CPlayerInterface.cpp 52 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 "CServerHandler.h"
  15. #include "HeroMovementController.h"
  16. #include "PlayerLocalState.h"
  17. #include "adventureMap/AdventureMapInterface.h"
  18. #include "adventureMap/CInGameConsole.h"
  19. #include "adventureMap/CList.h"
  20. #include "battle/BattleEffectsController.h"
  21. #include "battle/BattleFieldController.h"
  22. #include "battle/BattleInterface.h"
  23. #include "battle/BattleInterfaceClasses.h"
  24. #include "battle/BattleWindow.h"
  25. #include "eventsSDL/InputHandler.h"
  26. #include "eventsSDL/NotificationHandler.h"
  27. #include "gui/CGuiHandler.h"
  28. #include "gui/CursorHandler.h"
  29. #include "gui/WindowHandler.h"
  30. #include "mainmenu/CMainMenu.h"
  31. #include "mainmenu/CHighScoreScreen.h"
  32. #include "mapView/mapHandler.h"
  33. #include "media/IMusicPlayer.h"
  34. #include "media/ISoundPlayer.h"
  35. #include "render/CAnimation.h"
  36. #include "render/IImage.h"
  37. #include "render/IRenderHandler.h"
  38. #include "widgets/Buttons.h"
  39. #include "widgets/CComponent.h"
  40. #include "widgets/CGarrisonInt.h"
  41. #include "windows/CCastleInterface.h"
  42. #include "windows/CCreatureWindow.h"
  43. #include "windows/CExchangeWindow.h"
  44. #include "windows/CHeroWindow.h"
  45. #include "windows/CKingdomInterface.h"
  46. #include "windows/CMarketWindow.h"
  47. #include "windows/CPuzzleWindow.h"
  48. #include "windows/CQuestLog.h"
  49. #include "windows/CSpellWindow.h"
  50. #include "windows/CTutorialWindow.h"
  51. #include "windows/GUIClasses.h"
  52. #include "windows/InfoWindows.h"
  53. #include "../CCallback.h"
  54. #include "../lib/CConfigHandler.h"
  55. #include "../lib/texts/CGeneralTextHandler.h"
  56. #include "../lib/CHeroHandler.h"
  57. #include "../lib/CPlayerState.h"
  58. #include "../lib/CRandomGenerator.h"
  59. #include "../lib/CStack.h"
  60. #include "../lib/CStopWatch.h"
  61. #include "../lib/CThreadHelper.h"
  62. #include "../lib/GameConstants.h"
  63. #include "../lib/RoadHandler.h"
  64. #include "../lib/StartInfo.h"
  65. #include "../lib/TerrainHandler.h"
  66. #include "../lib/UnlockGuard.h"
  67. #include "../lib/VCMIDirs.h"
  68. #include "../lib/bonuses/Limiters.h"
  69. #include "../lib/bonuses/Propagators.h"
  70. #include "../lib/bonuses/Updaters.h"
  71. #include "../lib/gameState/CGameState.h"
  72. #include "../lib/mapObjects/CGMarket.h"
  73. #include "../lib/mapObjects/CGTownInstance.h"
  74. #include "../lib/mapObjects/MiscObjects.h"
  75. #include "../lib/mapObjects/ObjectTemplate.h"
  76. #include "../lib/mapping/CMapHeader.h"
  77. #include "../lib/networkPacks/PacksForClient.h"
  78. #include "../lib/networkPacks/PacksForClientBattle.h"
  79. #include "../lib/networkPacks/PacksForServer.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. #include "../lib/texts/TextOperations.h"
  86. // The macro below is used to mark functions that are called by client when game state changes.
  87. // They all assume that interface mutex is locked.
  88. #define EVENT_HANDLER_CALLED_BY_CLIENT
  89. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. struct HeroObjectRetriever
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  104. localState(std::make_unique<PlayerLocalState>(*this)),
  105. movementController(std::make_unique<HeroMovementController>()),
  106. artifactController(std::make_unique<ArtifactsUIController>())
  107. {
  108. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  109. LOCPLINT = this;
  110. playerID=Player;
  111. human=true;
  112. battleInt.reset();
  113. castleInt = nullptr;
  114. makingTurn = false;
  115. showingDialog = new ConditionalWait();
  116. cingconsole = new CInGameConsole();
  117. autosaveCount = 0;
  118. isAutoFightOn = false;
  119. isAutoFightEndBattle = false;
  120. ignoreEvents = false;
  121. }
  122. CPlayerInterface::~CPlayerInterface()
  123. {
  124. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  125. delete showingDialog;
  126. delete cingconsole;
  127. if (LOCPLINT == this)
  128. LOCPLINT = nullptr;
  129. }
  130. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  131. {
  132. cb = CB;
  133. env = ENV;
  134. CCS->musich->loadTerrainMusicThemes();
  135. initializeHeroTownList();
  136. adventureInt.reset(new AdventureMapInterface());
  137. }
  138. void CPlayerInterface::closeAllDialogs()
  139. {
  140. // remove all active dialogs that do not expect query answer
  141. for (;;)
  142. {
  143. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  144. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  145. if(adventureWindow != nullptr)
  146. break;
  147. if(infoWindow && infoWindow->ID != QueryID::NONE)
  148. break;
  149. if (infoWindow)
  150. infoWindow->close();
  151. else
  152. GH.windows().popWindows(1);
  153. }
  154. if(castleInt)
  155. castleInt->close();
  156. castleInt = nullptr;
  157. }
  158. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  159. {
  160. EVENT_HANDLER_CALLED_BY_CLIENT;
  161. if (player == playerID)
  162. {
  163. makingTurn = false;
  164. closeAllDialogs();
  165. }
  166. }
  167. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  168. {
  169. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  170. {
  171. // after map load - remove all active windows and replace them with adventure map
  172. GH.windows().clear();
  173. GH.windows().pushWindow(adventureInt);
  174. }
  175. EVENT_HANDLER_CALLED_BY_CLIENT;
  176. if (player != playerID && LOCPLINT == this)
  177. {
  178. waitWhileDialog();
  179. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  180. if (makingTurn == false)
  181. adventureInt->onEnemyTurnStarted(player, isHuman);
  182. }
  183. }
  184. void CPlayerInterface::performAutosave()
  185. {
  186. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  187. if(frequency > 0 && cb->getDate() % frequency == 0)
  188. {
  189. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  190. std::string prefix = std::string();
  191. if(usePrefix)
  192. {
  193. prefix = settings["general"]["savePrefix"].String();
  194. if(prefix.empty())
  195. {
  196. std::string name = cb->getMapHeader()->name.toString();
  197. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  198. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  199. auto const & isSymbolIllegal = [&](char c) {
  200. static const std::string forbiddenChars("\\/:*?\"<>| ");
  201. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  202. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  203. return charForbidden || charNonprintable;
  204. };
  205. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  206. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  207. }
  208. }
  209. autosaveCount++;
  210. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  211. if(autosaveCountLimit > 0)
  212. {
  213. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  214. autosaveCount %= autosaveCountLimit;
  215. }
  216. else
  217. {
  218. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  219. + std::to_string(cb->getDate(Date::WEEK))
  220. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  221. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  222. }
  223. }
  224. }
  225. void CPlayerInterface::gamePause(bool pause)
  226. {
  227. cb->gamePause(pause);
  228. }
  229. void CPlayerInterface::yourTurn(QueryID queryID)
  230. {
  231. closeAllDialogs();
  232. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  233. EVENT_HANDLER_CALLED_BY_CLIENT;
  234. int humanPlayersCount = 0;
  235. for(const auto & info : cb->getStartInfo()->playerInfos)
  236. if (info.second.isControlledByHuman())
  237. humanPlayersCount++;
  238. bool hotseatWait = humanPlayersCount > 1;
  239. LOCPLINT = this;
  240. GH.curInt = this;
  241. NotificationHandler::notify("Your turn");
  242. if(settings["general"]["startTurnAutosave"].Bool())
  243. {
  244. performAutosave();
  245. }
  246. if (hotseatWait) //hot seat or MP message
  247. {
  248. adventureInt->onHotseatWaitStarted(playerID);
  249. makingTurn = true;
  250. std::string msg = CGI->generaltexth->allTexts[13];
  251. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  252. std::vector<std::shared_ptr<CComponent>> cmp;
  253. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  254. showInfoDialog(msg, cmp);
  255. }
  256. else
  257. {
  258. makingTurn = true;
  259. adventureInt->onPlayerTurnStarted(playerID);
  260. }
  261. acceptTurn(queryID, hotseatWait);
  262. }
  263. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  264. {
  265. if (settings["session"]["autoSkip"].Bool())
  266. {
  267. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  268. iw->close();
  269. }
  270. if(hotseatWait)
  271. {
  272. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  273. adventureInt->onPlayerTurnStarted(playerID);
  274. }
  275. // warn player if he has no town
  276. if (cb->howManyTowns() == 0)
  277. {
  278. auto playerColor = *cb->getPlayerID();
  279. std::vector<Component> components;
  280. components.emplace_back(ComponentType::FLAG, playerColor);
  281. MetaString text;
  282. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  283. if(optDaysWithoutCastle)
  284. {
  285. auto daysWithoutCastle = optDaysWithoutCastle.value();
  286. if (daysWithoutCastle < 6)
  287. {
  288. 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.
  289. text.replaceName(playerColor);
  290. text.replaceNumber(7 - daysWithoutCastle);
  291. }
  292. else if (daysWithoutCastle == 6)
  293. {
  294. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  295. text.replaceName(playerColor);
  296. }
  297. showInfoDialogAndWait(components, text);
  298. }
  299. else
  300. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  301. }
  302. cb->selectionMade(0, queryID);
  303. movementController->onPlayerTurnStarted();
  304. }
  305. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  306. {
  307. EVENT_HANDLER_CALLED_BY_CLIENT;
  308. waitWhileDialog();
  309. if(LOCPLINT != this)
  310. return;
  311. //FIXME: read once and store
  312. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  313. return;
  314. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  315. if (!hero)
  316. return;
  317. movementController->onTryMoveHero(hero, details);
  318. }
  319. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  320. {
  321. EVENT_HANDLER_CALLED_BY_CLIENT;
  322. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  323. // if hero is not in town garrison
  324. if (vstd::contains(localState->getWanderingHeroes(), hero))
  325. localState->removeWanderingHero(hero);
  326. adventureInt->onHeroChanged(hero);
  327. localState->erasePath(hero);
  328. }
  329. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  330. {
  331. EVENT_HANDLER_CALLED_BY_CLIENT;
  332. if(start && visitedObj)
  333. {
  334. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  335. if (visitSound)
  336. CCS->soundh->playSound(visitSound.value());
  337. }
  338. }
  339. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  340. {
  341. EVENT_HANDLER_CALLED_BY_CLIENT;
  342. localState->addWanderingHero(hero);
  343. adventureInt->onHeroChanged(hero);
  344. }
  345. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  346. {
  347. if(castleInt)
  348. castleInt->close();
  349. castleInt = nullptr;
  350. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  351. GH.windows().pushWindow(newCastleInt);
  352. }
  353. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  354. {
  355. EVENT_HANDLER_CALLED_BY_CLIENT;
  356. if (which == PrimarySkill::EXPERIENCE)
  357. {
  358. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  359. ctw->updateExperience();
  360. }
  361. else
  362. {
  363. adventureInt->onHeroChanged(hero);
  364. }
  365. }
  366. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  367. {
  368. EVENT_HANDLER_CALLED_BY_CLIENT;
  369. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  370. cuw->updateSecondarySkills();
  371. }
  372. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. adventureInt->onHeroChanged(hero);
  376. if (makingTurn && hero->tempOwner == playerID)
  377. adventureInt->onHeroChanged(hero);
  378. }
  379. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  380. {
  381. EVENT_HANDLER_CALLED_BY_CLIENT;
  382. if (makingTurn && hero->tempOwner == playerID)
  383. adventureInt->onHeroChanged(hero);
  384. }
  385. void CPlayerInterface::receivedResource()
  386. {
  387. EVENT_HANDLER_CALLED_BY_CLIENT;
  388. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  389. mw->updateResources();
  390. GH.windows().totalRedraw();
  391. }
  392. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. waitWhileDialog();
  396. CCS->soundh->playSound(soundBase::heroNewLevel);
  397. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  398. {
  399. cb->selectionMade(selection, queryID);
  400. });
  401. }
  402. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. waitWhileDialog();
  406. CCS->soundh->playSound(soundBase::heroNewLevel);
  407. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  408. {
  409. cb->selectionMade(selection, queryID);
  410. });
  411. }
  412. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  413. {
  414. EVENT_HANDLER_CALLED_BY_CLIENT;
  415. if(town->garrisonHero) //wandering hero moved to the garrison
  416. {
  417. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  418. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  419. localState->removeWanderingHero(town->garrisonHero);
  420. }
  421. if(town->visitingHero) //hero leaves garrison
  422. {
  423. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  424. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  425. localState->addWanderingHero(town->visitingHero);
  426. }
  427. adventureInt->onHeroChanged(nullptr);
  428. adventureInt->onTownChanged(town);
  429. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  430. if (cgh->holdsGarrison(town))
  431. cgh->updateGarrisons();
  432. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  433. ki->townChanged(town);
  434. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  435. GH.windows().totalRedraw();
  436. }
  437. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  438. {
  439. EVENT_HANDLER_CALLED_BY_CLIENT;
  440. if (hero->tempOwner != playerID )
  441. return;
  442. waitWhileDialog();
  443. openTownWindow(town);
  444. }
  445. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  446. {
  447. std::vector<const CArmedInstance *> instances;
  448. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  449. instances.push_back(obj);
  450. if(id2 != ObjectInstanceID() && id2 != id1)
  451. {
  452. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  453. instances.push_back(obj);
  454. }
  455. garrisonsChanged(instances);
  456. }
  457. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  458. {
  459. for (auto object : objs)
  460. {
  461. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  462. auto * town = dynamic_cast<const CGTownInstance*>(object);
  463. if (town)
  464. adventureInt->onTownChanged(town);
  465. if (hero)
  466. {
  467. adventureInt->onHeroChanged(hero);
  468. if(hero->inTownGarrison && hero->visitedTown != town)
  469. adventureInt->onTownChanged(hero->visitedTown);
  470. }
  471. }
  472. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  473. if (cgh->holdsGarrisons(objs))
  474. cgh->updateGarrisons();
  475. GH.windows().totalRedraw();
  476. }
  477. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  478. {
  479. EVENT_HANDLER_CALLED_BY_CLIENT;
  480. adventureInt->onTownChanged(town);
  481. if (castleInt)
  482. {
  483. castleInt->townlist->updateElement(town);
  484. if (castleInt->town == town)
  485. {
  486. switch(what)
  487. {
  488. case 1:
  489. CCS->soundh->playSound(soundBase::newBuilding);
  490. castleInt->addBuilding(buildingID);
  491. break;
  492. case 2:
  493. castleInt->removeBuilding(buildingID);
  494. break;
  495. }
  496. }
  497. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  498. GH.windows().totalRedraw();
  499. }
  500. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  501. cgh->buildChanged();
  502. }
  503. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  504. {
  505. movementController->onBattleStarted();
  506. //Don't wait for dialogs when we are non-active hot-seat player
  507. if (LOCPLINT == this)
  508. waitForAllDialogs();
  509. }
  510. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  511. {
  512. EVENT_HANDLER_CALLED_BY_CLIENT;
  513. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  514. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  515. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  516. {
  517. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  518. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  519. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  520. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  521. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  522. isAutoFightOn = true;
  523. cb->registerBattleInterface(autofightingAI);
  524. }
  525. //Don't wait for dialogs when we are non-active hot-seat player
  526. if (LOCPLINT == this)
  527. waitForAllDialogs();
  528. BATTLE_EVENT_POSSIBLE_RETURN;
  529. }
  530. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  531. {
  532. EVENT_HANDLER_CALLED_BY_CLIENT;
  533. BATTLE_EVENT_POSSIBLE_RETURN;
  534. for(auto & info : units)
  535. {
  536. switch(info.operation)
  537. {
  538. case UnitChanges::EOperation::RESET_STATE:
  539. {
  540. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  541. if(!stack)
  542. {
  543. logGlobal->error("Invalid unit ID %d", info.id);
  544. continue;
  545. }
  546. battleInt->stackReset(stack);
  547. }
  548. break;
  549. case UnitChanges::EOperation::REMOVE:
  550. battleInt->stackRemoved(info.id);
  551. break;
  552. case UnitChanges::EOperation::ADD:
  553. {
  554. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  555. if(!unit)
  556. {
  557. logGlobal->error("Invalid unit ID %d", info.id);
  558. continue;
  559. }
  560. battleInt->stackAdded(unit);
  561. }
  562. break;
  563. default:
  564. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  565. break;
  566. }
  567. }
  568. }
  569. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  570. {
  571. EVENT_HANDLER_CALLED_BY_CLIENT;
  572. BATTLE_EVENT_POSSIBLE_RETURN;
  573. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  574. std::vector<ObstacleChanges> removedObstacles;
  575. for(auto & change : obstacles)
  576. {
  577. if(change.operation == BattleChanges::EOperation::ADD)
  578. {
  579. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  580. if(instance)
  581. newObstacles.push_back(instance);
  582. else
  583. logNetwork->error("Invalid obstacle instance %d", change.id);
  584. }
  585. if(change.operation == BattleChanges::EOperation::REMOVE)
  586. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  587. }
  588. if (!newObstacles.empty())
  589. battleInt->obstaclePlaced(newObstacles);
  590. if (!removedObstacles.empty())
  591. battleInt->obstacleRemoved(removedObstacles);
  592. battleInt->fieldController->redrawBackgroundWithHexes();
  593. }
  594. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  595. {
  596. EVENT_HANDLER_CALLED_BY_CLIENT;
  597. BATTLE_EVENT_POSSIBLE_RETURN;
  598. battleInt->stackIsCatapulting(ca);
  599. }
  600. 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
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. BATTLE_EVENT_POSSIBLE_RETURN;
  604. battleInt->newRound();
  605. }
  606. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  607. {
  608. EVENT_HANDLER_CALLED_BY_CLIENT;
  609. BATTLE_EVENT_POSSIBLE_RETURN;
  610. battleInt->startAction(action);
  611. }
  612. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  613. {
  614. EVENT_HANDLER_CALLED_BY_CLIENT;
  615. BATTLE_EVENT_POSSIBLE_RETURN;
  616. battleInt->endAction(action);
  617. }
  618. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  622. assert(!cb->getBattle(battleID)->battleIsFinished());
  623. if (cb->getBattle(battleID)->battleIsFinished())
  624. {
  625. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  626. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  627. return ;
  628. }
  629. if (autofightingAI)
  630. {
  631. if (isAutoFightOn)
  632. {
  633. //FIXME: we want client rendering to proceed while AI is making actions
  634. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  635. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  636. autofightingAI->activeStack(battleID, stack);
  637. return;
  638. }
  639. cb->unregisterBattleInterface(autofightingAI);
  640. autofightingAI.reset();
  641. }
  642. assert(battleInt);
  643. if(!battleInt)
  644. {
  645. // probably battle is finished already
  646. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  647. }
  648. battleInt->stackActivated(stack);
  649. }
  650. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  651. {
  652. EVENT_HANDLER_CALLED_BY_CLIENT;
  653. if(isAutoFightOn || autofightingAI)
  654. {
  655. isAutoFightOn = false;
  656. cb->unregisterBattleInterface(autofightingAI);
  657. autofightingAI.reset();
  658. if(!battleInt)
  659. {
  660. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  661. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  662. if (allowManualReplay || isAutoFightEndBattle)
  663. {
  664. wnd->resultCallback = [=](ui32 selection)
  665. {
  666. cb->selectionMade(selection, queryID);
  667. };
  668. }
  669. isAutoFightEndBattle = false;
  670. GH.windows().pushWindow(wnd);
  671. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  672. // Otherwise NewTurn causes freeze.
  673. waitWhileDialog();
  674. return;
  675. }
  676. }
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. battleInt->battleFinished(*br, queryID);
  679. }
  680. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. BATTLE_EVENT_POSSIBLE_RETURN;
  684. battleInt->displayBattleLog(lines);
  685. }
  686. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. battleInt->stackMoved(stack, dest, distance, teleport);
  691. }
  692. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  693. {
  694. EVENT_HANDLER_CALLED_BY_CLIENT;
  695. BATTLE_EVENT_POSSIBLE_RETURN;
  696. battleInt->spellCast(sc);
  697. }
  698. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. BATTLE_EVENT_POSSIBLE_RETURN;
  702. battleInt->battleStacksEffectsSet(sse);
  703. }
  704. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  705. {
  706. EVENT_HANDLER_CALLED_BY_CLIENT;
  707. BATTLE_EVENT_POSSIBLE_RETURN;
  708. battleInt->effectsController->battleTriggerEffect(bte);
  709. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  710. {
  711. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  712. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  713. }
  714. }
  715. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  716. {
  717. EVENT_HANDLER_CALLED_BY_CLIENT;
  718. BATTLE_EVENT_POSSIBLE_RETURN;
  719. std::vector<StackAttackedInfo> arg;
  720. for(auto & elem : bsa)
  721. {
  722. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  723. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  724. assert(defender);
  725. StackAttackedInfo info;
  726. info.defender = defender;
  727. info.attacker = attacker;
  728. info.damageDealt = elem.damageAmount;
  729. info.amountKilled = elem.killedAmount;
  730. info.spellEffect = SpellID::NONE;
  731. info.indirectAttack = ranged;
  732. info.killed = elem.killed();
  733. info.rebirth = elem.willRebirth();
  734. info.cloneKilled = elem.cloneKilled();
  735. info.fireShield = elem.fireShield();
  736. if (elem.isSpell())
  737. info.spellEffect = elem.spellID;
  738. arg.push_back(info);
  739. }
  740. battleInt->stacksAreAttacked(arg);
  741. }
  742. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  743. {
  744. EVENT_HANDLER_CALLED_BY_CLIENT;
  745. BATTLE_EVENT_POSSIBLE_RETURN;
  746. StackAttackInfo info;
  747. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  748. info.defender = nullptr;
  749. info.indirectAttack = ba->shot();
  750. info.lucky = ba->lucky();
  751. info.unlucky = ba->unlucky();
  752. info.deathBlow = ba->deathBlow();
  753. info.lifeDrain = ba->lifeDrain();
  754. info.tile = ba->tile;
  755. info.spellEffect = SpellID::NONE;
  756. if (ba->spellLike())
  757. info.spellEffect = ba->spellID;
  758. for(auto & elem : ba->bsa)
  759. {
  760. if(!elem.isSecondary())
  761. {
  762. assert(info.defender == nullptr);
  763. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  764. }
  765. else
  766. {
  767. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  768. }
  769. }
  770. assert(info.defender != nullptr);
  771. assert(info.attacker != nullptr);
  772. battleInt->stackAttacking(info);
  773. }
  774. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  775. {
  776. EVENT_HANDLER_CALLED_BY_CLIENT;
  777. BATTLE_EVENT_POSSIBLE_RETURN;
  778. battleInt->gateStateChanged(state);
  779. }
  780. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  781. {
  782. EVENT_HANDLER_CALLED_BY_CLIENT;
  783. }
  784. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  785. {
  786. EVENT_HANDLER_CALLED_BY_CLIENT;
  787. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  788. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  789. if(autoTryHover || type == EInfoWindowMode::INFO)
  790. {
  791. waitWhileDialog(); //Fix for mantis #98
  792. adventureInt->showInfoBoxMessage(components, text, timer);
  793. // 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
  794. movementController->requestMovementAbort();
  795. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  796. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  797. return;
  798. }
  799. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  800. {
  801. return;
  802. }
  803. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  804. do
  805. {
  806. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  807. std::vector<std::shared_ptr<CComponent>> intComps;
  808. for (auto & component : sender)
  809. intComps.push_back(std::make_shared<CComponent>(component));
  810. showInfoDialog(text,intComps,soundID);
  811. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  812. }
  813. while(!vect.empty());
  814. }
  815. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  816. {
  817. std::vector<std::shared_ptr<CComponent>> intComps;
  818. intComps.push_back(component);
  819. showInfoDialog(text, intComps, soundBase::sound_todo);
  820. }
  821. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  822. {
  823. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  824. waitWhileDialog();
  825. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  826. {
  827. return;
  828. }
  829. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  830. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  831. {
  832. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  833. showingDialog->setBusy();
  834. movementController->requestMovementAbort(); // interrupt movement to show dialog
  835. GH.windows().pushWindow(temp);
  836. }
  837. else
  838. {
  839. dialogs.push_back(temp);
  840. }
  841. }
  842. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  843. {
  844. EVENT_HANDLER_CALLED_BY_CLIENT;
  845. std::string str = text.toString();
  846. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  847. waitWhileDialog();
  848. }
  849. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  850. {
  851. movementController->requestMovementAbort();
  852. LOCPLINT->showingDialog->setBusy();
  853. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  854. }
  855. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  856. {
  857. EVENT_HANDLER_CALLED_BY_CLIENT;
  858. waitWhileDialog();
  859. movementController->requestMovementAbort();
  860. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  861. if (!selection && cancel) //simple yes/no dialog
  862. {
  863. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  864. {
  865. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  866. return;
  867. }
  868. std::vector<std::shared_ptr<CComponent>> intComps;
  869. for (auto & component : components)
  870. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  871. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  872. }
  873. else if (selection)
  874. {
  875. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  876. for (auto & component : components)
  877. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  878. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  879. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  880. if (cancel)
  881. {
  882. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  883. }
  884. int charperline = 35;
  885. if (pom.size() > 1)
  886. charperline = 50;
  887. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  888. intComps[0]->clickPressed(GH.getCursorPosition());
  889. intComps[0]->clickReleased(GH.getCursorPosition());
  890. }
  891. }
  892. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  896. }
  897. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  898. {
  899. EVENT_HANDLER_CALLED_BY_CLIENT;
  900. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  901. std::map<ObjectInstanceID, int> townOrder;
  902. auto ownedTowns = localState->getOwnedTowns();
  903. for (int i = 0; i < ownedTowns.size(); ++i)
  904. townOrder[ownedTowns[i]->id] = i;
  905. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  906. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  907. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  908. return leftIndex < rightIndex;
  909. };
  910. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  911. auto selectCallback = [=](int selection)
  912. {
  913. cb->sendQueryReply(selection, askID);
  914. };
  915. auto cancelCallback = [=]()
  916. {
  917. cb->sendQueryReply(std::nullopt, askID);
  918. };
  919. const std::string localTitle = title.toString();
  920. const std::string localDescription = description.toString();
  921. std::vector<int> tempList;
  922. tempList.reserve(objectGuiOrdered.size());
  923. for(const auto & item : objectGuiOrdered)
  924. tempList.push_back(item.getNum());
  925. CComponent localIconC(icon);
  926. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  927. localIconC.removeChild(localIcon.get(), false);
  928. std::vector<std::shared_ptr<IImage>> images;
  929. for(const auto & obj : objectGuiOrdered)
  930. {
  931. if(!settings["general"]["enableUiEnhancements"].Bool())
  932. break;
  933. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  934. if(t)
  935. {
  936. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
  937. image->scaleFast(Point(35, 23));
  938. images.push_back(image);
  939. }
  940. }
  941. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  942. wnd->onExit = cancelCallback;
  943. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  944. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  945. GH.windows().pushWindow(wnd);
  946. }
  947. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  951. adventureInt->onMapTilesChanged(pos);
  952. }
  953. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. adventureInt->onMapTilesChanged(pos);
  957. }
  958. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  959. {
  960. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  961. }
  962. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  963. {
  964. EVENT_HANDLER_CALLED_BY_CLIENT;
  965. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  966. {
  967. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  968. fortScreen->creaturesChangedEventHandler();
  969. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  970. if(castleInterface->town == town)
  971. castleInterface->creaturesChangedEventHandler();
  972. if (townObj)
  973. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  974. ki->townChanged(townObj);
  975. }
  976. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  977. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  978. {
  979. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  980. if (crw->dwelling == town)
  981. crw->availableCreaturesChanged();
  982. }
  983. }
  984. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. if (bonus.type == BonusType::NONE)
  988. return;
  989. adventureInt->onHeroChanged(hero);
  990. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  991. {
  992. //recalculate paths because hero has lost bonus influencing pathfinding
  993. localState->erasePath(hero);
  994. }
  995. }
  996. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  997. {
  998. LOG_TRACE(logGlobal);
  999. if (!LOCPLINT->makingTurn)
  1000. return;
  1001. assert(h);
  1002. assert(!showingDialog->isBusy());
  1003. assert(dialogs.empty());
  1004. if (!h)
  1005. return; //can't find hero
  1006. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1007. if (showingDialog->isBusy() || !dialogs.empty())
  1008. return;
  1009. if (localState->isHeroSleeping(h))
  1010. localState->setHeroAwaken(h);
  1011. movementController->requestMovementStart(h, path);
  1012. }
  1013. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1014. {
  1015. EVENT_HANDLER_CALLED_BY_CLIENT;
  1016. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1017. if (movementController->isHeroMovingThroughGarrison(down, up))
  1018. {
  1019. onEnd();
  1020. return;
  1021. }
  1022. waitForAllDialogs();
  1023. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1024. cgw->quit->addCallback(onEnd);
  1025. GH.windows().pushWindow(cgw);
  1026. }
  1027. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1028. {
  1029. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1030. movementController->onMoveHeroApplied();
  1031. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1032. movementController->onQueryReplyApplied();
  1033. }
  1034. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1035. {
  1036. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1037. }
  1038. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1042. }
  1043. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1044. {
  1045. if (sop->what == ObjProperty::OWNER)
  1046. {
  1047. const CGObjectInstance * obj = cb->getObj(sop->id);
  1048. if(obj->ID == Obj::TOWN)
  1049. {
  1050. auto town = static_cast<const CGTownInstance *>(obj);
  1051. if(obj->tempOwner == playerID)
  1052. {
  1053. localState->removeOwnedTown(town);
  1054. adventureInt->onTownChanged(town);
  1055. }
  1056. }
  1057. }
  1058. }
  1059. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. if (sop->what == ObjProperty::OWNER)
  1063. {
  1064. const CGObjectInstance * obj = cb->getObj(sop->id);
  1065. if(obj->ID == Obj::TOWN)
  1066. {
  1067. auto town = static_cast<const CGTownInstance *>(obj);
  1068. if(obj->tempOwner == playerID)
  1069. {
  1070. localState->addOwnedTown(town);
  1071. adventureInt->onTownChanged(town);
  1072. }
  1073. }
  1074. //redraw minimap if owner changed
  1075. std::set<int3> pos = obj->getBlockedPos();
  1076. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1077. adventureInt->onMapTilesChanged(upos);
  1078. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1079. }
  1080. }
  1081. void CPlayerInterface::initializeHeroTownList()
  1082. {
  1083. if(localState->getWanderingHeroes().empty())
  1084. {
  1085. for(auto & hero : cb->getHeroesInfo())
  1086. {
  1087. if(!hero->inTownGarrison)
  1088. localState->addWanderingHero(hero);
  1089. }
  1090. }
  1091. if(localState->getOwnedTowns().empty())
  1092. {
  1093. for(auto & town : cb->getTownsInfo())
  1094. localState->addOwnedTown(town);
  1095. }
  1096. if(adventureInt)
  1097. adventureInt->onHeroChanged(nullptr);
  1098. }
  1099. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1100. {
  1101. EVENT_HANDLER_CALLED_BY_CLIENT;
  1102. waitWhileDialog();
  1103. auto recruitCb = [=](CreatureID id, int count)
  1104. {
  1105. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1106. };
  1107. auto closeCb = [=]()
  1108. {
  1109. cb->selectionMade(0, queryID);
  1110. };
  1111. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1112. }
  1113. void CPlayerInterface::waitWhileDialog()
  1114. {
  1115. if (GH.amIGuiThread())
  1116. {
  1117. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1118. return;
  1119. }
  1120. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1121. showingDialog->waitWhileBusy();
  1122. }
  1123. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1124. {
  1125. EVENT_HANDLER_CALLED_BY_CLIENT;
  1126. auto state = obj->shipyardStatus();
  1127. TResources cost;
  1128. obj->getBoatCost(cost);
  1129. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1130. }
  1131. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. //we might have built a boat in shipyard in opened town screen
  1135. if (obj->ID == Obj::BOAT
  1136. && LOCPLINT->castleInt
  1137. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1138. {
  1139. CCS->soundh->playSound(soundBase::newBuilding);
  1140. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1141. }
  1142. }
  1143. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. waitWhileDialog();
  1147. CCS->curh->hide();
  1148. adventureInt->centerOnTile(pos);
  1149. if (focusTime)
  1150. {
  1151. GH.windows().totalRedraw();
  1152. {
  1153. IgnoreEvents ignore(*this);
  1154. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1155. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1156. }
  1157. }
  1158. CCS->curh->show();
  1159. }
  1160. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1161. {
  1162. EVENT_HANDLER_CALLED_BY_CLIENT;
  1163. if(playerID == initiator)
  1164. {
  1165. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1166. if (removalSound)
  1167. {
  1168. waitWhileDialog();
  1169. CCS->soundh->playSound(removalSound.value());
  1170. }
  1171. }
  1172. CGI->mh->waitForOngoingAnimations();
  1173. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1174. {
  1175. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1176. heroKilled(h);
  1177. }
  1178. GH.fakeMouseMove();
  1179. }
  1180. void CPlayerInterface::objectRemovedAfter()
  1181. {
  1182. EVENT_HANDLER_CALLED_BY_CLIENT;
  1183. adventureInt->onMapTilesChanged(boost::none);
  1184. // visiting or garrisoned hero removed - update window
  1185. if (castleInt)
  1186. castleInt->updateGarrisons();
  1187. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1188. ki->heroRemoved();
  1189. }
  1190. void CPlayerInterface::playerBlocked(int reason, bool start)
  1191. {
  1192. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1193. {
  1194. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1195. {
  1196. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1197. LOCPLINT = this;
  1198. GH.curInt = this;
  1199. adventureInt->onCurrentPlayerChanged(playerID);
  1200. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1201. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1202. std::vector<std::shared_ptr<CComponent>> cmp;
  1203. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1204. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1205. showInfoDialog(msg, cmp);
  1206. makingTurn = false;
  1207. }
  1208. }
  1209. }
  1210. void CPlayerInterface::update()
  1211. {
  1212. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1213. boost::shared_lock gsLock(CGameState::mutex);
  1214. // While mutexes were locked away we may be have stopped being the active interface
  1215. if (LOCPLINT != this)
  1216. return;
  1217. //if there are any waiting dialogs, show them
  1218. if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
  1219. {
  1220. showingDialog->setBusy();
  1221. GH.windows().pushWindow(dialogs.front());
  1222. dialogs.pop_front();
  1223. }
  1224. assert(adventureInt);
  1225. // Handles mouse and key input
  1226. GH.handleEvents();
  1227. GH.windows().simpleRedraw();
  1228. }
  1229. void CPlayerInterface::endNetwork()
  1230. {
  1231. showingDialog->requestTermination();
  1232. }
  1233. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1234. {
  1235. using namespace boost::filesystem;
  1236. using namespace boost::algorithm;
  1237. path gamesDir = VCMIDirs::get().userSavePath();
  1238. std::map<std::time_t, int> dates; //save number => datestamp
  1239. const directory_iterator enddir;
  1240. if (!exists(gamesDir))
  1241. create_directory(gamesDir);
  1242. else
  1243. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1244. {
  1245. if (is_regular_file(dir->status()))
  1246. {
  1247. std::string name = dir->path().filename().string();
  1248. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1249. {
  1250. char nr = name[namePrefix.size()];
  1251. if (std::isdigit(nr))
  1252. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1253. }
  1254. }
  1255. }
  1256. if (!dates.empty())
  1257. return (--dates.end())->second; //return latest file number
  1258. return 0;
  1259. }
  1260. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1261. {
  1262. EVENT_HANDLER_CALLED_BY_CLIENT;
  1263. if (player == playerID)
  1264. {
  1265. if (victoryLossCheckResult.loss())
  1266. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1267. assert(GH.curInt == LOCPLINT);
  1268. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1269. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1270. GH.curInt = this; //waiting for dialogs requires this to get events
  1271. if(!makingTurn)
  1272. {
  1273. makingTurn = true; //also needed for dialog to show with current implementation
  1274. waitForAllDialogs();
  1275. makingTurn = false;
  1276. }
  1277. else
  1278. waitForAllDialogs();
  1279. GH.curInt = previousInterface;
  1280. LOCPLINT = previousInterface;
  1281. }
  1282. }
  1283. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1284. {
  1285. EVENT_HANDLER_CALLED_BY_CLIENT;
  1286. }
  1287. void CPlayerInterface::showPuzzleMap()
  1288. {
  1289. EVENT_HANDLER_CALLED_BY_CLIENT;
  1290. waitWhileDialog();
  1291. //TODO: interface should not know the real position of Grail...
  1292. double ratio = 0;
  1293. int3 grailPos = cb->getGrailPos(&ratio);
  1294. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1295. }
  1296. void CPlayerInterface::viewWorldMap()
  1297. {
  1298. adventureInt->openWorldView();
  1299. }
  1300. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. if(GH.windows().topWindow<CSpellWindow>())
  1304. GH.windows().popWindows(1);
  1305. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1306. localState->erasePath(caster);
  1307. auto castSoundPath = spellID.toSpell()->getCastSound();
  1308. if(!castSoundPath.empty())
  1309. CCS->soundh->playSound(castSoundPath);
  1310. }
  1311. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1312. {
  1313. int msgToShow = -1;
  1314. const auto diggingStatus = h->diggingStatus();
  1315. switch(diggingStatus)
  1316. {
  1317. case EDiggingStatus::CAN_DIG:
  1318. break;
  1319. case EDiggingStatus::LACK_OF_MOVEMENT:
  1320. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1321. break;
  1322. case EDiggingStatus::TILE_OCCUPIED:
  1323. msgToShow = 97; //Try searching on clear ground.
  1324. break;
  1325. case EDiggingStatus::WRONG_TERRAIN:
  1326. msgToShow = 60; ////Try looking on land!
  1327. break;
  1328. case EDiggingStatus::BACKPACK_IS_FULL:
  1329. msgToShow = 247; //Searching for the Grail is fruitless...
  1330. break;
  1331. default:
  1332. assert(0);
  1333. }
  1334. if(msgToShow < 0)
  1335. cb->dig(h);
  1336. else
  1337. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1338. }
  1339. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1340. {
  1341. EVENT_HANDLER_CALLED_BY_CLIENT;
  1342. BATTLE_EVENT_POSSIBLE_RETURN;
  1343. battleInt->newRoundFirst();
  1344. }
  1345. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1346. {
  1347. EVENT_HANDLER_CALLED_BY_CLIENT;
  1348. auto onWindowClosed = [this, queryID](){
  1349. cb->selectionMade(0, queryID);
  1350. };
  1351. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1352. {
  1353. // compatibility check, safe to remove for 1.6
  1354. // 1.4 saves loaded in 1.5 will not be able to visit Altar of Sacrifice due to Altar now requiring different map object class
  1355. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1356. onWindowClosed();
  1357. return;
  1358. }
  1359. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1360. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1361. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1362. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1363. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1364. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1365. else if(!market->availableModes().empty())
  1366. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1367. }
  1368. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. auto onWindowClosed = [this, queryID](){
  1372. cb->selectionMade(0, queryID);
  1373. };
  1374. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1375. }
  1376. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1377. {
  1378. EVENT_HANDLER_CALLED_BY_CLIENT;
  1379. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1380. }
  1381. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1382. {
  1383. EVENT_HANDLER_CALLED_BY_CLIENT;
  1384. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1385. cmw->updateArtifacts();
  1386. }
  1387. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1388. {
  1389. EVENT_HANDLER_CALLED_BY_CLIENT;
  1390. auto onWindowClosed = [this, queryID](){
  1391. if (queryID != QueryID::NONE)
  1392. cb->selectionMade(0, queryID);
  1393. };
  1394. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1395. }
  1396. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1397. {
  1398. EVENT_HANDLER_CALLED_BY_CLIENT;
  1399. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1400. }
  1401. void CPlayerInterface::showQuestLog()
  1402. {
  1403. EVENT_HANDLER_CALLED_BY_CLIENT;
  1404. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1405. }
  1406. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1407. {
  1408. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1409. {
  1410. MetaString txt;
  1411. obj->getProblemText(txt);
  1412. showInfoDialog(txt.toString());
  1413. }
  1414. else
  1415. showShipyardDialog(obj);
  1416. }
  1417. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1418. {
  1419. artifactController->askToAssemble(al, true, true);
  1420. }
  1421. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1422. {
  1423. EVENT_HANDLER_CALLED_BY_CLIENT;
  1424. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1425. }
  1426. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1430. artifactController->artifactRemoved();
  1431. }
  1432. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1433. {
  1434. EVENT_HANDLER_CALLED_BY_CLIENT;
  1435. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1436. artifactController->artifactMoved();
  1437. }
  1438. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1439. {
  1440. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1441. }
  1442. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1443. {
  1444. EVENT_HANDLER_CALLED_BY_CLIENT;
  1445. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1446. artifactController->artifactAssembled();
  1447. }
  1448. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1449. {
  1450. EVENT_HANDLER_CALLED_BY_CLIENT;
  1451. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1452. artifactController->artifactDisassembled();
  1453. }
  1454. void CPlayerInterface::waitForAllDialogs()
  1455. {
  1456. while(!dialogs.empty())
  1457. {
  1458. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1459. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1460. }
  1461. waitWhileDialog();
  1462. }
  1463. void CPlayerInterface::proposeLoadingGame()
  1464. {
  1465. showYesNoDialog(
  1466. CGI->generaltexth->allTexts[68],
  1467. []()
  1468. {
  1469. CSH->endGameplay();
  1470. CMM->menu->switchToTab("load");
  1471. },
  1472. nullptr
  1473. );
  1474. }
  1475. bool CPlayerInterface::capturedAllEvents()
  1476. {
  1477. if(movementController->isHeroMoving())
  1478. {
  1479. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1480. return true;
  1481. }
  1482. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1483. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1484. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1485. {
  1486. GH.input().ignoreEventsUntilInput();
  1487. return true;
  1488. }
  1489. return false;
  1490. }
  1491. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1492. {
  1493. EVENT_HANDLER_CALLED_BY_CLIENT;
  1494. adventureInt->openWorldView(objectPositions, showTerrain );
  1495. }
  1496. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1497. {
  1498. return std::nullopt;
  1499. }