CPlayerInterface.cpp 54 KB

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