CPlayerInterface.cpp 53 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CPlayerInterface.h"
  12. #include <vcmi/Artifact.h>
  13. #include "CGameInfo.h"
  14. #include "CMT.h"
  15. #include "CMusicHandler.h"
  16. #include "CServerHandler.h"
  17. #include "HeroMovementController.h"
  18. #include "PlayerLocalState.h"
  19. #include "adventureMap/AdventureMapInterface.h"
  20. #include "adventureMap/CInGameConsole.h"
  21. #include "adventureMap/CList.h"
  22. #include "battle/BattleEffectsController.h"
  23. #include "battle/BattleFieldController.h"
  24. #include "battle/BattleInterface.h"
  25. #include "battle/BattleInterfaceClasses.h"
  26. #include "battle/BattleWindow.h"
  27. #include "eventsSDL/InputHandler.h"
  28. #include "eventsSDL/NotificationHandler.h"
  29. #include "gui/CGuiHandler.h"
  30. #include "gui/CursorHandler.h"
  31. #include "gui/WindowHandler.h"
  32. #include "mainmenu/CMainMenu.h"
  33. #include "mainmenu/CHighScoreScreen.h"
  34. #include "mapView/mapHandler.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/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/CGMarket.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/networkPacks/PacksForClient.h"
  81. #include "../lib/networkPacks/PacksForClientBattle.h"
  82. #include "../lib/networkPacks/PacksForServer.h"
  83. #include "../lib/pathfinder/CGPathNode.h"
  84. #include "../lib/serializer/BinaryDeserializer.h"
  85. #include "../lib/serializer/BinarySerializer.h"
  86. #include "../lib/serializer/CTypeList.h"
  87. #include "../lib/spells/CSpellHandler.h"
  88. // The macro below is used to mark functions that are called by client when game state changes.
  89. // They all assume that interface mutex is locked.
  90. #define EVENT_HANDLER_CALLED_BY_CLIENT
  91. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  92. CPlayerInterface * LOCPLINT;
  93. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  94. struct HeroObjectRetriever
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  106. localState(std::make_unique<PlayerLocalState>(*this)),
  107. movementController(std::make_unique<HeroMovementController>())
  108. {
  109. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  110. GH.defActionsDef = 0;
  111. LOCPLINT = this;
  112. playerID=Player;
  113. human=true;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. firstCall = 1; //if loading will be overwritten in serialize
  120. autosaveCount = 0;
  121. isAutoFightOn = false;
  122. isAutoFightEndBattle = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. adventureInt.reset(new AdventureMapInterface());
  141. }
  142. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  143. {
  144. EVENT_HANDLER_CALLED_BY_CLIENT;
  145. if (player == playerID)
  146. {
  147. makingTurn = false;
  148. // remove all active dialogs that do not expect query answer
  149. for (;;)
  150. {
  151. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  152. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  153. if(adventureWindow != nullptr)
  154. break;
  155. if(infoWindow && infoWindow->ID != QueryID::NONE)
  156. break;
  157. if (infoWindow)
  158. infoWindow->close();
  159. else
  160. GH.windows().popWindows(1);
  161. }
  162. if(castleInt)
  163. castleInt->close();
  164. castleInt = nullptr;
  165. // remove all pending dialogs that do not expect query answer
  166. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  167. return window->ID == QueryID::NONE;
  168. });
  169. }
  170. }
  171. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  172. {
  173. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  174. {
  175. // after map load - remove all active windows and replace them with adventure map
  176. GH.windows().clear();
  177. GH.windows().pushWindow(adventureInt);
  178. }
  179. EVENT_HANDLER_CALLED_BY_CLIENT;
  180. if (player != playerID && LOCPLINT == this)
  181. {
  182. waitWhileDialog();
  183. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  184. if (makingTurn == false)
  185. adventureInt->onEnemyTurnStarted(player, isHuman);
  186. }
  187. }
  188. void CPlayerInterface::performAutosave()
  189. {
  190. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  191. if(frequency > 0 && cb->getDate() % frequency == 0)
  192. {
  193. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  194. std::string prefix = std::string();
  195. if(usePrefix)
  196. {
  197. prefix = settings["general"]["savePrefix"].String();
  198. if(prefix.empty())
  199. {
  200. std::string name = cb->getMapHeader()->name.toString();
  201. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  202. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  203. std::string forbiddenChars("\\/:?\"<>| ");
  204. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  205. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  206. }
  207. }
  208. autosaveCount++;
  209. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  210. if(autosaveCountLimit > 0)
  211. {
  212. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  213. autosaveCount %= autosaveCountLimit;
  214. }
  215. else
  216. {
  217. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  218. + std::to_string(cb->getDate(Date::WEEK))
  219. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  220. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  221. }
  222. }
  223. }
  224. void CPlayerInterface::gamePause(bool pause)
  225. {
  226. cb->gamePause(pause);
  227. }
  228. void CPlayerInterface::yourTurn(QueryID queryID)
  229. {
  230. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  231. EVENT_HANDLER_CALLED_BY_CLIENT;
  232. int humanPlayersCount = 0;
  233. for(const auto & info : cb->getStartInfo()->playerInfos)
  234. if (info.second.isControlledByHuman())
  235. humanPlayersCount++;
  236. bool hotseatWait = humanPlayersCount > 1;
  237. LOCPLINT = this;
  238. GH.curInt = this;
  239. NotificationHandler::notify("Your turn");
  240. if(settings["general"]["startTurnAutosave"].Bool())
  241. {
  242. performAutosave();
  243. }
  244. if (hotseatWait) //hot seat or MP message
  245. {
  246. adventureInt->onHotseatWaitStarted(playerID);
  247. makingTurn = true;
  248. std::string msg = CGI->generaltexth->allTexts[13];
  249. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  250. std::vector<std::shared_ptr<CComponent>> cmp;
  251. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  252. showInfoDialog(msg, cmp);
  253. }
  254. else
  255. {
  256. makingTurn = true;
  257. adventureInt->onPlayerTurnStarted(playerID);
  258. }
  259. acceptTurn(queryID, hotseatWait);
  260. }
  261. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  262. {
  263. if (settings["session"]["autoSkip"].Bool())
  264. {
  265. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  266. iw->close();
  267. }
  268. if(hotseatWait)
  269. {
  270. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  271. adventureInt->onPlayerTurnStarted(playerID);
  272. }
  273. // warn player if he has no town
  274. if (cb->howManyTowns() == 0)
  275. {
  276. auto playerColor = *cb->getPlayerID();
  277. std::vector<Component> components;
  278. components.emplace_back(ComponentType::FLAG, playerColor);
  279. MetaString text;
  280. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  281. if(optDaysWithoutCastle)
  282. {
  283. auto daysWithoutCastle = optDaysWithoutCastle.value();
  284. if (daysWithoutCastle < 6)
  285. {
  286. 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.
  287. text.replaceName(playerColor);
  288. text.replaceNumber(7 - daysWithoutCastle);
  289. }
  290. else if (daysWithoutCastle == 6)
  291. {
  292. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  293. text.replaceName(playerColor);
  294. }
  295. showInfoDialogAndWait(components, text);
  296. }
  297. else
  298. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  299. }
  300. cb->selectionMade(0, queryID);
  301. movementController->onPlayerTurnStarted();
  302. }
  303. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  304. {
  305. EVENT_HANDLER_CALLED_BY_CLIENT;
  306. waitWhileDialog();
  307. if(LOCPLINT != this)
  308. return;
  309. //FIXME: read once and store
  310. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  311. return;
  312. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  313. if (!hero)
  314. return;
  315. movementController->onTryMoveHero(hero, details);
  316. }
  317. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  318. {
  319. EVENT_HANDLER_CALLED_BY_CLIENT;
  320. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  321. // if hero is not in town garrison
  322. if (vstd::contains(localState->getWanderingHeroes(), hero))
  323. localState->removeWanderingHero(hero);
  324. adventureInt->onHeroChanged(hero);
  325. localState->erasePath(hero);
  326. }
  327. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  328. {
  329. EVENT_HANDLER_CALLED_BY_CLIENT;
  330. if(start && visitedObj)
  331. {
  332. if(visitedObj->getVisitSound())
  333. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  334. }
  335. }
  336. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  337. {
  338. EVENT_HANDLER_CALLED_BY_CLIENT;
  339. localState->addWanderingHero(hero);
  340. adventureInt->onHeroChanged(hero);
  341. }
  342. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  343. {
  344. if(castleInt)
  345. castleInt->close();
  346. castleInt = nullptr;
  347. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  348. GH.windows().pushWindow(newCastleInt);
  349. }
  350. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. if (which == PrimarySkill::EXPERIENCE)
  354. {
  355. for(auto ctw : GH.windows().findWindows<CMarketWindow>())
  356. ctw->updateHero();
  357. }
  358. else
  359. adventureInt->onHeroChanged(hero);
  360. }
  361. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  362. {
  363. EVENT_HANDLER_CALLED_BY_CLIENT;
  364. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  365. cuw->redraw();
  366. }
  367. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  368. {
  369. EVENT_HANDLER_CALLED_BY_CLIENT;
  370. adventureInt->onHeroChanged(hero);
  371. if (makingTurn && hero->tempOwner == playerID)
  372. adventureInt->onHeroChanged(hero);
  373. }
  374. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. if (makingTurn && hero->tempOwner == playerID)
  378. adventureInt->onHeroChanged(hero);
  379. }
  380. void CPlayerInterface::receivedResource()
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. for (auto mw : GH.windows().findWindows<CMarketWindow>())
  384. mw->updateResource();
  385. GH.windows().totalRedraw();
  386. }
  387. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. waitWhileDialog();
  391. CCS->soundh->playSound(soundBase::heroNewLevel);
  392. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  393. {
  394. cb->selectionMade(selection, queryID);
  395. });
  396. }
  397. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. waitWhileDialog();
  401. CCS->soundh->playSound(soundBase::heroNewLevel);
  402. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  403. {
  404. cb->selectionMade(selection, queryID);
  405. });
  406. }
  407. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. if(town->garrisonHero) //wandering hero moved to the garrison
  411. {
  412. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  413. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  414. localState->removeWanderingHero(town->garrisonHero);
  415. }
  416. if(town->visitingHero) //hero leaves garrison
  417. {
  418. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  419. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  420. localState->addWanderingHero(town->visitingHero);
  421. }
  422. adventureInt->onHeroChanged(nullptr);
  423. adventureInt->onTownChanged(town);
  424. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  425. if (cgh->holdsGarrison(town))
  426. cgh->updateGarrisons();
  427. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  428. ki->townChanged(town);
  429. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  430. GH.windows().totalRedraw();
  431. }
  432. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  433. {
  434. EVENT_HANDLER_CALLED_BY_CLIENT;
  435. if (hero->tempOwner != playerID )
  436. return;
  437. waitWhileDialog();
  438. openTownWindow(town);
  439. }
  440. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  441. {
  442. std::vector<const CArmedInstance *> instances;
  443. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  444. instances.push_back(obj);
  445. if(id2 != ObjectInstanceID() && id2 != id1)
  446. {
  447. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  448. instances.push_back(obj);
  449. }
  450. garrisonsChanged(instances);
  451. }
  452. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  453. {
  454. for (auto object : objs)
  455. {
  456. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  457. auto * town = dynamic_cast<const CGTownInstance*>(object);
  458. if (town)
  459. adventureInt->onTownChanged(town);
  460. if (hero)
  461. {
  462. adventureInt->onHeroChanged(hero);
  463. if(hero->inTownGarrison && hero->visitedTown != town)
  464. adventureInt->onTownChanged(hero->visitedTown);
  465. }
  466. }
  467. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  468. if (cgh->holdsGarrisons(objs))
  469. cgh->updateGarrisons();
  470. GH.windows().totalRedraw();
  471. }
  472. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. adventureInt->onTownChanged(town);
  476. if (castleInt)
  477. {
  478. castleInt->townlist->updateElement(town);
  479. if (castleInt->town == town)
  480. {
  481. switch(what)
  482. {
  483. case 1:
  484. CCS->soundh->playSound(soundBase::newBuilding);
  485. castleInt->addBuilding(buildingID);
  486. break;
  487. case 2:
  488. castleInt->removeBuilding(buildingID);
  489. break;
  490. }
  491. }
  492. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  493. GH.windows().totalRedraw();
  494. }
  495. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  496. cgh->buildChanged();
  497. }
  498. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  499. {
  500. movementController->onBattleStarted();
  501. //Don't wait for dialogs when we are non-active hot-seat player
  502. if (LOCPLINT == this)
  503. waitForAllDialogs();
  504. }
  505. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  506. {
  507. EVENT_HANDLER_CALLED_BY_CLIENT;
  508. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  509. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  510. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  511. {
  512. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  513. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  514. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  515. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  516. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  517. isAutoFightOn = true;
  518. cb->registerBattleInterface(autofightingAI);
  519. }
  520. //Don't wait for dialogs when we are non-active hot-seat player
  521. if (LOCPLINT == this)
  522. waitForAllDialogs();
  523. BATTLE_EVENT_POSSIBLE_RETURN;
  524. }
  525. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  526. {
  527. EVENT_HANDLER_CALLED_BY_CLIENT;
  528. BATTLE_EVENT_POSSIBLE_RETURN;
  529. for(auto & info : units)
  530. {
  531. switch(info.operation)
  532. {
  533. case UnitChanges::EOperation::RESET_STATE:
  534. {
  535. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  536. if(!stack)
  537. {
  538. logGlobal->error("Invalid unit ID %d", info.id);
  539. continue;
  540. }
  541. battleInt->stackReset(stack);
  542. }
  543. break;
  544. case UnitChanges::EOperation::REMOVE:
  545. battleInt->stackRemoved(info.id);
  546. break;
  547. case UnitChanges::EOperation::ADD:
  548. {
  549. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  550. if(!unit)
  551. {
  552. logGlobal->error("Invalid unit ID %d", info.id);
  553. continue;
  554. }
  555. battleInt->stackAdded(unit);
  556. }
  557. break;
  558. default:
  559. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  560. break;
  561. }
  562. }
  563. }
  564. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  565. {
  566. EVENT_HANDLER_CALLED_BY_CLIENT;
  567. BATTLE_EVENT_POSSIBLE_RETURN;
  568. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  569. std::vector<ObstacleChanges> removedObstacles;
  570. for(auto & change : obstacles)
  571. {
  572. if(change.operation == BattleChanges::EOperation::ADD)
  573. {
  574. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  575. if(instance)
  576. newObstacles.push_back(instance);
  577. else
  578. logNetwork->error("Invalid obstacle instance %d", change.id);
  579. }
  580. if(change.operation == BattleChanges::EOperation::REMOVE)
  581. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  582. }
  583. if (!newObstacles.empty())
  584. battleInt->obstaclePlaced(newObstacles);
  585. if (!removedObstacles.empty())
  586. battleInt->obstacleRemoved(removedObstacles);
  587. battleInt->fieldController->redrawBackgroundWithHexes();
  588. }
  589. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  590. {
  591. EVENT_HANDLER_CALLED_BY_CLIENT;
  592. BATTLE_EVENT_POSSIBLE_RETURN;
  593. battleInt->stackIsCatapulting(ca);
  594. }
  595. void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. BATTLE_EVENT_POSSIBLE_RETURN;
  599. battleInt->newRound();
  600. }
  601. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. BATTLE_EVENT_POSSIBLE_RETURN;
  605. battleInt->startAction(action);
  606. }
  607. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  608. {
  609. EVENT_HANDLER_CALLED_BY_CLIENT;
  610. BATTLE_EVENT_POSSIBLE_RETURN;
  611. battleInt->endAction(action);
  612. }
  613. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  614. {
  615. EVENT_HANDLER_CALLED_BY_CLIENT;
  616. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  617. assert(!cb->getBattle(battleID)->battleIsFinished());
  618. if (cb->getBattle(battleID)->battleIsFinished())
  619. {
  620. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  621. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  622. return ;
  623. }
  624. if (autofightingAI)
  625. {
  626. if (isAutoFightOn)
  627. {
  628. //FIXME: we want client rendering to proceed while AI is making actions
  629. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  630. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  631. autofightingAI->activeStack(battleID, stack);
  632. return;
  633. }
  634. cb->unregisterBattleInterface(autofightingAI);
  635. autofightingAI.reset();
  636. }
  637. assert(battleInt);
  638. if(!battleInt)
  639. {
  640. // probably battle is finished already
  641. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  642. }
  643. battleInt->stackActivated(stack);
  644. }
  645. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  646. {
  647. EVENT_HANDLER_CALLED_BY_CLIENT;
  648. if(isAutoFightOn || autofightingAI)
  649. {
  650. isAutoFightOn = false;
  651. cb->unregisterBattleInterface(autofightingAI);
  652. autofightingAI.reset();
  653. if(!battleInt)
  654. {
  655. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  656. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  657. if (allowManualReplay || isAutoFightEndBattle)
  658. {
  659. wnd->resultCallback = [=](ui32 selection)
  660. {
  661. cb->selectionMade(selection, queryID);
  662. };
  663. }
  664. isAutoFightEndBattle = false;
  665. GH.windows().pushWindow(wnd);
  666. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  667. // Otherwise NewTurn causes freeze.
  668. waitWhileDialog();
  669. return;
  670. }
  671. }
  672. BATTLE_EVENT_POSSIBLE_RETURN;
  673. battleInt->battleFinished(*br, queryID);
  674. }
  675. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->displayBattleLog(lines);
  680. }
  681. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->stackMoved(stack, dest, distance, teleport);
  686. }
  687. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->spellCast(sc);
  692. }
  693. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. battleInt->battleStacksEffectsSet(sse);
  698. }
  699. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  700. {
  701. EVENT_HANDLER_CALLED_BY_CLIENT;
  702. BATTLE_EVENT_POSSIBLE_RETURN;
  703. battleInt->effectsController->battleTriggerEffect(bte);
  704. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  705. {
  706. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  707. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  708. }
  709. }
  710. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. BATTLE_EVENT_POSSIBLE_RETURN;
  714. std::vector<StackAttackedInfo> arg;
  715. for(auto & elem : bsa)
  716. {
  717. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  718. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  719. assert(defender);
  720. StackAttackedInfo info;
  721. info.defender = defender;
  722. info.attacker = attacker;
  723. info.damageDealt = elem.damageAmount;
  724. info.amountKilled = elem.killedAmount;
  725. info.spellEffect = SpellID::NONE;
  726. info.indirectAttack = ranged;
  727. info.killed = elem.killed();
  728. info.rebirth = elem.willRebirth();
  729. info.cloneKilled = elem.cloneKilled();
  730. info.fireShield = elem.fireShield();
  731. if (elem.isSpell())
  732. info.spellEffect = elem.spellID;
  733. arg.push_back(info);
  734. }
  735. battleInt->stacksAreAttacked(arg);
  736. }
  737. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  738. {
  739. EVENT_HANDLER_CALLED_BY_CLIENT;
  740. BATTLE_EVENT_POSSIBLE_RETURN;
  741. StackAttackInfo info;
  742. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  743. info.defender = nullptr;
  744. info.indirectAttack = ba->shot();
  745. info.lucky = ba->lucky();
  746. info.unlucky = ba->unlucky();
  747. info.deathBlow = ba->deathBlow();
  748. info.lifeDrain = ba->lifeDrain();
  749. info.tile = ba->tile;
  750. info.spellEffect = SpellID::NONE;
  751. if (ba->spellLike())
  752. info.spellEffect = ba->spellID;
  753. for(auto & elem : ba->bsa)
  754. {
  755. if(!elem.isSecondary())
  756. {
  757. assert(info.defender == nullptr);
  758. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  759. }
  760. else
  761. {
  762. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  763. }
  764. }
  765. assert(info.defender != nullptr);
  766. assert(info.attacker != nullptr);
  767. battleInt->stackAttacking(info);
  768. }
  769. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. battleInt->gateStateChanged(state);
  774. }
  775. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. }
  779. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  780. {
  781. EVENT_HANDLER_CALLED_BY_CLIENT;
  782. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  783. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  784. if(autoTryHover || type == EInfoWindowMode::INFO)
  785. {
  786. waitWhileDialog(); //Fix for mantis #98
  787. adventureInt->showInfoBoxMessage(components, text, timer);
  788. // abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
  789. movementController->requestMovementAbort();
  790. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  791. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  792. return;
  793. }
  794. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  795. {
  796. return;
  797. }
  798. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  799. do
  800. {
  801. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  802. std::vector<std::shared_ptr<CComponent>> intComps;
  803. for (auto & component : sender)
  804. intComps.push_back(std::make_shared<CComponent>(component));
  805. showInfoDialog(text,intComps,soundID);
  806. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  807. }
  808. while(!vect.empty());
  809. }
  810. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  811. {
  812. std::vector<std::shared_ptr<CComponent>> intComps;
  813. intComps.push_back(component);
  814. showInfoDialog(text, intComps, soundBase::sound_todo);
  815. }
  816. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  817. {
  818. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  819. waitWhileDialog();
  820. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  821. {
  822. return;
  823. }
  824. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  825. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  826. {
  827. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  828. showingDialog->set(true);
  829. movementController->requestMovementAbort(); // interrupt movement to show dialog
  830. GH.windows().pushWindow(temp);
  831. }
  832. else
  833. {
  834. dialogs.push_back(temp);
  835. }
  836. }
  837. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  838. {
  839. EVENT_HANDLER_CALLED_BY_CLIENT;
  840. std::string str = text.toString();
  841. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  842. waitWhileDialog();
  843. }
  844. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  845. {
  846. movementController->requestMovementAbort();
  847. LOCPLINT->showingDialog->setn(true);
  848. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  849. }
  850. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  851. {
  852. EVENT_HANDLER_CALLED_BY_CLIENT;
  853. waitWhileDialog();
  854. movementController->requestMovementAbort();
  855. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  856. if (!selection && cancel) //simple yes/no dialog
  857. {
  858. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  859. {
  860. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  861. return;
  862. }
  863. std::vector<std::shared_ptr<CComponent>> intComps;
  864. for (auto & component : components)
  865. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  866. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  867. }
  868. else if (selection)
  869. {
  870. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  871. for (auto & component : components)
  872. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  873. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  874. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  875. if (cancel)
  876. {
  877. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  878. }
  879. int charperline = 35;
  880. if (pom.size() > 1)
  881. charperline = 50;
  882. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  883. intComps[0]->clickPressed(GH.getCursorPosition());
  884. intComps[0]->clickReleased(GH.getCursorPosition());
  885. }
  886. }
  887. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  888. {
  889. EVENT_HANDLER_CALLED_BY_CLIENT;
  890. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  891. }
  892. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. std::vector<ObjectInstanceID> tmpObjects;
  896. if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
  897. {
  898. // sorting towns (like in client)
  899. std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
  900. for(auto town : Towns)
  901. for(auto item : objects)
  902. if(town == cb->getObj(item))
  903. tmpObjects.push_back(item);
  904. }
  905. else // other object list than town
  906. tmpObjects = objects;
  907. auto selectCallback = [=](int selection)
  908. {
  909. cb->sendQueryReply(selection, askID);
  910. };
  911. auto cancelCallback = [=]()
  912. {
  913. cb->sendQueryReply(std::nullopt, askID);
  914. };
  915. const std::string localTitle = title.toString();
  916. const std::string localDescription = description.toString();
  917. std::vector<int> tempList;
  918. tempList.reserve(tmpObjects.size());
  919. for(auto item : tmpObjects)
  920. tempList.push_back(item.getNum());
  921. CComponent localIconC(icon);
  922. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  923. localIconC.removeChild(localIcon.get(), false);
  924. std::vector<std::shared_ptr<IImage>> images;
  925. for(auto & obj : tmpObjects)
  926. {
  927. if(!settings["general"]["enableUiEnhancements"].Bool())
  928. break;
  929. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  930. if(t)
  931. {
  932. std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
  933. a->preload();
  934. images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
  935. }
  936. }
  937. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  938. wnd->onExit = cancelCallback;
  939. wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
  940. wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
  941. GH.windows().pushWindow(wnd);
  942. }
  943. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  944. {
  945. EVENT_HANDLER_CALLED_BY_CLIENT;
  946. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  947. adventureInt->onMapTilesChanged(pos);
  948. }
  949. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. adventureInt->onMapTilesChanged(pos);
  953. }
  954. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  955. {
  956. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  957. }
  958. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  959. {
  960. EVENT_HANDLER_CALLED_BY_CLIENT;
  961. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  962. {
  963. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  964. fortScreen->creaturesChangedEventHandler();
  965. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  966. if(castleInterface->town == town)
  967. castleInterface->creaturesChangedEventHandler();
  968. if (townObj)
  969. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  970. ki->townChanged(townObj);
  971. }
  972. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  973. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  974. {
  975. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  976. if (crw->dwelling == town)
  977. crw->availableCreaturesChanged();
  978. }
  979. }
  980. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. if (bonus.type == BonusType::NONE)
  984. return;
  985. adventureInt->onHeroChanged(hero);
  986. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  987. {
  988. //recalculate paths because hero has lost bonus influencing pathfinding
  989. localState->erasePath(hero);
  990. }
  991. }
  992. void CPlayerInterface::saveGame( BinarySerializer & h )
  993. {
  994. EVENT_HANDLER_CALLED_BY_CLIENT;
  995. localState->serialize(h);
  996. }
  997. void CPlayerInterface::loadGame( BinaryDeserializer & h )
  998. {
  999. EVENT_HANDLER_CALLED_BY_CLIENT;
  1000. localState->serialize(h);
  1001. firstCall = -1;
  1002. }
  1003. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1004. {
  1005. assert(h);
  1006. assert(!showingDialog->get());
  1007. assert(dialogs.empty());
  1008. LOG_TRACE(logGlobal);
  1009. if (!LOCPLINT->makingTurn)
  1010. return;
  1011. if (!h)
  1012. return; //can't find hero
  1013. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1014. if (showingDialog->get() || !dialogs.empty())
  1015. return;
  1016. if (localState->isHeroSleeping(h))
  1017. localState->setHeroAwaken(h);
  1018. movementController->requestMovementStart(h, path);
  1019. }
  1020. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1021. {
  1022. EVENT_HANDLER_CALLED_BY_CLIENT;
  1023. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1024. if (movementController->isHeroMovingThroughGarrison(down, up))
  1025. {
  1026. onEnd();
  1027. return;
  1028. }
  1029. waitForAllDialogs();
  1030. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1031. cgw->quit->addCallback(onEnd);
  1032. GH.windows().pushWindow(cgw);
  1033. }
  1034. /**
  1035. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1036. * into a combinational one on an artifact screen. Does not require the combination of
  1037. * artifacts to be legal.
  1038. */
  1039. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1040. {
  1041. std::string text = artifact->getDescriptionTranslated();
  1042. text += "\n\n";
  1043. std::vector<std::shared_ptr<CComponent>> scs;
  1044. if(assembledArtifact)
  1045. {
  1046. // You possess all of the components to...
  1047. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1048. // Picture of assembled artifact at bottom.
  1049. auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
  1050. scs.push_back(sc);
  1051. }
  1052. else
  1053. {
  1054. // Do you wish to disassemble this artifact?
  1055. text += CGI->generaltexth->allTexts[733];
  1056. }
  1057. showYesNoDialog(text, onYes, nullptr, scs);
  1058. }
  1059. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1060. {
  1061. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1062. movementController->onMoveHeroApplied();
  1063. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1064. movementController->onQueryReplyApplied();
  1065. }
  1066. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1067. {
  1068. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1069. }
  1070. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1071. {
  1072. EVENT_HANDLER_CALLED_BY_CLIENT;
  1073. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1074. }
  1075. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1076. {
  1077. if (sop->what == ObjProperty::OWNER)
  1078. {
  1079. const CGObjectInstance * obj = cb->getObj(sop->id);
  1080. if(obj->ID == Obj::TOWN)
  1081. {
  1082. auto town = static_cast<const CGTownInstance *>(obj);
  1083. if(obj->tempOwner == playerID)
  1084. {
  1085. localState->removeOwnedTown(town);
  1086. adventureInt->onTownChanged(town);
  1087. }
  1088. }
  1089. }
  1090. }
  1091. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1092. {
  1093. EVENT_HANDLER_CALLED_BY_CLIENT;
  1094. if (sop->what == ObjProperty::OWNER)
  1095. {
  1096. const CGObjectInstance * obj = cb->getObj(sop->id);
  1097. if(obj->ID == Obj::TOWN)
  1098. {
  1099. auto town = static_cast<const CGTownInstance *>(obj);
  1100. if(obj->tempOwner == playerID)
  1101. {
  1102. localState->addOwnedTown(town);
  1103. adventureInt->onTownChanged(town);
  1104. }
  1105. }
  1106. //redraw minimap if owner changed
  1107. std::set<int3> pos = obj->getBlockedPos();
  1108. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1109. adventureInt->onMapTilesChanged(upos);
  1110. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1111. }
  1112. }
  1113. void CPlayerInterface::initializeHeroTownList()
  1114. {
  1115. if(localState->getWanderingHeroes().empty())
  1116. {
  1117. for(auto & hero : cb->getHeroesInfo())
  1118. {
  1119. if(!hero->inTownGarrison)
  1120. localState->addWanderingHero(hero);
  1121. }
  1122. }
  1123. if(localState->getOwnedTowns().empty())
  1124. {
  1125. for(auto & town : cb->getTownsInfo())
  1126. localState->addOwnedTown(town);
  1127. }
  1128. if(adventureInt)
  1129. adventureInt->onHeroChanged(nullptr);
  1130. }
  1131. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. waitWhileDialog();
  1135. auto recruitCb = [=](CreatureID id, int count)
  1136. {
  1137. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1138. };
  1139. auto closeCb = [=]()
  1140. {
  1141. cb->selectionMade(0, queryID);
  1142. };
  1143. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1144. }
  1145. void CPlayerInterface::waitWhileDialog()
  1146. {
  1147. if (GH.amIGuiThread())
  1148. {
  1149. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1150. return;
  1151. }
  1152. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1153. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1154. while(showingDialog->data)
  1155. showingDialog->cond.wait(un);
  1156. }
  1157. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1158. {
  1159. EVENT_HANDLER_CALLED_BY_CLIENT;
  1160. auto state = obj->shipyardStatus();
  1161. TResources cost;
  1162. obj->getBoatCost(cost);
  1163. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1164. }
  1165. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1166. {
  1167. EVENT_HANDLER_CALLED_BY_CLIENT;
  1168. //we might have built a boat in shipyard in opened town screen
  1169. if (obj->ID == Obj::BOAT
  1170. && LOCPLINT->castleInt
  1171. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1172. {
  1173. CCS->soundh->playSound(soundBase::newBuilding);
  1174. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1175. }
  1176. }
  1177. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1178. {
  1179. EVENT_HANDLER_CALLED_BY_CLIENT;
  1180. waitWhileDialog();
  1181. CCS->curh->hide();
  1182. adventureInt->centerOnTile(pos);
  1183. if (focusTime)
  1184. {
  1185. GH.windows().totalRedraw();
  1186. {
  1187. IgnoreEvents ignore(*this);
  1188. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1189. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1190. }
  1191. }
  1192. CCS->curh->show();
  1193. }
  1194. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1195. {
  1196. EVENT_HANDLER_CALLED_BY_CLIENT;
  1197. if(playerID == initiator && obj->getRemovalSound())
  1198. {
  1199. waitWhileDialog();
  1200. CCS->soundh->playSound(obj->getRemovalSound().value());
  1201. }
  1202. CGI->mh->waitForOngoingAnimations();
  1203. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1204. {
  1205. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1206. heroKilled(h);
  1207. }
  1208. GH.fakeMouseMove();
  1209. }
  1210. void CPlayerInterface::objectRemovedAfter()
  1211. {
  1212. EVENT_HANDLER_CALLED_BY_CLIENT;
  1213. adventureInt->onMapTilesChanged(boost::none);
  1214. // visiting or garrisoned hero removed - update window
  1215. if (castleInt)
  1216. castleInt->updateGarrisons();
  1217. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1218. ki->heroRemoved();
  1219. }
  1220. void CPlayerInterface::playerBlocked(int reason, bool start)
  1221. {
  1222. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1223. {
  1224. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1225. {
  1226. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1227. LOCPLINT = this;
  1228. GH.curInt = this;
  1229. adventureInt->onCurrentPlayerChanged(playerID);
  1230. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1231. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1232. std::vector<std::shared_ptr<CComponent>> cmp;
  1233. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1234. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1235. showInfoDialog(msg, cmp);
  1236. makingTurn = false;
  1237. }
  1238. }
  1239. }
  1240. void CPlayerInterface::update()
  1241. {
  1242. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1243. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1244. // While mutexes were locked away we may be have stopped being the active interface
  1245. if (LOCPLINT != this)
  1246. return;
  1247. //if there are any waiting dialogs, show them
  1248. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1249. {
  1250. showingDialog->set(true);
  1251. GH.windows().pushWindow(dialogs.front());
  1252. dialogs.pop_front();
  1253. }
  1254. assert(adventureInt);
  1255. // Handles mouse and key input
  1256. GH.handleEvents();
  1257. GH.windows().simpleRedraw();
  1258. }
  1259. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1260. {
  1261. using namespace boost::filesystem;
  1262. using namespace boost::algorithm;
  1263. path gamesDir = VCMIDirs::get().userSavePath();
  1264. std::map<std::time_t, int> dates; //save number => datestamp
  1265. const directory_iterator enddir;
  1266. if (!exists(gamesDir))
  1267. create_directory(gamesDir);
  1268. else
  1269. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1270. {
  1271. if (is_regular_file(dir->status()))
  1272. {
  1273. std::string name = dir->path().filename().string();
  1274. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1275. {
  1276. char nr = name[namePrefix.size()];
  1277. if (std::isdigit(nr))
  1278. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1279. }
  1280. }
  1281. }
  1282. if (!dates.empty())
  1283. return (--dates.end())->second; //return latest file number
  1284. return 0;
  1285. }
  1286. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. if (player == playerID)
  1290. {
  1291. if (victoryLossCheckResult.loss())
  1292. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1293. assert(GH.curInt == LOCPLINT);
  1294. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1295. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1296. GH.curInt = this; //waiting for dialogs requires this to get events
  1297. if(!makingTurn)
  1298. {
  1299. makingTurn = true; //also needed for dialog to show with current implementation
  1300. waitForAllDialogs();
  1301. makingTurn = false;
  1302. }
  1303. else
  1304. waitForAllDialogs();
  1305. GH.curInt = previousInterface;
  1306. LOCPLINT = previousInterface;
  1307. }
  1308. }
  1309. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1310. {
  1311. EVENT_HANDLER_CALLED_BY_CLIENT;
  1312. }
  1313. void CPlayerInterface::showPuzzleMap()
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. waitWhileDialog();
  1317. //TODO: interface should not know the real position of Grail...
  1318. double ratio = 0;
  1319. int3 grailPos = cb->getGrailPos(&ratio);
  1320. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1321. }
  1322. void CPlayerInterface::viewWorldMap()
  1323. {
  1324. adventureInt->openWorldView();
  1325. }
  1326. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1327. {
  1328. EVENT_HANDLER_CALLED_BY_CLIENT;
  1329. if(GH.windows().topWindow<CSpellWindow>())
  1330. GH.windows().popWindows(1);
  1331. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1332. localState->erasePath(caster);
  1333. auto castSoundPath = spellID.toSpell()->getCastSound();
  1334. if(!castSoundPath.empty())
  1335. CCS->soundh->playSound(castSoundPath);
  1336. }
  1337. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1338. {
  1339. int msgToShow = -1;
  1340. const auto diggingStatus = h->diggingStatus();
  1341. switch(diggingStatus)
  1342. {
  1343. case EDiggingStatus::CAN_DIG:
  1344. break;
  1345. case EDiggingStatus::LACK_OF_MOVEMENT:
  1346. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1347. break;
  1348. case EDiggingStatus::TILE_OCCUPIED:
  1349. msgToShow = 97; //Try searching on clear ground.
  1350. break;
  1351. case EDiggingStatus::WRONG_TERRAIN:
  1352. msgToShow = 60; ////Try looking on land!
  1353. break;
  1354. case EDiggingStatus::BACKPACK_IS_FULL:
  1355. msgToShow = 247; //Searching for the Grail is fruitless...
  1356. break;
  1357. default:
  1358. assert(0);
  1359. }
  1360. if(msgToShow < 0)
  1361. cb->dig(h);
  1362. else
  1363. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1364. }
  1365. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1366. {
  1367. EVENT_HANDLER_CALLED_BY_CLIENT;
  1368. BATTLE_EVENT_POSSIBLE_RETURN;
  1369. battleInt->newRoundFirst();
  1370. }
  1371. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1372. {
  1373. EVENT_HANDLER_CALLED_BY_CLIENT;
  1374. auto onWindowClosed = [this, queryID](){
  1375. cb->selectionMade(0, queryID);
  1376. };
  1377. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1378. {
  1379. // compatibility check, safe to remove for 1.6
  1380. // 1.4 saves loaded in 1.5 will not be able to visit Altar of Sacrifice due to Altar now requiring different map object class
  1381. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1382. onWindowClosed();
  1383. return;
  1384. }
  1385. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1386. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1387. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1388. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1389. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1390. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1391. else if(!market->availableModes().empty())
  1392. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1393. }
  1394. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1395. {
  1396. EVENT_HANDLER_CALLED_BY_CLIENT;
  1397. auto onWindowClosed = [this, queryID](){
  1398. cb->selectionMade(0, queryID);
  1399. };
  1400. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1401. }
  1402. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1403. {
  1404. EVENT_HANDLER_CALLED_BY_CLIENT;
  1405. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1406. }
  1407. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1408. {
  1409. EVENT_HANDLER_CALLED_BY_CLIENT;
  1410. for (auto cmw : GH.windows().findWindows<CMarketWindow>())
  1411. cmw->updateArtifacts();
  1412. }
  1413. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1414. {
  1415. EVENT_HANDLER_CALLED_BY_CLIENT;
  1416. auto onWindowClosed = [this, queryID](){
  1417. if (queryID != QueryID::NONE)
  1418. cb->selectionMade(0, queryID);
  1419. };
  1420. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1421. }
  1422. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1423. {
  1424. EVENT_HANDLER_CALLED_BY_CLIENT;
  1425. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1426. }
  1427. void CPlayerInterface::showQuestLog()
  1428. {
  1429. EVENT_HANDLER_CALLED_BY_CLIENT;
  1430. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1431. }
  1432. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1433. {
  1434. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1435. {
  1436. MetaString txt;
  1437. obj->getProblemText(txt);
  1438. showInfoDialog(txt.toString());
  1439. }
  1440. else
  1441. showShipyardDialog(obj);
  1442. }
  1443. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1444. {
  1445. if(auto hero = cb->getHero(al.artHolder))
  1446. {
  1447. auto art = hero->getArt(al.slot);
  1448. if(art == nullptr)
  1449. {
  1450. logGlobal->error("artifact location %d points to nothing",
  1451. al.slot.num);
  1452. return;
  1453. }
  1454. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1455. }
  1456. }
  1457. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1458. {
  1459. EVENT_HANDLER_CALLED_BY_CLIENT;
  1460. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1461. }
  1462. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1463. {
  1464. EVENT_HANDLER_CALLED_BY_CLIENT;
  1465. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1466. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1467. artWin->artifactRemoved(al);
  1468. waitWhileDialog();
  1469. }
  1470. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1471. {
  1472. EVENT_HANDLER_CALLED_BY_CLIENT;
  1473. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1474. bool redraw = true;
  1475. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1476. if(numOfMovedArts != 0)
  1477. {
  1478. numOfMovedArts--;
  1479. if(numOfMovedArts != 0)
  1480. redraw = false;
  1481. }
  1482. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1483. artWin->artifactMoved(src, dst, redraw);
  1484. waitWhileDialog();
  1485. }
  1486. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1487. {
  1488. numOfMovedArts = numOfArts;
  1489. }
  1490. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1491. {
  1492. EVENT_HANDLER_CALLED_BY_CLIENT;
  1493. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1494. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1495. artWin->artifactAssembled(al);
  1496. }
  1497. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1498. {
  1499. EVENT_HANDLER_CALLED_BY_CLIENT;
  1500. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1501. for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
  1502. artWin->artifactDisassembled(al);
  1503. }
  1504. void CPlayerInterface::waitForAllDialogs()
  1505. {
  1506. while(!dialogs.empty())
  1507. {
  1508. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1509. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1510. }
  1511. waitWhileDialog();
  1512. }
  1513. void CPlayerInterface::proposeLoadingGame()
  1514. {
  1515. showYesNoDialog(
  1516. CGI->generaltexth->allTexts[68],
  1517. []()
  1518. {
  1519. CSH->endGameplay();
  1520. GH.defActionsDef = 63;
  1521. CMM->menu->switchToTab("load");
  1522. },
  1523. nullptr
  1524. );
  1525. }
  1526. bool CPlayerInterface::capturedAllEvents()
  1527. {
  1528. if(movementController->isHeroMoving())
  1529. {
  1530. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1531. return true;
  1532. }
  1533. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1534. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1535. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1536. {
  1537. GH.input().ignoreEventsUntilInput();
  1538. return true;
  1539. }
  1540. return false;
  1541. }
  1542. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1543. {
  1544. EVENT_HANDLER_CALLED_BY_CLIENT;
  1545. adventureInt->openWorldView(objectPositions, showTerrain );
  1546. }
  1547. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1548. {
  1549. return std::nullopt;
  1550. }