return;
  308. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  309. if (!hero)
  310. return;
  311. movementController->onTryMoveHero(hero, details);
  312. }
  313. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  314. {
  315. EVENT_HANDLER_CALLED_BY_CLIENT;
  316. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  317. // if hero is not in town garrison
  318. if (vstd::contains(localState->getWanderingHeroes(), hero))
  319. localState->removeWanderingHero(hero);
  320. adventureInt->onHeroChanged(hero);
  321. localState->erasePath(hero);
  322. }
  323. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  324. {
  325. EVENT_HANDLER_CALLED_BY_CLIENT;
  326. if(start && visitedObj)
  327. {
  328. if(visitedObj->getVisitSound())
  329. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  330. }
  331. }
  332. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  333. {
  334. EVENT_HANDLER_CALLED_BY_CLIENT;
  335. localState->addWanderingHero(hero);
  336. adventureInt->onHeroChanged(hero);
  337. }
  338. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  339. {
  340. if(castleInt)
  341. castleInt->close();
  342. castleInt = nullptr;
  343. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  344. GH.windows().pushWindow(newCastleInt);
  345. }
  346. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  347. {
  348. EVENT_HANDLER_CALLED_BY_CLIENT;
  349. if (which == PrimarySkill::EXPERIENCE)
  350. {
  351. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  352. ctw->updateExpToLevel();
  353. }
  354. else
  355. adventureInt->onHeroChanged(hero);
  356. }
  357. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  358. {
  359. EVENT_HANDLER_CALLED_BY_CLIENT;
  360. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  361. cuw->redraw();
  362. }
  363. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. adventureInt->onHeroChanged(hero);
  367. if (makingTurn && hero->tempOwner == playerID)
  368. adventureInt->onHeroChanged(hero);
  369. }
  370. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  371. {
  372. EVENT_HANDLER_CALLED_BY_CLIENT;
  373. if (makingTurn && hero->tempOwner == playerID)
  374. adventureInt->onHeroChanged(hero);
  375. }
  376. void CPlayerInterface::receivedResource()
  377. {
  378. EVENT_HANDLER_CALLED_BY_CLIENT;
  379. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  380. mw->resourceChanged();
  381. GH.windows().totalRedraw();
  382. }
  383. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  384. {
  385. EVENT_HANDLER_CALLED_BY_CLIENT;
  386. waitWhileDialog();
  387. CCS->soundh->playSound(soundBase::heroNewLevel);
  388. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  389. {
  390. cb->selectionMade(selection, queryID);
  391. });
  392. }
  393. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  394. {
  395. EVENT_HANDLER_CALLED_BY_CLIENT;
  396. waitWhileDialog();
  397. CCS->soundh->playSound(soundBase::heroNewLevel);
  398. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  399. {
  400. cb->selectionMade(selection, queryID);
  401. });
  402. }
  403. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  404. {
  405. EVENT_HANDLER_CALLED_BY_CLIENT;
  406. if(town->garrisonHero) //wandering hero moved to the garrison
  407. {
  408. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  409. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  410. localState->removeWanderingHero(town->garrisonHero);
  411. }
  412. if(town->visitingHero) //hero leaves garrison
  413. {
  414. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  415. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  416. localState->addWanderingHero(town->visitingHero);
  417. }
  418. adventureInt->onHeroChanged(nullptr);
  419. adventureInt->onTownChanged(town);
  420. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  421. if (cgh->holdsGarrison(town))
  422. cgh->updateGarrisons();
  423. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  424. ki->townChanged(town);
  425. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  426. GH.windows().totalRedraw();
  427. }
  428. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  429. {
  430. EVENT_HANDLER_CALLED_BY_CLIENT;
  431. if (hero->tempOwner != playerID )
  432. return;
  433. waitWhileDialog();
  434. openTownWindow(town);
  435. }
  436. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  437. {
  438. std::vector<const CArmedInstance *> instances;
  439. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  440. instances.push_back(obj);
  441. if(id2 != ObjectInstanceID() && id2 != id1)
  442. {
  443. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  444. instances.push_back(obj);
  445. }
  446. garrisonsChanged(instances);
  447. }
  448. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  449. {
  450. for (auto object : objs)
  451. {
  452. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  453. auto * town = dynamic_cast<const CGTownInstance*>(object);
  454. if (town)
  455. adventureInt->onTownChanged(town);
  456. if (hero)
  457. {
  458. adventureInt->onHeroChanged(hero);
  459. if(hero->inTownGarrison && hero->visitedTown != town)
  460. adventureInt->onTownChanged(hero->visitedTown);
  461. }
  462. }
  463. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  464. if (cgh->holdsGarrisons(objs))
  465. cgh->updateGarrisons();
  466. GH.windows().totalRedraw();
  467. }
  468. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  469. {
  470. EVENT_HANDLER_CALLED_BY_CLIENT;
  471. adventureInt->onTownChanged(town);
  472. if (castleInt)
  473. {
  474. castleInt->townlist->updateElement(town);
  475. if (castleInt->town == town)
  476. {
  477. switch(what)
  478. {
  479. case 1:
  480. CCS->soundh->playSound(soundBase::newBuilding);
  481. castleInt->addBuilding(buildingID);
  482. break;
  483. case 2:
  484. castleInt->removeBuilding(buildingID);
  485. break;
  486. }
  487. }
  488. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  489. GH.windows().totalRedraw();
  490. }
  491. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  492. cgh->buildChanged();
  493. }
  494. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  495. {
  496. movementController->onBattleStarted();
  497. //Don't wait for dialogs when we are non-active hot-seat player
  498. if (LOCPLINT == this)
  499. waitForAllDialogs();
  500. }
  501. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  502. {
  503. EVENT_HANDLER_CALLED_BY_CLIENT;
  504. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  505. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  506. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  507. {
  508. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  509. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  510. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  511. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  512. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  513. isAutoFightOn = true;
  514. cb->registerBattleInterface(autofightingAI);
  515. }
  516. //Don't wait for dialogs when we are non-active hot-seat player
  517. if (LOCPLINT == this)
  518. waitForAllDialogs();
  519. BATTLE_EVENT_POSSIBLE_RETURN;
  520. }
  521. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  522. {
  523. EVENT_HANDLER_CALLED_BY_CLIENT;
  524. BATTLE_EVENT_POSSIBLE_RETURN;
  525. for(auto & info : units)
  526. {
  527. switch(info.operation)
  528. {
  529. case UnitChanges::EOperation::RESET_STATE:
  530. {
  531. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  532. if(!stack)
  533. {
  534. logGlobal->error("Invalid unit ID %d", info.id);
  535. continue;
  536. }
  537. battleInt->stackReset(stack);
  538. }
  539. break;
  540. case UnitChanges::EOperation::REMOVE:
  541. battleInt->stackRemoved(info.id);
  542. break;
  543. case UnitChanges::EOperation::ADD:
  544. {
  545. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  546. if(!unit)
  547. {
  548. logGlobal->error("Invalid unit ID %d", info.id);
  549. continue;
  550. }
  551. battleInt->stackAdded(unit);
  552. }
  553. break;
  554. default:
  555. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  556. break;
  557. }
  558. }
  559. }
  560. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  561. {
  562. EVENT_HANDLER_CALLED_BY_CLIENT;
  563. BATTLE_EVENT_POSSIBLE_RETURN;
  564. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  565. std::vector<ObstacleChanges> removedObstacles;
  566. for(auto & change : obstacles)
  567. {
  568. if(change.operation == BattleChanges::EOperation::ADD)
  569. {
  570. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  571. if(instance)
  572. newObstacles.push_back(instance);
  573. else
  574. logNetwork->error("Invalid obstacle instance %d", change.id);
  575. }
  576. if(change.operation == BattleChanges::EOperation::REMOVE)
  577. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  578. }
  579. if (!newObstacles.empty())
  580. battleInt->obstaclePlaced(newObstacles);
  581. if (!removedObstacles.empty())
  582. battleInt->obstacleRemoved(removedObstacles);
  583. battleInt->fieldController->redrawBackgroundWithHexes();
  584. }
  585. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  586. {
  587. EVENT_HANDLER_CALLED_BY_CLIENT;
  588. BATTLE_EVENT_POSSIBLE_RETURN;
  589. battleInt->stackIsCatapulting(ca);
  590. }
  591. 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
  592. {
  593. EVENT_HANDLER_CALLED_BY_CLIENT;
  594. BATTLE_EVENT_POSSIBLE_RETURN;
  595. battleInt->newRound();
  596. }
  597. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. BATTLE_EVENT_POSSIBLE_RETURN;
  601. battleInt->startAction(action);
  602. }
  603. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  604. {
  605. EVENT_HANDLER_CALLED_BY_CLIENT;
  606. BATTLE_EVENT_POSSIBLE_RETURN;
  607. battleInt->endAction(action);
  608. }
  609. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  610. {
  611. EVENT_HANDLER_CALLED_BY_CLIENT;
  612. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  613. assert(!cb->getBattle(battleID)->battleIsFinished());
  614. if (cb->getBattle(battleID)->battleIsFinished())
  615. {
  616. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  617. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  618. return ;
  619. }
  620. if (autofightingAI)
  621. {
  622. if (isAutoFightOn)
  623. {
  624. //FIXME: we want client rendering to proceed while AI is making actions
  625. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  626. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  627. autofightingAI->activeStack(battleID, stack);
  628. return;
  629. }
  630. cb->unregisterBattleInterface(autofightingAI);
  631. autofightingAI.reset();
  632. }
  633. assert(battleInt);
  634. if(!battleInt)
  635. {
  636. // probably battle is finished already
  637. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  638. }
  639. battleInt->stackActivated(stack);
  640. }
  641. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  642. {
  643. EVENT_HANDLER_CALLED_BY_CLIENT;
  644. if(isAutoFightOn || autofightingAI)
  645. {
  646. isAutoFightOn = false;
  647. cb->unregisterBattleInterface(autofightingAI);
  648. autofightingAI.reset();
  649. if(!battleInt)
  650. {
  651. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  652. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  653. if (allowManualReplay || isAutoFightEndBattle)
  654. {
  655. wnd->resultCallback = [=](ui32 selection)
  656. {
  657. cb->selectionMade(selection, queryID);
  658. };
  659. }
  660. isAutoFightEndBattle = false;
  661. GH.windows().pushWindow(wnd);
  662. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  663. // Otherwise NewTurn causes freeze.
  664. waitWhileDialog();
  665. return;
  666. }
  667. }
  668. BATTLE_EVENT_POSSIBLE_RETURN;
  669. battleInt->battleFinished(*br, queryID);
  670. }
  671. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  672. {
  673. EVENT_HANDLER_CALLED_BY_CLIENT;
  674. BATTLE_EVENT_POSSIBLE_RETURN;
  675. battleInt->displayBattleLog(lines);
  676. }
  677. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  678. {
  679. EVENT_HANDLER_CALLED_BY_CLIENT;
  680. BATTLE_EVENT_POSSIBLE_RETURN;
  681. battleInt->stackMoved(stack, dest, distance, teleport);
  682. }
  683. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. BATTLE_EVENT_POSSIBLE_RETURN;
  687. battleInt->spellCast(sc);
  688. }
  689. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. battleInt->battleStacksEffectsSet(sse);
  694. }
  695. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  696. {
  697. EVENT_HANDLER_CALLED_BY_CLIENT;
  698. BATTLE_EVENT_POSSIBLE_RETURN;
  699. battleInt->effectsController->battleTriggerEffect(bte);
  700. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  701. {
  702. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  703. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  704. }
  705. }
  706. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  707. {
  708. EVENT_HANDLER_CALLED_BY_CLIENT;
  709. BATTLE_EVENT_POSSIBLE_RETURN;
  710. std::vector<StackAttackedInfo> arg;
  711. for(auto & elem : bsa)
  712. {
  713. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  714. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  715. assert(defender);
  716. StackAttackedInfo info;
  717. info.defender = defender;
  718. info.attacker = attacker;
  719. info.damageDealt = elem.damageAmount;
  720. info.amountKilled = elem.killedAmount;
  721. info.spellEffect = SpellID::NONE;
  722. info.indirectAttack = ranged;
  723. info.killed = elem.killed();
  724. info.rebirth = elem.willRebirth();
  725. info.cloneKilled = elem.cloneKilled();
  726. info.fireShield = elem.fireShield();
  727. if (elem.isSpell())
  728. info.spellEffect = elem.spellID;
  729. arg.push_back(info);
  730. }
  731. battleInt->stacksAreAttacked(arg);
  732. }
  733. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  734. {
  735. EVENT_HANDLER_CALLED_BY_CLIENT;
  736. BATTLE_EVENT_POSSIBLE_RETURN;
  737. StackAttackInfo info;
  738. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  739. info.defender = nullptr;
  740. info.indirectAttack = ba->shot();
  741. info.lucky = ba->lucky();
  742. info.unlucky = ba->unlucky();
  743. info.deathBlow = ba->deathBlow();
  744. info.lifeDrain = ba->lifeDrain();
  745. info.tile = ba->tile;
  746. info.spellEffect = SpellID::NONE;
  747. if (ba->spellLike())
  748. info.spellEffect = ba->spellID;
  749. for(auto & elem : ba->bsa)
  750. {
  751. if(!elem.isSecondary())
  752. {
  753. assert(info.defender == nullptr);
  754. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  755. }
  756. else
  757. {
  758. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  759. }
  760. }
  761. assert(info.defender != nullptr);
  762. assert(info.attacker != nullptr);
  763. battleInt->stackAttacking(info);
  764. }
  765. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. battleInt->gateStateChanged(state);
  770. }
  771. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  772. {
  773. EVENT_HANDLER_CALLED_BY_CLIENT;
  774. }
  775. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  779. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  780. if(autoTryHover || type == EInfoWindowMode::INFO)
  781. {
  782. waitWhileDialog(); //Fix for mantis #98
  783. adventureInt->showInfoBoxMessage(components, text, timer);
  784. // 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
  785. movementController->requestMovementAbort();
  786. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  787. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  788. return;
  789. }
  790. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  791. {
  792. return;
  793. }
  794. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  795. do
  796. {
  797. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  798. std::vector<std::shared_ptr<CComponent>> intComps;
  799. for (auto & component : sender)
  800. intComps.push_back(std::make_shared<CComponent>(component));
  801. showInfoDialog(text,intComps,soundID);
  802. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  803. }
  804. while(!vect.empty());
  805. }
  806. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  807. {
  808. std::vector<std::shared_ptr<CComponent>> intComps;
  809. intComps.push_back(component);
  810. showInfoDialog(text, intComps, soundBase::sound_todo);
  811. }
  812. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  813. {
  814. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  815. waitWhileDialog();
  816. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  817. {
  818. return;
  819. }
  820. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  821. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  822. {
  823. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  824. showingDialog->set(true);
  825. movementController->requestMovementAbort(); // interrupt movement to show dialog
  826. GH.windows().pushWindow(temp);
  827. }
  828. else
  829. {
  830. dialogs.push_back(temp);
  831. }
  832. }
  833. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  834. {
  835. EVENT_HANDLER_CALLED_BY_CLIENT;
  836. std::string str = text.toString();
  837. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  838. waitWhileDialog();
  839. }
  840. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  841. {
  842. movementController->requestMovementAbort();
  843. LOCPLINT->showingDialog->setn(true);
  844. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  845. }
  846. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  847. {
  848. EVENT_HANDLER_CALLED_BY_CLIENT;
  849. waitWhileDialog();
  850. movementController->requestMovementAbort();
  851. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  852. if (!selection && cancel) //simple yes/no dialog
  853. {
  854. std::vector<std::shared_ptr<CComponent>> intComps;
  855. for (auto & component : components)
  856. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  857. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  858. }
  859. else if (selection)
  860. {
  861. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  862. for (auto & component : components)
  863. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  864. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  865. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  866. if (cancel)
  867. {
  868. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  869. }
  870. int charperline = 35;
  871. if (pom.size() > 1)
  872. charperline = 50;
  873. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  874. intComps[0]->clickPressed(GH.getCursorPosition());
  875. intComps[0]->clickReleased(GH.getCursorPosition());
  876. }
  877. }
  878. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  879. {
  880. EVENT_HANDLER_CALLED_BY_CLIENT;
  881. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  882. }
  883. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  884. {
  885. EVENT_HANDLER_CALLED_BY_CLIENT;
  886. std::vector<ObjectInstanceID> tmpObjects;
  887. if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
  888. {
  889. // sorting towns (like in client)
  890. std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
  891. for(auto town : Towns)
  892. for(auto item : objects)
  893. if(town == cb->getObj(item))
  894. tmpObjects.push_back(item);
  895. }
  896. else // other object list than town
  897. tmpObjects = objects;
  898. auto selectCallback = [=](int selection)
  899. {
  900. cb->sendQueryReply(selection, askID);
  901. };
  902. auto cancelCallback = [=]()
  903. {
  904. cb->sendQueryReply(std::nullopt, askID);
  905. };
  906. const std::string localTitle = title.toString();
  907. const std::string localDescription = description.toString();
  908. std::vector<int> tempList;
  909. tempList.reserve(tmpObjects.size());
  910. for(auto item : tmpObjects)
  911. tempList.push_back(item.getNum());
  912. CComponent localIconC(icon);
  913. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  914. localIconC.removeChild(localIcon.get(), false);
  915. std::vector<std::shared_ptr<IImage>> images;
  916. for(auto & obj : tmpObjects)
  917. {
  918. if(!settings["general"]["enableUiEnhancements"].Bool())
  919. break;
  920. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  921. if(t)
  922. {
  923. std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
  924. a->preload();
  925. images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
  926. }
  927. }
  928. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  929. wnd->onExit = cancelCallback;
  930. wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
  931. wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
  932. GH.windows().pushWindow(wnd);
  933. }
  934. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  935. {
  936. EVENT_HANDLER_CALLED_BY_CLIENT;
  937. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  938. adventureInt->onMapTilesChanged(pos);
  939. }
  940. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  941. {
  942. EVENT_HANDLER_CALLED_BY_CLIENT;
  943. adventureInt->onMapTilesChanged(pos);
  944. }
  945. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  946. {
  947. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  948. }
  949. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  953. {
  954. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  955. fortScreen->creaturesChangedEventHandler();
  956. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  957. if(castleInterface->town == town)
  958. castleInterface->creaturesChangedEventHandler();
  959. if (townObj)
  960. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  961. ki->townChanged(townObj);
  962. }
  963. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  964. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  965. {
  966. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  967. if (crw->dwelling == town)
  968. crw->availableCreaturesChanged();
  969. }
  970. }
  971. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  972. {
  973. EVENT_HANDLER_CALLED_BY_CLIENT;
  974. if (bonus.type == BonusType::NONE)
  975. return;
  976. adventureInt->onHeroChanged(hero);
  977. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  978. {
  979. //recalculate paths because hero has lost bonus influencing pathfinding
  980. localState->erasePath(hero);
  981. }
  982. }
  983. void CPlayerInterface::saveGame( BinarySerializer & h )
  984. {
  985. EVENT_HANDLER_CALLED_BY_CLIENT;
  986. localState->serialize(h);
  987. }
  988. void CPlayerInterface::loadGame( BinaryDeserializer & h )
  989. {
  990. EVENT_HANDLER_CALLED_BY_CLIENT;
  991. localState->serialize(h);
  992. firstCall = -1;
  993. }
  994. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  995. {
  996. assert(LOCPLINT->makingTurn);
  997. assert(h);
  998. assert(!showingDialog->get());
  999. assert(dialogs.empty());
  1000. LOG_TRACE(logGlobal);
  1001. if (!LOCPLINT->makingTurn)
  1002. return;
  1003. if (!h)
  1004. return; //can't find hero
  1005. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1006. if (showingDialog->get() || !dialogs.empty())
  1007. return;
  1008. if (localState->isHeroSleeping(h))
  1009. localState->setHeroAwaken(h);
  1010. movementController->requestMovementStart(h, path);
  1011. }
  1012. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1013. {
  1014. EVENT_HANDLER_CALLED_BY_CLIENT;
  1015. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1016. if (movementController->isHeroMovingThroughGarrison(down, up))
  1017. {
  1018. onEnd();
  1019. return;
  1020. }
  1021. waitForAllDialogs();
  1022. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1023. cgw->quit->addCallback(onEnd);
  1024. GH.windows().pushWindow(cgw);
  1025. }
  1026. /**
  1027. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1028. * into a combinational one on an artifact screen. Does not require the combination of
  1029. * artifacts to be legal.
  1030. */
  1031. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1032. {
  1033. std::string text = artifact->getDescriptionTranslated();
  1034. text += "\n\n";
  1035. std::vector<std::shared_ptr<CComponent>> scs;
  1036. if(assembledArtifact)
  1037. {
  1038. // You possess all of the components to...
  1039. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1040. // Picture of assembled artifact at bottom.
  1041. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1042. scs.push_back(sc);
  1043. }
  1044. else
  1045. {
  1046. // Do you wish to disassemble this artifact?
  1047. text += CGI->generaltexth->allTexts[733];
  1048. }
  1049. showYesNoDialog(text, onYes, nullptr, scs);
  1050. }
  1051. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1052. {
  1053. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1054. movementController->onMoveHeroApplied();
  1055. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1056. movementController->onQueryReplyApplied();
  1057. }
  1058. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1059. {
  1060. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1061. }
  1062. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1066. }
  1067. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1068. {
  1069. if (sop->what == ObjProperty::OWNER)
  1070. {
  1071. const CGObjectInstance * obj = cb->getObj(sop->id);
  1072. if(obj->ID == Obj::TOWN)
  1073. {
  1074. auto town = static_cast<const CGTownInstance *>(obj);
  1075. if(obj->tempOwner == playerID)
  1076. {
  1077. localState->removeOwnedTown(town);
  1078. adventureInt->onTownChanged(town);
  1079. }
  1080. }
  1081. }
  1082. }
  1083. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1084. {
  1085. EVENT_HANDLER_CALLED_BY_CLIENT;
  1086. if (sop->what == ObjProperty::OWNER)
  1087. {
  1088. const CGObjectInstance * obj = cb->getObj(sop->id);
  1089. if(obj->ID == Obj::TOWN)
  1090. {
  1091. auto town = static_cast<const CGTownInstance *>(obj);
  1092. if(obj->tempOwner == playerID)
  1093. {
  1094. localState->addOwnedTown(town);
  1095. adventureInt->onTownChanged(town);
  1096. }
  1097. }
  1098. //redraw minimap if owner changed
  1099. std::set<int3> pos = obj->getBlockedPos();
  1100. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1101. adventureInt->onMapTilesChanged(upos);
  1102. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1103. }
  1104. }
  1105. void CPlayerInterface::initializeHeroTownList()
  1106. {
  1107. if(localState->getWanderingHeroes().empty())
  1108. {
  1109. for(auto & hero : cb->getHeroesInfo())
  1110. {
  1111. if(!hero->inTownGarrison)
  1112. localState->addWanderingHero(hero);
  1113. }
  1114. }
  1115. if(localState->getOwnedTowns().empty())
  1116. {
  1117. for(auto & town : cb->getTownsInfo())
  1118. localState->addOwnedTown(town);
  1119. }
  1120. if(adventureInt)
  1121. adventureInt->onHeroChanged(nullptr);
  1122. }
  1123. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1124. {
  1125. EVENT_HANDLER_CALLED_BY_CLIENT;
  1126. waitWhileDialog();
  1127. auto recruitCb = [=](CreatureID id, int count)
  1128. {
  1129. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1130. };
  1131. auto closeCb = [=]()
  1132. {
  1133. cb->selectionMade(0, queryID);
  1134. };
  1135. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1136. }
  1137. void CPlayerInterface::waitWhileDialog()
  1138. {
  1139. if (GH.amIGuiThread())
  1140. {
  1141. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1142. return;
  1143. }
  1144. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1145. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1146. while(showingDialog->data)
  1147. showingDialog->cond.wait(un);
  1148. }
  1149. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1150. {
  1151. EVENT_HANDLER_CALLED_BY_CLIENT;
  1152. auto state = obj->shipyardStatus();
  1153. TResources cost;
  1154. obj->getBoatCost(cost);
  1155. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1156. }
  1157. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1158. {
  1159. EVENT_HANDLER_CALLED_BY_CLIENT;
  1160. //we might have built a boat in shipyard in opened town screen
  1161. if (obj->ID == Obj::BOAT
  1162. && LOCPLINT->castleInt
  1163. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1164. {
  1165. CCS->soundh->playSound(soundBase::newBuilding);
  1166. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1167. }
  1168. }
  1169. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1170. {
  1171. EVENT_HANDLER_CALLED_BY_CLIENT;
  1172. waitWhileDialog();
  1173. CCS->curh->hide();
  1174. adventureInt->centerOnTile(pos);
  1175. if (focusTime)
  1176. {
  1177. GH.windows().totalRedraw();
  1178. {
  1179. IgnoreEvents ignore(*this);
  1180. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1181. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1182. }
  1183. }
  1184. CCS->curh->show();
  1185. }
  1186. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1187. {
  1188. EVENT_HANDLER_CALLED_BY_CLIENT;
  1189. if(playerID == initiator && obj->getRemovalSound())
  1190. {
  1191. waitWhileDialog();
  1192. CCS->soundh->playSound(obj->getRemovalSound().value());
  1193. }
  1194. CGI->mh->waitForOngoingAnimations();
  1195. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1196. {
  1197. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1198. heroKilled(h);
  1199. }
  1200. GH.fakeMouseMove();
  1201. }
  1202. void CPlayerInterface::objectRemovedAfter()
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. adventureInt->onMapTilesChanged(boost::none);
  1206. // visiting or garrisoned hero removed - update window
  1207. if (castleInt)
  1208. castleInt->updateGarrisons();
  1209. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1210. ki->heroRemoved();
  1211. }
  1212. void CPlayerInterface::playerBlocked(int reason, bool start)
  1213. {
  1214. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1215. {
  1216. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1217. {
  1218. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1219. LOCPLINT = this;
  1220. GH.curInt = this;
  1221. adventureInt->onCurrentPlayerChanged(playerID);
  1222. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1223. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1224. std::vector<std::shared_ptr<CComponent>> cmp;
  1225. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1226. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1227. showInfoDialog(msg, cmp);
  1228. makingTurn = false;
  1229. }
  1230. }
  1231. }
  1232. void CPlayerInterface::update()
  1233. {
  1234. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1235. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1236. // While mutexes were locked away we may be have stopped being the active interface
  1237. if (LOCPLINT != this)
  1238. return;
  1239. //if there are any waiting dialogs, show them
  1240. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1241. {
  1242. showingDialog->set(true);
  1243. GH.windows().pushWindow(dialogs.front());
  1244. dialogs.pop_front();
  1245. }
  1246. assert(adventureInt);
  1247. // Handles mouse and key input
  1248. GH.handleEvents();
  1249. GH.windows().simpleRedraw();
  1250. }
  1251. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1252. {
  1253. using namespace boost::filesystem;
  1254. using namespace boost::algorithm;
  1255. path gamesDir = VCMIDirs::get().userSavePath();
  1256. std::map<std::time_t, int> dates; //save number => datestamp
  1257. const directory_iterator enddir;
  1258. if (!exists(gamesDir))
  1259. create_directory(gamesDir);
  1260. else
  1261. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1262. {
  1263. if (is_regular_file(dir->status()))
  1264. {
  1265. std::string name = dir->path().filename().string();
  1266. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1267. {
  1268. char nr = name[namePrefix.size()];
  1269. if (std::isdigit(nr))
  1270. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1271. }
  1272. }
  1273. }
  1274. if (!dates.empty())
  1275. return (--dates.end())->second; //return latest file number
  1276. return 0;
  1277. }
  1278. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1279. {
  1280. EVENT_HANDLER_CALLED_BY_CLIENT;
  1281. if (player == playerID)
  1282. {
  1283. if (victoryLossCheckResult.loss())
  1284. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1285. assert(GH.curInt == LOCPLINT);
  1286. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1287. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1288. GH.curInt = this; //waiting for dialogs requires this to get events
  1289. if(!makingTurn)
  1290. {
  1291. makingTurn = true; //also needed for dialog to show with current implementation
  1292. waitForAllDialogs();
  1293. makingTurn = false;
  1294. }
  1295. else
  1296. waitForAllDialogs();
  1297. GH.curInt = previousInterface;
  1298. LOCPLINT = previousInterface;
  1299. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1300. {
  1301. if(adventureInt)
  1302. {
  1303. GH.windows().popWindows(GH.windows().count());
  1304. adventureInt.reset();
  1305. }
  1306. }
  1307. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1308. {
  1309. // end game if current human player has won
  1310. CSH->sendClientDisconnecting();
  1311. requestReturningToMainMenu(true);
  1312. }
  1313. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1314. {
  1315. //all human players eliminated
  1316. CSH->sendClientDisconnecting();
  1317. requestReturningToMainMenu(false);
  1318. }
  1319. if (GH.curInt == this)
  1320. GH.curInt = nullptr;
  1321. }
  1322. }
  1323. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1324. {
  1325. EVENT_HANDLER_CALLED_BY_CLIENT;
  1326. }
  1327. void CPlayerInterface::showPuzzleMap()
  1328. {
  1329. EVENT_HANDLER_CALLED_BY_CLIENT;
  1330. waitWhileDialog();
  1331. //TODO: interface should not know the real position of Grail...
  1332. double ratio = 0;
  1333. int3 grailPos = cb->getGrailPos(&ratio);
  1334. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1335. }
  1336. void CPlayerInterface::viewWorldMap()
  1337. {
  1338. adventureInt->openWorldView();
  1339. }
  1340. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1341. {
  1342. EVENT_HANDLER_CALLED_BY_CLIENT;
  1343. if(GH.windows().topWindow<CSpellWindow>())
  1344. GH.windows().popWindows(1);
  1345. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1346. localState->erasePath(caster);
  1347. auto castSoundPath = spellID.toSpell()->getCastSound();
  1348. if(!castSoundPath.empty())
  1349. CCS->soundh->playSound(castSoundPath);
  1350. }
  1351. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1352. {
  1353. int msgToShow = -1;
  1354. const auto diggingStatus = h->diggingStatus();
  1355. switch(diggingStatus)
  1356. {
  1357. case EDiggingStatus::CAN_DIG:
  1358. break;
  1359. case EDiggingStatus::LACK_OF_MOVEMENT:
  1360. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1361. break;
  1362. case EDiggingStatus::TILE_OCCUPIED:
  1363. msgToShow = 97; //Try searching on clear ground.
  1364. break;
  1365. case EDiggingStatus::WRONG_TERRAIN:
  1366. msgToShow = 60; ////Try looking on land!
  1367. break;
  1368. case EDiggingStatus::BACKPACK_IS_FULL:
  1369. msgToShow = 247; //Searching for the Grail is fruitless...
  1370. break;
  1371. default:
  1372. assert(0);
  1373. }
  1374. if(msgToShow < 0)
  1375. cb->dig(h);
  1376. else
  1377. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1378. }
  1379. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1380. {
  1381. EVENT_HANDLER_CALLED_BY_CLIENT;
  1382. BATTLE_EVENT_POSSIBLE_RETURN;
  1383. battleInt->newRoundFirst();
  1384. }
  1385. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. auto onWindowClosed = [this, queryID](){
  1389. cb->selectionMade(0, queryID);
  1390. };
  1391. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1392. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1393. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1394. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1395. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1396. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1397. else if(!market->availableModes().empty())
  1398. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1399. }
  1400. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1401. {
  1402. EVENT_HANDLER_CALLED_BY_CLIENT;
  1403. auto onWindowClosed = [this, queryID](){
  1404. cb->selectionMade(0, queryID);
  1405. };
  1406. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1407. }
  1408. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1409. {
  1410. EVENT_HANDLER_CALLED_BY_CLIENT;
  1411. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1412. }
  1413. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1414. {
  1415. EVENT_HANDLER_CALLED_BY_CLIENT;
  1416. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1417. cmw->artifactsChanged(false);
  1418. }
  1419. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1420. {
  1421. EVENT_HANDLER_CALLED_BY_CLIENT;
  1422. auto onWindowClosed = [this, queryID](){
  1423. if (queryID != QueryID::NONE)
  1424. cb->selectionMade(0, queryID);
  1425. };
  1426. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1427. }
  1428. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1429. {
  1430. EVENT_HANDLER_CALLED_BY_CLIENT;
  1431. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1432. }
  1433. void CPlayerInterface::showQuestLog()
  1434. {
  1435. EVENT_HANDLER_CALLED_BY_CLIENT;
  1436. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1437. }
  1438. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1439. {
  1440. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1441. {
  1442. MetaString txt;
  1443. obj->getProblemText(txt);
  1444. showInfoDialog(txt.toString());
  1445. }
  1446. else
  1447. showShipyardDialog(obj);
  1448. }
  1449. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1450. {
  1451. HighScoreParameter param;
  1452. param.difficulty = cb->getStartInfo()->difficulty;
  1453. param.day = cb->getDate();
  1454. param.townAmount = cb->howManyTowns();
  1455. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1456. param.hasGrail = false;
  1457. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1458. if(h->hasArt(ArtifactID::GRAIL))
  1459. param.hasGrail = true;
  1460. for(const CGTownInstance * t : cb->getTownsInfo())
  1461. if(t->builtBuildings.count(BuildingID::GRAIL))
  1462. param.hasGrail = true;
  1463. param.allDefeated = true;
  1464. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1465. {
  1466. auto ps = cb->getPlayerState(player, false);
  1467. if(ps && player != *cb->getPlayerID())
  1468. if(!ps->checkVanquished())
  1469. param.allDefeated = false;
  1470. }
  1471. param.scenarioName = cb->getMapHeader()->name.toString();
  1472. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1473. HighScoreCalculation highScoreCalc;
  1474. highScoreCalc.parameters.push_back(param);
  1475. highScoreCalc.isCampaign = false;
  1476. if(won && cb->getStartInfo()->campState)
  1477. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1478. else
  1479. {
  1480. GH.dispatchMainThread(
  1481. [won, highScoreCalc]()
  1482. {
  1483. CSH->endGameplay();
  1484. GH.defActionsDef = 63;
  1485. CMM->menu->switchToTab("main");
  1486. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1487. }
  1488. );
  1489. }
  1490. }
  1491. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1492. {
  1493. if(auto hero = cb->getHero(al.artHolder))
  1494. {
  1495. auto art = hero->getArt(al.slot);
  1496. if(art == nullptr)
  1497. {
  1498. logGlobal->error("artifact location %d points to nothing",
  1499. al.slot.num);
  1500. return;
  1501. }
  1502. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1503. }
  1504. }
  1505. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1506. {
  1507. EVENT_HANDLER_CALLED_BY_CLIENT;
  1508. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1509. }
  1510. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1511. {
  1512. EVENT_HANDLER_CALLED_BY_CLIENT;
  1513. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1514. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1515. artWin->artifactRemoved(al);
  1516. waitWhileDialog();
  1517. }
  1518. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1519. {
  1520. EVENT_HANDLER_CALLED_BY_CLIENT;
  1521. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1522. bool redraw = true;
  1523. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1524. if(numOfMovedArts != 0)
  1525. {
  1526. numOfMovedArts--;
  1527. if(numOfMovedArts != 0)
  1528. redraw = false;
  1529. }
  1530. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1531. artWin->artifactMoved(src, dst, redraw);
  1532. waitWhileDialog();
  1533. }
  1534. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1535. {
  1536. numOfMovedArts = numOfArts;
  1537. }
  1538. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1539. {
  1540. EVENT_HANDLER_CALLED_BY_CLIENT;
  1541. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1542. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1543. artWin->artifactAssembled(al);
  1544. }
  1545. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1546. {
  1547. EVENT_HANDLER_CALLED_BY_CLIENT;
  1548. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1549. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1550. artWin->artifactDisassembled(al);
  1551. }
  1552. void CPlayerInterface::waitForAllDialogs()
  1553. {
  1554. while(!dialogs.empty())
  1555. {
  1556. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1557. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1558. }
  1559. waitWhileDialog();
  1560. }
  1561. void CPlayerInterface::proposeLoadingGame()
  1562. {
  1563. showYesNoDialog(
  1564. CGI->generaltexth->allTexts[68],
  1565. []()
  1566. {
  1567. CSH->endGameplay();
  1568. GH.defActionsDef = 63;
  1569. CMM->menu->switchToTab("load");
  1570. },
  1571. nullptr
  1572. );
  1573. }
  1574. bool CPlayerInterface::capturedAllEvents()
  1575. {
  1576. if(movementController->isHeroMoving())
  1577. {
  1578. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1579. return true;
  1580. }
  1581. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1582. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1583. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1584. {
  1585. GH.input().ignoreEventsUntilInput();
  1586. return true;
  1587. }
  1588. return false;
  1589. }
  1590. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1591. {
  1592. EVENT_HANDLER_CALLED_BY_CLIENT;
  1593. adventureInt->openWorldView(objectPositions, showTerrain );
  1594. }
  1595. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1596. {
  1597. return std::nullopt;
  1598. }