CPlayerInterface.cpp 55 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870
  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 "widgets/Buttons.h"
  38. #include "widgets/CComponent.h"
  39. #include "widgets/CGarrisonInt.h"
  40. #include "windows/CCastleInterface.h"
  41. #include "windows/CCreatureWindow.h"
  42. #include "windows/CHeroWindow.h"
  43. #include "windows/CKingdomInterface.h"
  44. #include "windows/CPuzzleWindow.h"
  45. #include "windows/CQuestLog.h"
  46. #include "windows/CSpellWindow.h"
  47. #include "windows/CTradeWindow.h"
  48. #include "windows/GUIClasses.h"
  49. #include "windows/InfoWindows.h"
  50. #include "../CCallback.h"
  51. #include "../lib/CArtHandler.h"
  52. #include "../lib/CConfigHandler.h"
  53. #include "../lib/CGeneralTextHandler.h"
  54. #include "../lib/CHeroHandler.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/CStack.h"
  57. #include "../lib/CStopWatch.h"
  58. #include "../lib/CThreadHelper.h"
  59. #include "../lib/CTownHandler.h"
  60. #include "../lib/CondSh.h"
  61. #include "../lib/GameConstants.h"
  62. #include "../lib/JsonNode.h"
  63. #include "../lib/NetPacks.h" //todo: remove
  64. #include "../lib/NetPacksBase.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/CBonusSystemNode.h"
  72. #include "../lib/bonuses/Limiters.h"
  73. #include "../lib/bonuses/Propagators.h"
  74. #include "../lib/bonuses/Updaters.h"
  75. #include "../lib/gameState/CGameState.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/pathfinder/CGPathNode.h"
  81. #include "../lib/serializer/BinaryDeserializer.h"
  82. #include "../lib/serializer/BinarySerializer.h"
  83. #include "../lib/serializer/CTypeList.h"
  84. #include "../lib/spells/CSpellHandler.h"
  85. // The macro below is used to mark functions that are called by client when game state changes.
  86. // They all assume that interface mutex is locked.
  87. #define EVENT_HANDLER_CALLED_BY_CLIENT
  88. #define BATTLE_EVENT_POSSIBLE_RETURN \
  89. if (LOCPLINT != this) \
  90. return; \
  91. if (isAutoFightOn && !battleInt) \
  92. return;
  93. CPlayerInterface * LOCPLINT;
  94. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  95. struct HeroObjectRetriever
  96. {
  97. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  98. {
  99. return h;
  100. }
  101. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  102. {
  103. return nullptr;
  104. }
  105. };
  106. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  107. localState(std::make_unique<PlayerLocalState>(*this)),
  108. movementController(std::make_unique<HeroMovementController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt = nullptr;
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new CondSh<bool>(false);
  119. cingconsole = new CInGameConsole();
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. ignoreEvents = false;
  124. numOfMovedArts = 0;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  129. delete showingDialog;
  130. delete cingconsole;
  131. if (LOCPLINT == this)
  132. LOCPLINT = nullptr;
  133. }
  134. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  135. {
  136. cb = CB;
  137. env = ENV;
  138. CCS->musich->loadTerrainMusicThemes();
  139. initializeHeroTownList();
  140. adventureInt.reset(new AdventureMapInterface());
  141. }
  142. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  143. {
  144. EVENT_HANDLER_CALLED_BY_CLIENT;
  145. if (player == playerID)
  146. {
  147. makingTurn = false;
  148. // remove all active dialogs that do not expect query answer
  149. for (;;)
  150. {
  151. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  152. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  153. if(adventureWindow != nullptr)
  154. break;
  155. if(infoWindow && infoWindow->ID != QueryID::NONE)
  156. break;
  157. if (infoWindow)
  158. infoWindow->close();
  159. else
  160. GH.windows().popWindows(1);
  161. }
  162. // remove all pending dialogs that do not expect query answer
  163. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  164. return window->ID == QueryID::NONE;
  165. });
  166. }
  167. }
  168. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  169. {
  170. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  171. {
  172. // after map load - remove all active windows and replace them with adventure map
  173. GH.windows().clear();
  174. GH.windows().pushWindow(adventureInt);
  175. }
  176. EVENT_HANDLER_CALLED_BY_CLIENT;
  177. if (player != playerID && LOCPLINT == this)
  178. {
  179. waitWhileDialog();
  180. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  181. if (makingTurn == false)
  182. adventureInt->onEnemyTurnStarted(player, isHuman);
  183. }
  184. }
  185. void CPlayerInterface::performAutosave()
  186. {
  187. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  188. if(frequency > 0 && cb->getDate() % frequency == 0)
  189. {
  190. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  191. std::string prefix = std::string();
  192. if(usePrefix)
  193. {
  194. prefix = settings["general"]["savePrefix"].String();
  195. if(prefix.empty())
  196. {
  197. std::string name = cb->getMapHeader()->name.toString();
  198. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  199. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  200. std::string forbiddenChars("\\/:?\"<>| ");
  201. std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
  202. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  203. }
  204. }
  205. autosaveCount++;
  206. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  207. if(autosaveCountLimit > 0)
  208. {
  209. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  210. autosaveCount %= autosaveCountLimit;
  211. }
  212. else
  213. {
  214. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  215. + std::to_string(cb->getDate(Date::WEEK))
  216. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  217. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  218. }
  219. }
  220. }
  221. void CPlayerInterface::yourTurn(QueryID queryID)
  222. {
  223. EVENT_HANDLER_CALLED_BY_CLIENT;
  224. {
  225. LOCPLINT = this;
  226. GH.curInt = this;
  227. NotificationHandler::notify("Your turn");
  228. if(settings["general"]["startTurnAutosave"].Bool())
  229. {
  230. performAutosave();
  231. }
  232. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  233. {
  234. adventureInt->onHotseatWaitStarted(playerID);
  235. makingTurn = true;
  236. std::string msg = CGI->generaltexth->allTexts[13];
  237. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  238. std::vector<std::shared_ptr<CComponent>> cmp;
  239. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  240. showInfoDialog(msg, cmp);
  241. }
  242. else
  243. {
  244. makingTurn = true;
  245. adventureInt->onPlayerTurnStarted(playerID);
  246. }
  247. }
  248. acceptTurn(queryID);
  249. }
  250. void CPlayerInterface::acceptTurn(QueryID queryID)
  251. {
  252. if (settings["session"]["autoSkip"].Bool())
  253. {
  254. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  255. iw->close();
  256. }
  257. if(CSH->howManyPlayerInterfaces() > 1)
  258. {
  259. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  260. adventureInt->onPlayerTurnStarted(playerID);
  261. }
  262. // warn player if he has no town
  263. if (cb->howManyTowns() == 0)
  264. {
  265. auto playerColor = *cb->getPlayerID();
  266. std::vector<Component> components;
  267. components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
  268. MetaString text;
  269. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  270. if(optDaysWithoutCastle)
  271. {
  272. auto daysWithoutCastle = optDaysWithoutCastle.value();
  273. if (daysWithoutCastle < 6)
  274. {
  275. 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.
  276. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  277. text.replaceNumber(7 - daysWithoutCastle);
  278. }
  279. else if (daysWithoutCastle == 6)
  280. {
  281. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  282. text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
  283. }
  284. showInfoDialogAndWait(components, text);
  285. }
  286. else
  287. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  288. }
  289. cb->selectionMade(0, queryID);
  290. movementController->onPlayerTurnStarted();
  291. }
  292. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  293. {
  294. EVENT_HANDLER_CALLED_BY_CLIENT;
  295. waitWhileDialog();
  296. if(LOCPLINT != this)
  297. return;
  298. //FIXME: read once and store
  299. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  300. return;
  301. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  302. if (!hero)
  303. return;
  304. movementController->onTryMoveHero(hero, details);
  305. }
  306. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  307. {
  308. EVENT_HANDLER_CALLED_BY_CLIENT;
  309. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  310. // if hero is not in town garrison
  311. if (vstd::contains(localState->getWanderingHeroes(), hero))
  312. localState->removeWanderingHero(hero);
  313. adventureInt->onHeroChanged(hero);
  314. localState->erasePath(hero);
  315. }
  316. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  317. {
  318. EVENT_HANDLER_CALLED_BY_CLIENT;
  319. if(start && visitedObj)
  320. {
  321. if(visitedObj->getVisitSound())
  322. CCS->soundh->playSound(visitedObj->getVisitSound().value());
  323. }
  324. }
  325. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  326. {
  327. EVENT_HANDLER_CALLED_BY_CLIENT;
  328. localState->addWanderingHero(hero);
  329. adventureInt->onHeroChanged(hero);
  330. }
  331. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  332. {
  333. if(castleInt)
  334. castleInt->close();
  335. castleInt = nullptr;
  336. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  337. GH.windows().pushWindow(newCastleInt);
  338. }
  339. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  340. {
  341. EVENT_HANDLER_CALLED_BY_CLIENT;
  342. if (which == PrimarySkill::EXPERIENCE)
  343. {
  344. for (auto ctw : GH.windows().findWindows<CAltarWindow>())
  345. ctw->setExpToLevel();
  346. }
  347. else
  348. adventureInt->onHeroChanged(hero);
  349. }
  350. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  351. {
  352. EVENT_HANDLER_CALLED_BY_CLIENT;
  353. for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
  354. cuw->redraw();
  355. }
  356. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. adventureInt->onHeroChanged(hero);
  360. if (makingTurn && hero->tempOwner == playerID)
  361. adventureInt->onHeroChanged(hero);
  362. }
  363. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. if (makingTurn && hero->tempOwner == playerID)
  367. adventureInt->onHeroChanged(hero);
  368. }
  369. void CPlayerInterface::receivedResource()
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
  373. mw->resourceChanged();
  374. GH.windows().totalRedraw();
  375. }
  376. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  377. {
  378. EVENT_HANDLER_CALLED_BY_CLIENT;
  379. waitWhileDialog();
  380. CCS->soundh->playSound(soundBase::heroNewLevel);
  381. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  382. {
  383. cb->selectionMade(selection, queryID);
  384. });
  385. }
  386. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  387. {
  388. EVENT_HANDLER_CALLED_BY_CLIENT;
  389. waitWhileDialog();
  390. CCS->soundh->playSound(soundBase::heroNewLevel);
  391. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  392. {
  393. cb->selectionMade(selection, queryID);
  394. });
  395. }
  396. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. if(town->garrisonHero) //wandering hero moved to the garrison
  400. {
  401. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  402. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  403. localState->removeWanderingHero(town->garrisonHero);
  404. }
  405. if(town->visitingHero) //hero leaves garrison
  406. {
  407. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  408. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  409. localState->addWanderingHero(town->visitingHero);
  410. }
  411. adventureInt->onHeroChanged(nullptr);
  412. adventureInt->onTownChanged(town);
  413. for (auto gh : GH.windows().findWindows<IGarrisonHolder>())
  414. gh->updateGarrisons();
  415. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  416. ki->townChanged(town);
  417. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  418. GH.windows().totalRedraw();
  419. }
  420. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  421. {
  422. EVENT_HANDLER_CALLED_BY_CLIENT;
  423. if (hero->tempOwner != playerID )
  424. return;
  425. waitWhileDialog();
  426. openTownWindow(town);
  427. }
  428. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  429. {
  430. std::vector<const CGObjectInstance *> instances;
  431. if(auto obj = cb->getObj(id1))
  432. instances.push_back(obj);
  433. if(id2 != ObjectInstanceID() && id2 != id1)
  434. {
  435. if(auto obj = cb->getObj(id2))
  436. instances.push_back(obj);
  437. }
  438. garrisonsChanged(instances);
  439. }
  440. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  441. {
  442. for (auto object : objs)
  443. {
  444. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  445. auto * town = dynamic_cast<const CGTownInstance*>(object);
  446. if (hero)
  447. {
  448. adventureInt->onHeroChanged(hero);
  449. if(hero->inTownGarrison)
  450. {
  451. adventureInt->onTownChanged(hero->visitedTown);
  452. }
  453. }
  454. if (town)
  455. adventureInt->onTownChanged(town);
  456. }
  457. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  458. cgh->updateGarrisons();
  459. for (auto cmw : GH.windows().findWindows<CTradeWindow>())
  460. {
  461. if (vstd::contains(objs, cmw->hero))
  462. cmw->garrisonChanged();
  463. }
  464. GH.windows().totalRedraw();
  465. }
  466. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  467. {
  468. EVENT_HANDLER_CALLED_BY_CLIENT;
  469. adventureInt->onTownChanged(town);
  470. if (castleInt)
  471. {
  472. castleInt->townlist->updateElement(town);
  473. if (castleInt->town == town)
  474. {
  475. switch(what)
  476. {
  477. case 1:
  478. CCS->soundh->playSound(soundBase::newBuilding);
  479. castleInt->addBuilding(buildingID);
  480. break;
  481. case 2:
  482. castleInt->removeBuilding(buildingID);
  483. break;
  484. }
  485. }
  486. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  487. GH.windows().totalRedraw();
  488. }
  489. }
  490. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  491. {
  492. movementController->onBattleStarted();
  493. //Don't wait for dialogs when we are non-active hot-seat player
  494. if (LOCPLINT == this)
  495. waitForAllDialogs();
  496. }
  497. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  498. {
  499. EVENT_HANDLER_CALLED_BY_CLIENT;
  500. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  501. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  502. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  503. {
  504. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  505. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  506. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  507. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  508. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  509. isAutoFightOn = true;
  510. cb->registerBattleInterface(autofightingAI);
  511. }
  512. //Don't wait for dialogs when we are non-active hot-seat player
  513. if (LOCPLINT == this)
  514. waitForAllDialogs();
  515. BATTLE_EVENT_POSSIBLE_RETURN;
  516. }
  517. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  518. {
  519. EVENT_HANDLER_CALLED_BY_CLIENT;
  520. BATTLE_EVENT_POSSIBLE_RETURN;
  521. for(auto & info : units)
  522. {
  523. switch(info.operation)
  524. {
  525. case UnitChanges::EOperation::RESET_STATE:
  526. {
  527. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  528. if(!stack)
  529. {
  530. logGlobal->error("Invalid unit ID %d", info.id);
  531. continue;
  532. }
  533. battleInt->stackReset(stack);
  534. }
  535. break;
  536. case UnitChanges::EOperation::REMOVE:
  537. battleInt->stackRemoved(info.id);
  538. break;
  539. case UnitChanges::EOperation::ADD:
  540. {
  541. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  542. if(!unit)
  543. {
  544. logGlobal->error("Invalid unit ID %d", info.id);
  545. continue;
  546. }
  547. battleInt->stackAdded(unit);
  548. }
  549. break;
  550. default:
  551. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  552. break;
  553. }
  554. }
  555. }
  556. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  557. {
  558. EVENT_HANDLER_CALLED_BY_CLIENT;
  559. BATTLE_EVENT_POSSIBLE_RETURN;
  560. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  561. std::vector<ObstacleChanges> removedObstacles;
  562. for(auto & change : obstacles)
  563. {
  564. if(change.operation == BattleChanges::EOperation::ADD)
  565. {
  566. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  567. if(instance)
  568. newObstacles.push_back(instance);
  569. else
  570. logNetwork->error("Invalid obstacle instance %d", change.id);
  571. }
  572. if(change.operation == BattleChanges::EOperation::REMOVE)
  573. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  574. }
  575. if (!newObstacles.empty())
  576. battleInt->obstaclePlaced(newObstacles);
  577. if (!removedObstacles.empty())
  578. battleInt->obstacleRemoved(removedObstacles);
  579. battleInt->fieldController->redrawBackgroundWithHexes();
  580. }
  581. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  582. {
  583. EVENT_HANDLER_CALLED_BY_CLIENT;
  584. BATTLE_EVENT_POSSIBLE_RETURN;
  585. battleInt->stackIsCatapulting(ca);
  586. }
  587. 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
  588. {
  589. EVENT_HANDLER_CALLED_BY_CLIENT;
  590. BATTLE_EVENT_POSSIBLE_RETURN;
  591. battleInt->newRound();
  592. }
  593. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. battleInt->startAction(action);
  598. }
  599. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. battleInt->endAction(action);
  604. }
  605. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  609. assert(!cb->getBattle(battleID)->battleIsFinished());
  610. if (cb->getBattle(battleID)->battleIsFinished())
  611. {
  612. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  613. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  614. return ;
  615. }
  616. if (autofightingAI)
  617. {
  618. if (isAutoFightOn)
  619. {
  620. //FIXME: we want client rendering to proceed while AI is making actions
  621. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  622. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  623. autofightingAI->activeStack(battleID, stack);
  624. return;
  625. }
  626. cb->unregisterBattleInterface(autofightingAI);
  627. autofightingAI.reset();
  628. }
  629. assert(battleInt);
  630. if(!battleInt)
  631. {
  632. // probably battle is finished already
  633. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  634. }
  635. battleInt->stackActivated(stack);
  636. }
  637. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  638. {
  639. EVENT_HANDLER_CALLED_BY_CLIENT;
  640. if(isAutoFightOn || autofightingAI)
  641. {
  642. isAutoFightOn = false;
  643. cb->unregisterBattleInterface(autofightingAI);
  644. autofightingAI.reset();
  645. if(!battleInt)
  646. {
  647. bool allowManualReplay = queryID != QueryID::NONE;
  648. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  649. if (allowManualReplay)
  650. {
  651. wnd->resultCallback = [=](ui32 selection)
  652. {
  653. cb->selectionMade(selection, queryID);
  654. };
  655. }
  656. GH.windows().pushWindow(wnd);
  657. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  658. // Otherwise NewTurn causes freeze.
  659. waitWhileDialog();
  660. return;
  661. }
  662. }
  663. BATTLE_EVENT_POSSIBLE_RETURN;
  664. battleInt->battleFinished(*br, queryID);
  665. }
  666. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  667. {
  668. EVENT_HANDLER_CALLED_BY_CLIENT;
  669. BATTLE_EVENT_POSSIBLE_RETURN;
  670. battleInt->displayBattleLog(lines);
  671. }
  672. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  673. {
  674. EVENT_HANDLER_CALLED_BY_CLIENT;
  675. BATTLE_EVENT_POSSIBLE_RETURN;
  676. battleInt->stackMoved(stack, dest, distance, teleport);
  677. }
  678. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  679. {
  680. EVENT_HANDLER_CALLED_BY_CLIENT;
  681. BATTLE_EVENT_POSSIBLE_RETURN;
  682. battleInt->spellCast(sc);
  683. }
  684. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  685. {
  686. EVENT_HANDLER_CALLED_BY_CLIENT;
  687. BATTLE_EVENT_POSSIBLE_RETURN;
  688. battleInt->battleStacksEffectsSet(sse);
  689. }
  690. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  691. {
  692. EVENT_HANDLER_CALLED_BY_CLIENT;
  693. BATTLE_EVENT_POSSIBLE_RETURN;
  694. battleInt->effectsController->battleTriggerEffect(bte);
  695. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  696. {
  697. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  698. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  699. }
  700. }
  701. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. std::vector<StackAttackedInfo> arg;
  706. for(auto & elem : bsa)
  707. {
  708. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  709. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  710. assert(defender);
  711. StackAttackedInfo info;
  712. info.defender = defender;
  713. info.attacker = attacker;
  714. info.damageDealt = elem.damageAmount;
  715. info.amountKilled = elem.killedAmount;
  716. info.spellEffect = SpellID::NONE;
  717. info.indirectAttack = ranged;
  718. info.killed = elem.killed();
  719. info.rebirth = elem.willRebirth();
  720. info.cloneKilled = elem.cloneKilled();
  721. info.fireShield = elem.fireShield();
  722. if (elem.isSpell())
  723. info.spellEffect = elem.spellID;
  724. arg.push_back(info);
  725. }
  726. battleInt->stacksAreAttacked(arg);
  727. }
  728. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  729. {
  730. EVENT_HANDLER_CALLED_BY_CLIENT;
  731. BATTLE_EVENT_POSSIBLE_RETURN;
  732. StackAttackInfo info;
  733. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  734. info.defender = nullptr;
  735. info.indirectAttack = ba->shot();
  736. info.lucky = ba->lucky();
  737. info.unlucky = ba->unlucky();
  738. info.deathBlow = ba->deathBlow();
  739. info.lifeDrain = ba->lifeDrain();
  740. info.tile = ba->tile;
  741. info.spellEffect = SpellID::NONE;
  742. if (ba->spellLike())
  743. info.spellEffect = ba->spellID;
  744. for(auto & elem : ba->bsa)
  745. {
  746. if(!elem.isSecondary())
  747. {
  748. assert(info.defender == nullptr);
  749. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  750. }
  751. else
  752. {
  753. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  754. }
  755. }
  756. assert(info.defender != nullptr);
  757. assert(info.attacker != nullptr);
  758. battleInt->stackAttacking(info);
  759. }
  760. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  761. {
  762. EVENT_HANDLER_CALLED_BY_CLIENT;
  763. BATTLE_EVENT_POSSIBLE_RETURN;
  764. battleInt->gateStateChanged(state);
  765. }
  766. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  767. {
  768. EVENT_HANDLER_CALLED_BY_CLIENT;
  769. }
  770. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  771. {
  772. EVENT_HANDLER_CALLED_BY_CLIENT;
  773. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  774. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  775. if(autoTryHover || type == EInfoWindowMode::INFO)
  776. {
  777. waitWhileDialog(); //Fix for mantis #98
  778. adventureInt->showInfoBoxMessage(components, text, timer);
  779. // 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
  780. movementController->requestMovementAbort();
  781. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  782. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  783. return;
  784. }
  785. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  786. {
  787. return;
  788. }
  789. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  790. do
  791. {
  792. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  793. std::vector<std::shared_ptr<CComponent>> intComps;
  794. for (auto & component : sender)
  795. intComps.push_back(std::make_shared<CComponent>(component));
  796. showInfoDialog(text,intComps,soundID);
  797. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  798. }
  799. while(!vect.empty());
  800. }
  801. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  802. {
  803. std::vector<std::shared_ptr<CComponent>> intComps;
  804. intComps.push_back(component);
  805. showInfoDialog(text, intComps, soundBase::sound_todo);
  806. }
  807. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  808. {
  809. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  810. waitWhileDialog();
  811. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  812. {
  813. return;
  814. }
  815. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  816. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  817. {
  818. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  819. showingDialog->set(true);
  820. movementController->requestMovementAbort(); // interrupt movement to show dialog
  821. GH.windows().pushWindow(temp);
  822. }
  823. else
  824. {
  825. dialogs.push_back(temp);
  826. }
  827. }
  828. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  829. {
  830. EVENT_HANDLER_CALLED_BY_CLIENT;
  831. std::string str = text.toString();
  832. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  833. waitWhileDialog();
  834. }
  835. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  836. {
  837. movementController->requestMovementAbort();
  838. LOCPLINT->showingDialog->setn(true);
  839. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  840. }
  841. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. waitWhileDialog();
  845. movementController->requestMovementAbort();
  846. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  847. if (!selection && cancel) //simple yes/no dialog
  848. {
  849. std::vector<std::shared_ptr<CComponent>> intComps;
  850. for (auto & component : components)
  851. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  852. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  853. }
  854. else if (selection)
  855. {
  856. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  857. for (auto & component : components)
  858. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  859. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  860. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  861. if (cancel)
  862. {
  863. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  864. }
  865. int charperline = 35;
  866. if (pom.size() > 1)
  867. charperline = 50;
  868. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  869. intComps[0]->clickPressed(GH.getCursorPosition());
  870. intComps[0]->clickReleased(GH.getCursorPosition());
  871. }
  872. }
  873. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  874. {
  875. EVENT_HANDLER_CALLED_BY_CLIENT;
  876. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  877. }
  878. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  879. {
  880. EVENT_HANDLER_CALLED_BY_CLIENT;
  881. auto selectCallback = [=](int selection)
  882. {
  883. cb->sendQueryReply(selection, askID);
  884. };
  885. auto cancelCallback = [=]()
  886. {
  887. cb->sendQueryReply(std::nullopt, askID);
  888. };
  889. const std::string localTitle = title.toString();
  890. const std::string localDescription = description.toString();
  891. std::vector<int> tempList;
  892. tempList.reserve(objects.size());
  893. for(auto item : objects)
  894. tempList.push_back(item.getNum());
  895. CComponent localIconC(icon);
  896. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  897. localIconC.removeChild(localIcon.get(), false);
  898. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  899. wnd->onExit = cancelCallback;
  900. GH.windows().pushWindow(wnd);
  901. }
  902. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  903. {
  904. EVENT_HANDLER_CALLED_BY_CLIENT;
  905. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  906. adventureInt->onMapTilesChanged(pos);
  907. }
  908. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  909. {
  910. EVENT_HANDLER_CALLED_BY_CLIENT;
  911. adventureInt->onMapTilesChanged(pos);
  912. }
  913. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  914. {
  915. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  916. }
  917. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  918. {
  919. EVENT_HANDLER_CALLED_BY_CLIENT;
  920. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  921. {
  922. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  923. fortScreen->creaturesChangedEventHandler();
  924. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  925. if(castleInterface->town == town)
  926. castleInterface->creaturesChangedEventHandler();
  927. if (townObj)
  928. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  929. ki->townChanged(townObj);
  930. }
  931. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  932. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  933. {
  934. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  935. if (crw->dwelling == town)
  936. crw->availableCreaturesChanged();
  937. }
  938. }
  939. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  940. {
  941. EVENT_HANDLER_CALLED_BY_CLIENT;
  942. if (bonus.type == BonusType::NONE)
  943. return;
  944. adventureInt->onHeroChanged(hero);
  945. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  946. {
  947. //recalculate paths because hero has lost bonus influencing pathfinding
  948. localState->erasePath(hero);
  949. }
  950. }
  951. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. localState->serialize(h, version);
  955. }
  956. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  957. {
  958. EVENT_HANDLER_CALLED_BY_CLIENT;
  959. localState->serialize(h, version);
  960. firstCall = -1;
  961. }
  962. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  963. {
  964. assert(LOCPLINT->makingTurn);
  965. assert(h);
  966. assert(!showingDialog->get());
  967. assert(dialogs.empty());
  968. LOG_TRACE(logGlobal);
  969. if (!LOCPLINT->makingTurn)
  970. return;
  971. if (!h)
  972. return; //can't find hero
  973. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  974. if (showingDialog->get() || !dialogs.empty())
  975. return;
  976. if (localState->isHeroSleeping(h))
  977. localState->setHeroAwaken(h);
  978. movementController->requestMovementStart(h, path);
  979. }
  980. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  984. if (movementController->isHeroMovingThroughGarrison(down, up))
  985. {
  986. onEnd();
  987. return;
  988. }
  989. waitForAllDialogs();
  990. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  991. cgw->quit->addCallback(onEnd);
  992. GH.windows().pushWindow(cgw);
  993. }
  994. /**
  995. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  996. * into a combinational one on an artifact screen. Does not require the combination of
  997. * artifacts to be legal.
  998. */
  999. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
  1000. {
  1001. std::string text = artifact->getDescriptionTranslated();
  1002. text += "\n\n";
  1003. std::vector<std::shared_ptr<CComponent>> scs;
  1004. if(assembledArtifact)
  1005. {
  1006. // You possess all of the components to...
  1007. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1008. // Picture of assembled artifact at bottom.
  1009. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1010. scs.push_back(sc);
  1011. }
  1012. else
  1013. {
  1014. // Do you wish to disassemble this artifact?
  1015. text += CGI->generaltexth->allTexts[733];
  1016. }
  1017. showYesNoDialog(text, onYes, nullptr, scs);
  1018. }
  1019. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1020. {
  1021. if(pa->packType == typeList.getTypeID<MoveHero>())
  1022. movementController->onMoveHeroApplied();
  1023. if(pa->packType == typeList.getTypeID<QueryReply>())
  1024. movementController->onQueryReplyApplied();
  1025. }
  1026. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1027. {
  1028. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1029. }
  1030. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1034. }
  1035. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1036. {
  1037. if (sop->what == ObjProperty::OWNER)
  1038. {
  1039. const CGObjectInstance * obj = cb->getObj(sop->id);
  1040. if(obj->ID == Obj::TOWN)
  1041. {
  1042. auto town = static_cast<const CGTownInstance *>(obj);
  1043. if(obj->tempOwner == playerID)
  1044. {
  1045. localState->removeOwnedTown(town);
  1046. adventureInt->onTownChanged(town);
  1047. }
  1048. }
  1049. }
  1050. }
  1051. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1052. {
  1053. EVENT_HANDLER_CALLED_BY_CLIENT;
  1054. if (sop->what == ObjProperty::OWNER)
  1055. {
  1056. const CGObjectInstance * obj = cb->getObj(sop->id);
  1057. if(obj->ID == Obj::TOWN)
  1058. {
  1059. auto town = static_cast<const CGTownInstance *>(obj);
  1060. if(obj->tempOwner == playerID)
  1061. {
  1062. localState->addOwnedTown(town);
  1063. adventureInt->onTownChanged(town);
  1064. }
  1065. }
  1066. //redraw minimap if owner changed
  1067. std::set<int3> pos = obj->getBlockedPos();
  1068. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1069. adventureInt->onMapTilesChanged(upos);
  1070. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1071. }
  1072. }
  1073. void CPlayerInterface::initializeHeroTownList()
  1074. {
  1075. if(localState->getWanderingHeroes().empty())
  1076. {
  1077. for(auto & hero : cb->getHeroesInfo())
  1078. {
  1079. if(!hero->inTownGarrison)
  1080. localState->addWanderingHero(hero);
  1081. }
  1082. }
  1083. if(localState->getOwnedTowns().empty())
  1084. {
  1085. for(auto & town : cb->getTownsInfo())
  1086. localState->addOwnedTown(town);
  1087. }
  1088. if(adventureInt)
  1089. adventureInt->onHeroChanged(nullptr);
  1090. }
  1091. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1092. {
  1093. EVENT_HANDLER_CALLED_BY_CLIENT;
  1094. waitWhileDialog();
  1095. auto recruitCb = [=](CreatureID id, int count)
  1096. {
  1097. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1098. };
  1099. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1100. }
  1101. void CPlayerInterface::waitWhileDialog()
  1102. {
  1103. if (GH.amIGuiThread())
  1104. {
  1105. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1106. return;
  1107. }
  1108. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1109. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1110. while(showingDialog->data)
  1111. showingDialog->cond.wait(un);
  1112. }
  1113. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1114. {
  1115. EVENT_HANDLER_CALLED_BY_CLIENT;
  1116. auto state = obj->shipyardStatus();
  1117. TResources cost;
  1118. obj->getBoatCost(cost);
  1119. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1120. }
  1121. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1122. {
  1123. EVENT_HANDLER_CALLED_BY_CLIENT;
  1124. //we might have built a boat in shipyard in opened town screen
  1125. if (obj->ID == Obj::BOAT
  1126. && LOCPLINT->castleInt
  1127. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1128. {
  1129. CCS->soundh->playSound(soundBase::newBuilding);
  1130. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1131. }
  1132. }
  1133. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1134. {
  1135. EVENT_HANDLER_CALLED_BY_CLIENT;
  1136. waitWhileDialog();
  1137. CCS->curh->hide();
  1138. adventureInt->centerOnTile(pos);
  1139. if (focusTime)
  1140. {
  1141. GH.windows().totalRedraw();
  1142. {
  1143. IgnoreEvents ignore(*this);
  1144. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1145. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1146. }
  1147. }
  1148. CCS->curh->show();
  1149. }
  1150. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1151. {
  1152. EVENT_HANDLER_CALLED_BY_CLIENT;
  1153. if(playerID == initiator && obj->getRemovalSound())
  1154. {
  1155. waitWhileDialog();
  1156. CCS->soundh->playSound(obj->getRemovalSound().value());
  1157. }
  1158. CGI->mh->waitForOngoingAnimations();
  1159. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1160. {
  1161. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1162. heroKilled(h);
  1163. }
  1164. GH.fakeMouseMove();
  1165. }
  1166. void CPlayerInterface::objectRemovedAfter()
  1167. {
  1168. EVENT_HANDLER_CALLED_BY_CLIENT;
  1169. adventureInt->onMapTilesChanged(boost::none);
  1170. // visiting or garrisoned hero removed - update window
  1171. if (castleInt)
  1172. castleInt->updateGarrisons();
  1173. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1174. ki->heroRemoved();
  1175. }
  1176. void CPlayerInterface::playerBlocked(int reason, bool start)
  1177. {
  1178. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1179. {
  1180. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1181. {
  1182. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1183. LOCPLINT = this;
  1184. GH.curInt = this;
  1185. adventureInt->onCurrentPlayerChanged(playerID);
  1186. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1187. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1188. std::vector<std::shared_ptr<CComponent>> cmp;
  1189. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1190. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1191. showInfoDialog(msg, cmp);
  1192. makingTurn = false;
  1193. }
  1194. }
  1195. }
  1196. void CPlayerInterface::update()
  1197. {
  1198. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1199. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1200. // While mutexes were locked away we may be have stopped being the active interface
  1201. if (LOCPLINT != this)
  1202. return;
  1203. //if there are any waiting dialogs, show them
  1204. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1205. {
  1206. showingDialog->set(true);
  1207. GH.windows().pushWindow(dialogs.front());
  1208. dialogs.pop_front();
  1209. }
  1210. assert(adventureInt);
  1211. // Handles mouse and key input
  1212. GH.handleEvents();
  1213. GH.windows().simpleRedraw();
  1214. }
  1215. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1216. {
  1217. using namespace boost::filesystem;
  1218. using namespace boost::algorithm;
  1219. path gamesDir = VCMIDirs::get().userSavePath();
  1220. std::map<std::time_t, int> dates; //save number => datestamp
  1221. const directory_iterator enddir;
  1222. if (!exists(gamesDir))
  1223. create_directory(gamesDir);
  1224. else
  1225. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1226. {
  1227. if (is_regular_file(dir->status()))
  1228. {
  1229. std::string name = dir->path().filename().string();
  1230. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1231. {
  1232. char nr = name[namePrefix.size()];
  1233. if (std::isdigit(nr))
  1234. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1235. }
  1236. }
  1237. }
  1238. if (!dates.empty())
  1239. return (--dates.end())->second; //return latest file number
  1240. return 0;
  1241. }
  1242. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. if (player == playerID)
  1246. {
  1247. if (victoryLossCheckResult.loss())
  1248. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1249. assert(GH.curInt == LOCPLINT);
  1250. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1251. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1252. GH.curInt = this; //waiting for dialogs requires this to get events
  1253. if(!makingTurn)
  1254. {
  1255. makingTurn = true; //also needed for dialog to show with current implementation
  1256. waitForAllDialogs();
  1257. makingTurn = false;
  1258. }
  1259. else
  1260. waitForAllDialogs();
  1261. GH.curInt = previousInterface;
  1262. LOCPLINT = previousInterface;
  1263. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1264. {
  1265. if(adventureInt)
  1266. {
  1267. GH.windows().popWindows(GH.windows().count());
  1268. adventureInt.reset();
  1269. }
  1270. }
  1271. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1272. {
  1273. // end game if current human player has won
  1274. CSH->sendClientDisconnecting();
  1275. requestReturningToMainMenu(true);
  1276. }
  1277. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1278. {
  1279. //all human players eliminated
  1280. CSH->sendClientDisconnecting();
  1281. requestReturningToMainMenu(false);
  1282. }
  1283. if (GH.curInt == this)
  1284. GH.curInt = nullptr;
  1285. }
  1286. }
  1287. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1288. {
  1289. EVENT_HANDLER_CALLED_BY_CLIENT;
  1290. }
  1291. void CPlayerInterface::showPuzzleMap()
  1292. {
  1293. EVENT_HANDLER_CALLED_BY_CLIENT;
  1294. waitWhileDialog();
  1295. //TODO: interface should not know the real position of Grail...
  1296. double ratio = 0;
  1297. int3 grailPos = cb->getGrailPos(&ratio);
  1298. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1299. }
  1300. void CPlayerInterface::viewWorldMap()
  1301. {
  1302. adventureInt->openWorldView();
  1303. }
  1304. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1305. {
  1306. EVENT_HANDLER_CALLED_BY_CLIENT;
  1307. if(GH.windows().topWindow<CSpellWindow>())
  1308. GH.windows().popWindows(1);
  1309. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1310. localState->erasePath(caster);
  1311. auto castSoundPath = spellID.toSpell()->getCastSound();
  1312. if(!castSoundPath.empty())
  1313. CCS->soundh->playSound(castSoundPath);
  1314. }
  1315. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1316. {
  1317. int msgToShow = -1;
  1318. const auto diggingStatus = h->diggingStatus();
  1319. switch(diggingStatus)
  1320. {
  1321. case EDiggingStatus::CAN_DIG:
  1322. break;
  1323. case EDiggingStatus::LACK_OF_MOVEMENT:
  1324. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1325. break;
  1326. case EDiggingStatus::TILE_OCCUPIED:
  1327. msgToShow = 97; //Try searching on clear ground.
  1328. break;
  1329. case EDiggingStatus::WRONG_TERRAIN:
  1330. msgToShow = 60; ////Try looking on land!
  1331. break;
  1332. case EDiggingStatus::BACKPACK_IS_FULL:
  1333. msgToShow = 247; //Searching for the Grail is fruitless...
  1334. break;
  1335. default:
  1336. assert(0);
  1337. }
  1338. if(msgToShow < 0)
  1339. cb->dig(h);
  1340. else
  1341. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1342. }
  1343. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1344. {
  1345. EVENT_HANDLER_CALLED_BY_CLIENT;
  1346. BATTLE_EVENT_POSSIBLE_RETURN;
  1347. battleInt->newRoundFirst();
  1348. }
  1349. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1350. {
  1351. EVENT_HANDLER_CALLED_BY_CLIENT;
  1352. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1353. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1354. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1355. GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1356. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1357. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
  1358. else if(!market->availableModes().empty())
  1359. GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1360. }
  1361. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1362. {
  1363. EVENT_HANDLER_CALLED_BY_CLIENT;
  1364. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
  1365. }
  1366. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1367. {
  1368. EVENT_HANDLER_CALLED_BY_CLIENT;
  1369. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1370. }
  1371. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1372. {
  1373. EVENT_HANDLER_CALLED_BY_CLIENT;
  1374. for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
  1375. cmw->artifactsChanged(false);
  1376. }
  1377. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1378. {
  1379. EVENT_HANDLER_CALLED_BY_CLIENT;
  1380. GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
  1381. }
  1382. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1383. {
  1384. EVENT_HANDLER_CALLED_BY_CLIENT;
  1385. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1386. }
  1387. void CPlayerInterface::showQuestLog()
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1391. }
  1392. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1393. {
  1394. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1395. {
  1396. MetaString txt;
  1397. obj->getProblemText(txt);
  1398. showInfoDialog(txt.toString());
  1399. }
  1400. else
  1401. showShipyardDialog(obj);
  1402. }
  1403. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1404. {
  1405. HighScoreParameter param;
  1406. param.difficulty = cb->getStartInfo()->difficulty;
  1407. param.day = cb->getDate();
  1408. param.townAmount = cb->howManyTowns();
  1409. param.usedCheat = cb->getPlayerState(*cb->getPlayerID())->cheated;
  1410. param.hasGrail = false;
  1411. for(const CGHeroInstance * h : cb->getHeroesInfo())
  1412. if(h->hasArt(ArtifactID::GRAIL))
  1413. param.hasGrail = true;
  1414. for(const CGTownInstance * t : cb->getTownsInfo())
  1415. if(t->builtBuildings.count(BuildingID::GRAIL))
  1416. param.hasGrail = true;
  1417. param.allDefeated = true;
  1418. for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  1419. {
  1420. auto ps = cb->getPlayerState(player, false);
  1421. if(ps && player != *cb->getPlayerID())
  1422. if(!ps->checkVanquished())
  1423. param.allDefeated = false;
  1424. }
  1425. param.scenarioName = cb->getMapHeader()->name.toString();
  1426. param.playerName = cb->getStartInfo()->playerInfos.find(*cb->getPlayerID())->second.name;
  1427. HighScoreCalculation highScoreCalc;
  1428. highScoreCalc.parameters.push_back(param);
  1429. highScoreCalc.isCampaign = false;
  1430. if(won && cb->getStartInfo()->campState)
  1431. CSH->startCampaignScenario(param, cb->getStartInfo()->campState);
  1432. else
  1433. {
  1434. GH.dispatchMainThread(
  1435. [won, highScoreCalc]()
  1436. {
  1437. CSH->endGameplay();
  1438. GH.defActionsDef = 63;
  1439. CMM->menu->switchToTab("main");
  1440. GH.windows().createAndPushWindow<CHighScoreInputScreen>(won, highScoreCalc);
  1441. }
  1442. );
  1443. }
  1444. }
  1445. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1446. {
  1447. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1448. if(hero)
  1449. {
  1450. auto art = hero->getArt(al.slot);
  1451. if(art == nullptr)
  1452. {
  1453. logGlobal->error("artifact location %d points to nothing",
  1454. al.slot.num);
  1455. return;
  1456. }
  1457. ArtifactUtilsClient::askToAssemble(hero, al.slot);
  1458. }
  1459. }
  1460. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1461. {
  1462. EVENT_HANDLER_CALLED_BY_CLIENT;
  1463. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1464. adventureInt->onHeroChanged(hero);
  1465. }
  1466. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1467. {
  1468. EVENT_HANDLER_CALLED_BY_CLIENT;
  1469. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1470. adventureInt->onHeroChanged(hero);
  1471. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1472. artWin->artifactRemoved(al);
  1473. waitWhileDialog();
  1474. }
  1475. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1476. {
  1477. EVENT_HANDLER_CALLED_BY_CLIENT;
  1478. auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
  1479. adventureInt->onHeroChanged(hero);
  1480. bool redraw = true;
  1481. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1482. if(numOfMovedArts != 0)
  1483. {
  1484. numOfMovedArts--;
  1485. if(numOfMovedArts != 0)
  1486. redraw = false;
  1487. }
  1488. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1489. artWin->artifactMoved(src, dst, redraw);
  1490. waitWhileDialog();
  1491. }
  1492. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1493. {
  1494. numOfMovedArts = numOfArts;
  1495. }
  1496. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1497. {
  1498. EVENT_HANDLER_CALLED_BY_CLIENT;
  1499. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1500. adventureInt->onHeroChanged(hero);
  1501. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1502. artWin->artifactAssembled(al);
  1503. }
  1504. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1505. {
  1506. EVENT_HANDLER_CALLED_BY_CLIENT;
  1507. auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
  1508. adventureInt->onHeroChanged(hero);
  1509. for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
  1510. artWin->artifactDisassembled(al);
  1511. }
  1512. void CPlayerInterface::waitForAllDialogs()
  1513. {
  1514. while(!dialogs.empty())
  1515. {
  1516. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1517. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1518. }
  1519. waitWhileDialog();
  1520. }
  1521. void CPlayerInterface::proposeLoadingGame()
  1522. {
  1523. showYesNoDialog(
  1524. CGI->generaltexth->allTexts[68],
  1525. []()
  1526. {
  1527. GH.dispatchMainThread(
  1528. []()
  1529. {
  1530. CSH->endGameplay();
  1531. GH.defActionsDef = 63;
  1532. CMM->menu->switchToTab("load");
  1533. }
  1534. );
  1535. },
  1536. nullptr
  1537. );
  1538. }
  1539. bool CPlayerInterface::capturedAllEvents()
  1540. {
  1541. if(movementController->isHeroMoving())
  1542. {
  1543. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1544. return true;
  1545. }
  1546. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1547. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1548. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1549. {
  1550. GH.input().ignoreEventsUntilInput();
  1551. return true;
  1552. }
  1553. return false;
  1554. }
  1555. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1556. {
  1557. EVENT_HANDLER_CALLED_BY_CLIENT;
  1558. adventureInt->openWorldView(objectPositions, showTerrain );
  1559. }
  1560. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1561. {
  1562. return std::nullopt;
  1563. }