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 "CMT.h"
  15. #include "CServerHandler.h"
  16. #include "HeroMovementController.h"
  17. #include "PlayerLocalState.h"
  18. #include "adventureMap/AdventureMapInterface.h"
  19. #include "adventureMap/CInGameConsole.h"
  20. #include "adventureMap/CList.h"
  21. #include "battle/BattleEffectsController.h"
  22. #include "battle/BattleFieldController.h"
  23. #include "battle/BattleInterface.h"
  24. #include "battle/BattleInterfaceClasses.h"
  25. #include "battle/BattleWindow.h"
  26. #include "eventsSDL/InputHandler.h"
  27. #include "eventsSDL/NotificationHandler.h"
  28. #include "gui/CGuiHandler.h"
  29. #include "gui/CursorHandler.h"
  30. #include "gui/WindowHandler.h"
  31. #include "mainmenu/CMainMenu.h"
  32. #include "mainmenu/CHighScoreScreen.h"
  33. #include "mapView/mapHandler.h"
  34. #include "media/IMusicPlayer.h"
  35. #include "media/ISoundPlayer.h"
  36. #include "render/CAnimation.h"
  37. #include "render/IImage.h"
  38. #include "render/IRenderHandler.h"
  39. #include "widgets/Buttons.h"
  40. #include "widgets/CComponent.h"
  41. #include "widgets/CGarrisonInt.h"
  42. #include "windows/CCastleInterface.h"
  43. #include "windows/CCreatureWindow.h"
  44. #include "windows/CExchangeWindow.h"
  45. #include "windows/CHeroWindow.h"
  46. #include "windows/CKingdomInterface.h"
  47. #include "windows/CMarketWindow.h"
  48. #include "windows/CPuzzleWindow.h"
  49. #include "windows/CQuestLog.h"
  50. #include "windows/CSpellWindow.h"
  51. #include "windows/CTutorialWindow.h"
  52. #include "windows/GUIClasses.h"
  53. #include "windows/InfoWindows.h"
  54. #include "../CCallback.h"
  55. #include "../lib/CConfigHandler.h"
  56. #include "../lib/CGeneralTextHandler.h"
  57. #include "../lib/CHeroHandler.h"
  58. #include "../lib/CPlayerState.h"
  59. #include "../lib/CRandomGenerator.h"
  60. #include "../lib/CStack.h"
  61. #include "../lib/CStopWatch.h"
  62. #include "../lib/CThreadHelper.h"
  63. #include "../lib/CTownHandler.h"
  64. #include "../lib/GameConstants.h"
  65. #include "../lib/RoadHandler.h"
  66. #include "../lib/StartInfo.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "../lib/TextOperations.h"
  69. #include "../lib/UnlockGuard.h"
  70. #include "../lib/VCMIDirs.h"
  71. #include "../lib/bonuses/Limiters.h"
  72. #include "../lib/bonuses/Propagators.h"
  73. #include "../lib/bonuses/Updaters.h"
  74. #include "../lib/gameState/CGameState.h"
  75. #include "../lib/mapObjects/CGMarket.h"
  76. #include "../lib/mapObjects/CGTownInstance.h"
  77. #include "../lib/mapObjects/MiscObjects.h"
  78. #include "../lib/mapObjects/ObjectTemplate.h"
  79. #include "../lib/mapping/CMapHeader.h"
  80. #include "../lib/networkPacks/PacksForClient.h"
  81. #include "../lib/networkPacks/PacksForClientBattle.h"
  82. #include "../lib/networkPacks/PacksForServer.h"
  83. #include "../lib/pathfinder/CGPathNode.h"
  84. #include "../lib/serializer/BinaryDeserializer.h"
  85. #include "../lib/serializer/BinarySerializer.h"
  86. #include "../lib/serializer/CTypeList.h"
  87. #include "../lib/spells/CSpellHandler.h"
  88. // The macro below is used to mark functions that are called by client when game state changes.
  89. // They all assume that interface mutex is locked.
  90. #define EVENT_HANDLER_CALLED_BY_CLIENT
  91. #define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
  92. CPlayerInterface * LOCPLINT;
  93. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  94. struct HeroObjectRetriever
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  106. localState(std::make_unique<PlayerLocalState>(*this)),
  107. movementController(std::make_unique<HeroMovementController>()),
  108. artifactController(std::make_unique<ArtifactsUIController>())
  109. {
  110. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
  111. GH.defActionsDef = 0;
  112. LOCPLINT = this;
  113. playerID=Player;
  114. human=true;
  115. battleInt.reset();
  116. castleInt = nullptr;
  117. makingTurn = false;
  118. showingDialog = new ConditionalWait();
  119. cingconsole = new CInGameConsole();
  120. autosaveCount = 0;
  121. isAutoFightOn = false;
  122. isAutoFightEndBattle = false;
  123. ignoreEvents = false;
  124. }
  125. CPlayerInterface::~CPlayerInterface()
  126. {
  127. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
  128. delete showingDialog;
  129. delete cingconsole;
  130. if (LOCPLINT == this)
  131. LOCPLINT = nullptr;
  132. }
  133. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  134. {
  135. cb = CB;
  136. env = ENV;
  137. CCS->musich->loadTerrainMusicThemes();
  138. initializeHeroTownList();
  139. adventureInt.reset(new AdventureMapInterface());
  140. }
  141. void CPlayerInterface::playerEndsTurn(PlayerColor player)
  142. {
  143. EVENT_HANDLER_CALLED_BY_CLIENT;
  144. if (player == playerID)
  145. {
  146. makingTurn = false;
  147. // remove all active dialogs that do not expect query answer
  148. for (;;)
  149. {
  150. auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
  151. auto infoWindow = GH.windows().topWindow<CInfoWindow>();
  152. if(adventureWindow != nullptr)
  153. break;
  154. if(infoWindow && infoWindow->ID != QueryID::NONE)
  155. break;
  156. if (infoWindow)
  157. infoWindow->close();
  158. else
  159. GH.windows().popWindows(1);
  160. }
  161. if(castleInt)
  162. castleInt->close();
  163. castleInt = nullptr;
  164. // remove all pending dialogs that do not expect query answer
  165. vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
  166. return window->ID == QueryID::NONE;
  167. });
  168. }
  169. }
  170. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  171. {
  172. if(GH.windows().findWindows<AdventureMapInterface>().empty())
  173. {
  174. // after map load - remove all active windows and replace them with adventure map
  175. GH.windows().clear();
  176. GH.windows().pushWindow(adventureInt);
  177. }
  178. EVENT_HANDLER_CALLED_BY_CLIENT;
  179. if (player != playerID && LOCPLINT == this)
  180. {
  181. waitWhileDialog();
  182. bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
  183. if (makingTurn == false)
  184. adventureInt->onEnemyTurnStarted(player, isHuman);
  185. }
  186. }
  187. void CPlayerInterface::performAutosave()
  188. {
  189. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  190. if(frequency > 0 && cb->getDate() % frequency == 0)
  191. {
  192. bool usePrefix = settings["general"]["useSavePrefix"].Bool();
  193. std::string prefix = std::string();
  194. if(usePrefix)
  195. {
  196. prefix = settings["general"]["savePrefix"].String();
  197. if(prefix.empty())
  198. {
  199. std::string name = cb->getMapHeader()->name.toString();
  200. int txtlen = TextOperations::getUnicodeCharactersCount(name);
  201. TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
  202. auto const & isSymbolIllegal = [&](char c) {
  203. static const std::string forbiddenChars("\\/:*?\"<>| ");
  204. bool charForbidden = forbiddenChars.find(c) != std::string::npos;
  205. bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
  206. return charForbidden || charNonprintable;
  207. };
  208. std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
  209. prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
  210. }
  211. }
  212. autosaveCount++;
  213. int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
  214. if(autosaveCountLimit > 0)
  215. {
  216. cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
  217. autosaveCount %= autosaveCountLimit;
  218. }
  219. else
  220. {
  221. std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
  222. + std::to_string(cb->getDate(Date::WEEK))
  223. + std::to_string(cb->getDate(Date::DAY_OF_WEEK));
  224. cb->save("Saves/Autosave/" + prefix + stringifiedDate);
  225. }
  226. }
  227. }
  228. void CPlayerInterface::gamePause(bool pause)
  229. {
  230. cb->gamePause(pause);
  231. }
  232. void CPlayerInterface::yourTurn(QueryID queryID)
  233. {
  234. CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
  235. EVENT_HANDLER_CALLED_BY_CLIENT;
  236. int humanPlayersCount = 0;
  237. for(const auto & info : cb->getStartInfo()->playerInfos)
  238. if (info.second.isControlledByHuman())
  239. humanPlayersCount++;
  240. bool hotseatWait = humanPlayersCount > 1;
  241. LOCPLINT = this;
  242. GH.curInt = this;
  243. NotificationHandler::notify("Your turn");
  244. if(settings["general"]["startTurnAutosave"].Bool())
  245. {
  246. performAutosave();
  247. }
  248. if (hotseatWait) //hot seat or MP message
  249. {
  250. adventureInt->onHotseatWaitStarted(playerID);
  251. makingTurn = true;
  252. std::string msg = CGI->generaltexth->allTexts[13];
  253. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  254. std::vector<std::shared_ptr<CComponent>> cmp;
  255. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  256. showInfoDialog(msg, cmp);
  257. }
  258. else
  259. {
  260. makingTurn = true;
  261. adventureInt->onPlayerTurnStarted(playerID);
  262. }
  263. acceptTurn(queryID, hotseatWait);
  264. }
  265. void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
  266. {
  267. if (settings["session"]["autoSkip"].Bool())
  268. {
  269. while(auto iw = GH.windows().topWindow<CInfoWindow>())
  270. iw->close();
  271. }
  272. if(hotseatWait)
  273. {
  274. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  275. adventureInt->onPlayerTurnStarted(playerID);
  276. }
  277. // warn player if he has no town
  278. if (cb->howManyTowns() == 0)
  279. {
  280. auto playerColor = *cb->getPlayerID();
  281. std::vector<Component> components;
  282. components.emplace_back(ComponentType::FLAG, playerColor);
  283. MetaString text;
  284. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  285. if(optDaysWithoutCastle)
  286. {
  287. auto daysWithoutCastle = optDaysWithoutCastle.value();
  288. if (daysWithoutCastle < 6)
  289. {
  290. 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.
  291. text.replaceName(playerColor);
  292. text.replaceNumber(7 - daysWithoutCastle);
  293. }
  294. else if (daysWithoutCastle == 6)
  295. {
  296. text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  297. text.replaceName(playerColor);
  298. }
  299. showInfoDialogAndWait(components, text);
  300. }
  301. else
  302. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  303. }
  304. cb->selectionMade(0, queryID);
  305. movementController->onPlayerTurnStarted();
  306. }
  307. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  308. {
  309. EVENT_HANDLER_CALLED_BY_CLIENT;
  310. waitWhileDialog();
  311. if(LOCPLINT != this)
  312. return;
  313. //FIXME: read once and store
  314. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  315. return;
  316. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  317. if (!hero)
  318. return;
  319. movementController->onTryMoveHero(hero, details);
  320. }
  321. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  322. {
  323. EVENT_HANDLER_CALLED_BY_CLIENT;
  324. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  325. // if hero is not in town garrison
  326. if (vstd::contains(localState->getWanderingHeroes(), hero))
  327. localState->removeWanderingHero(hero);
  328. adventureInt->onHeroChanged(hero);
  329. localState->erasePath(hero);
  330. }
  331. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  332. {
  333. EVENT_HANDLER_CALLED_BY_CLIENT;
  334. if(start && visitedObj)
  335. {
  336. auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
  337. if (visitSound)
  338. CCS->soundh->playSound(visitSound.value());
  339. }
  340. }
  341. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  342. {
  343. EVENT_HANDLER_CALLED_BY_CLIENT;
  344. localState->addWanderingHero(hero);
  345. adventureInt->onHeroChanged(hero);
  346. }
  347. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  348. {
  349. if(castleInt)
  350. castleInt->close();
  351. castleInt = nullptr;
  352. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  353. GH.windows().pushWindow(newCastleInt);
  354. }
  355. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. if (which == PrimarySkill::EXPERIENCE)
  359. {
  360. for(auto ctw : GH.windows().findWindows<IMarketHolder>())
  361. ctw->updateExperience();
  362. }
  363. else
  364. {
  365. adventureInt->onHeroChanged(hero);
  366. }
  367. }
  368. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  369. {
  370. EVENT_HANDLER_CALLED_BY_CLIENT;
  371. for (auto cuw : GH.windows().findWindows<IMarketHolder>())
  372. cuw->updateSecondarySkills();
  373. }
  374. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  375. {
  376. EVENT_HANDLER_CALLED_BY_CLIENT;
  377. adventureInt->onHeroChanged(hero);
  378. if (makingTurn && hero->tempOwner == playerID)
  379. adventureInt->onHeroChanged(hero);
  380. }
  381. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if (makingTurn && hero->tempOwner == playerID)
  385. adventureInt->onHeroChanged(hero);
  386. }
  387. void CPlayerInterface::receivedResource()
  388. {
  389. EVENT_HANDLER_CALLED_BY_CLIENT;
  390. for (auto mw : GH.windows().findWindows<IMarketHolder>())
  391. mw->updateResources();
  392. GH.windows().totalRedraw();
  393. }
  394. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  395. {
  396. EVENT_HANDLER_CALLED_BY_CLIENT;
  397. waitWhileDialog();
  398. CCS->soundh->playSound(soundBase::heroNewLevel);
  399. GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  400. {
  401. cb->selectionMade(selection, queryID);
  402. });
  403. }
  404. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. waitWhileDialog();
  408. CCS->soundh->playSound(soundBase::heroNewLevel);
  409. GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
  410. {
  411. cb->selectionMade(selection, queryID);
  412. });
  413. }
  414. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. if(town->garrisonHero) //wandering hero moved to the garrison
  418. {
  419. // This method also gets called on hero recruitment -> garrisoned hero is already in garrison
  420. if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
  421. localState->removeWanderingHero(town->garrisonHero);
  422. }
  423. if(town->visitingHero) //hero leaves garrison
  424. {
  425. // This method also gets called on hero recruitment -> wandering heroes already contains new hero
  426. if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
  427. localState->addWanderingHero(town->visitingHero);
  428. }
  429. adventureInt->onHeroChanged(nullptr);
  430. adventureInt->onTownChanged(town);
  431. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  432. if (cgh->holdsGarrison(town))
  433. cgh->updateGarrisons();
  434. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  435. ki->townChanged(town);
  436. // Perform totalRedraw to update hero list on adventure map, if any dialogs are open
  437. GH.windows().totalRedraw();
  438. }
  439. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  440. {
  441. EVENT_HANDLER_CALLED_BY_CLIENT;
  442. if (hero->tempOwner != playerID )
  443. return;
  444. waitWhileDialog();
  445. openTownWindow(town);
  446. }
  447. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  448. {
  449. std::vector<const CArmedInstance *> instances;
  450. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
  451. instances.push_back(obj);
  452. if(id2 != ObjectInstanceID() && id2 != id1)
  453. {
  454. if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
  455. instances.push_back(obj);
  456. }
  457. garrisonsChanged(instances);
  458. }
  459. void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
  460. {
  461. for (auto object : objs)
  462. {
  463. auto * hero = dynamic_cast<const CGHeroInstance*>(object);
  464. auto * town = dynamic_cast<const CGTownInstance*>(object);
  465. if (town)
  466. adventureInt->onTownChanged(town);
  467. if (hero)
  468. {
  469. adventureInt->onHeroChanged(hero);
  470. if(hero->inTownGarrison && hero->visitedTown != town)
  471. adventureInt->onTownChanged(hero->visitedTown);
  472. }
  473. }
  474. for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
  475. if (cgh->holdsGarrisons(objs))
  476. cgh->updateGarrisons();
  477. GH.windows().totalRedraw();
  478. }
  479. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  480. {
  481. EVENT_HANDLER_CALLED_BY_CLIENT;
  482. adventureInt->onTownChanged(town);
  483. if (castleInt)
  484. {
  485. castleInt->townlist->updateElement(town);
  486. if (castleInt->town == town)
  487. {
  488. switch(what)
  489. {
  490. case 1:
  491. CCS->soundh->playSound(soundBase::newBuilding);
  492. castleInt->addBuilding(buildingID);
  493. break;
  494. case 2:
  495. castleInt->removeBuilding(buildingID);
  496. break;
  497. }
  498. }
  499. // Perform totalRedraw in order to force redraw of updated town list icon from adventure map
  500. GH.windows().totalRedraw();
  501. }
  502. for (auto cgh : GH.windows().findWindows<ITownHolder>())
  503. cgh->buildChanged();
  504. }
  505. void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  506. {
  507. movementController->onBattleStarted();
  508. //Don't wait for dialogs when we are non-active hot-seat player
  509. if (LOCPLINT == this)
  510. waitForAllDialogs();
  511. }
  512. void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
  513. {
  514. EVENT_HANDLER_CALLED_BY_CLIENT;
  515. bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
  516. bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
  517. if ((replayAllowed && useQuickCombat) || forceQuickCombat)
  518. {
  519. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  520. AutocombatPreferences autocombatPreferences = AutocombatPreferences();
  521. autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
  522. autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
  523. autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
  524. isAutoFightOn = true;
  525. cb->registerBattleInterface(autofightingAI);
  526. }
  527. //Don't wait for dialogs when we are non-active hot-seat player
  528. if (LOCPLINT == this)
  529. waitForAllDialogs();
  530. BATTLE_EVENT_POSSIBLE_RETURN;
  531. }
  532. void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  533. {
  534. EVENT_HANDLER_CALLED_BY_CLIENT;
  535. BATTLE_EVENT_POSSIBLE_RETURN;
  536. for(auto & info : units)
  537. {
  538. switch(info.operation)
  539. {
  540. case UnitChanges::EOperation::RESET_STATE:
  541. {
  542. const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
  543. if(!stack)
  544. {
  545. logGlobal->error("Invalid unit ID %d", info.id);
  546. continue;
  547. }
  548. battleInt->stackReset(stack);
  549. }
  550. break;
  551. case UnitChanges::EOperation::REMOVE:
  552. battleInt->stackRemoved(info.id);
  553. break;
  554. case UnitChanges::EOperation::ADD:
  555. {
  556. const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
  557. if(!unit)
  558. {
  559. logGlobal->error("Invalid unit ID %d", info.id);
  560. continue;
  561. }
  562. battleInt->stackAdded(unit);
  563. }
  564. break;
  565. default:
  566. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  567. break;
  568. }
  569. }
  570. }
  571. void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  572. {
  573. EVENT_HANDLER_CALLED_BY_CLIENT;
  574. BATTLE_EVENT_POSSIBLE_RETURN;
  575. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  576. std::vector<ObstacleChanges> removedObstacles;
  577. for(auto & change : obstacles)
  578. {
  579. if(change.operation == BattleChanges::EOperation::ADD)
  580. {
  581. auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
  582. if(instance)
  583. newObstacles.push_back(instance);
  584. else
  585. logNetwork->error("Invalid obstacle instance %d", change.id);
  586. }
  587. if(change.operation == BattleChanges::EOperation::REMOVE)
  588. removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
  589. }
  590. if (!newObstacles.empty())
  591. battleInt->obstaclePlaced(newObstacles);
  592. if (!removedObstacles.empty())
  593. battleInt->obstacleRemoved(removedObstacles);
  594. battleInt->fieldController->redrawBackgroundWithHexes();
  595. }
  596. void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  597. {
  598. EVENT_HANDLER_CALLED_BY_CLIENT;
  599. BATTLE_EVENT_POSSIBLE_RETURN;
  600. battleInt->stackIsCatapulting(ca);
  601. }
  602. 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
  603. {
  604. EVENT_HANDLER_CALLED_BY_CLIENT;
  605. BATTLE_EVENT_POSSIBLE_RETURN;
  606. battleInt->newRound();
  607. }
  608. void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
  609. {
  610. EVENT_HANDLER_CALLED_BY_CLIENT;
  611. BATTLE_EVENT_POSSIBLE_RETURN;
  612. battleInt->startAction(action);
  613. }
  614. void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
  615. {
  616. EVENT_HANDLER_CALLED_BY_CLIENT;
  617. BATTLE_EVENT_POSSIBLE_RETURN;
  618. battleInt->endAction(action);
  619. }
  620. void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
  621. {
  622. EVENT_HANDLER_CALLED_BY_CLIENT;
  623. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  624. assert(!cb->getBattle(battleID)->battleIsFinished());
  625. if (cb->getBattle(battleID)->battleIsFinished())
  626. {
  627. logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
  628. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  629. return ;
  630. }
  631. if (autofightingAI)
  632. {
  633. if (isAutoFightOn)
  634. {
  635. //FIXME: we want client rendering to proceed while AI is making actions
  636. // so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
  637. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  638. autofightingAI->activeStack(battleID, stack);
  639. return;
  640. }
  641. cb->unregisterBattleInterface(autofightingAI);
  642. autofightingAI.reset();
  643. }
  644. assert(battleInt);
  645. if(!battleInt)
  646. {
  647. // probably battle is finished already
  648. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  649. }
  650. battleInt->stackActivated(stack);
  651. }
  652. void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  653. {
  654. EVENT_HANDLER_CALLED_BY_CLIENT;
  655. if(isAutoFightOn || autofightingAI)
  656. {
  657. isAutoFightOn = false;
  658. cb->unregisterBattleInterface(autofightingAI);
  659. autofightingAI.reset();
  660. if(!battleInt)
  661. {
  662. bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
  663. auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
  664. if (allowManualReplay || isAutoFightEndBattle)
  665. {
  666. wnd->resultCallback = [=](ui32 selection)
  667. {
  668. cb->selectionMade(selection, queryID);
  669. };
  670. }
  671. isAutoFightEndBattle = false;
  672. GH.windows().pushWindow(wnd);
  673. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  674. // Otherwise NewTurn causes freeze.
  675. waitWhileDialog();
  676. return;
  677. }
  678. }
  679. BATTLE_EVENT_POSSIBLE_RETURN;
  680. battleInt->battleFinished(*br, queryID);
  681. }
  682. void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
  683. {
  684. EVENT_HANDLER_CALLED_BY_CLIENT;
  685. BATTLE_EVENT_POSSIBLE_RETURN;
  686. battleInt->displayBattleLog(lines);
  687. }
  688. void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  689. {
  690. EVENT_HANDLER_CALLED_BY_CLIENT;
  691. BATTLE_EVENT_POSSIBLE_RETURN;
  692. battleInt->stackMoved(stack, dest, distance, teleport);
  693. }
  694. void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. battleInt->spellCast(sc);
  699. }
  700. void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  701. {
  702. EVENT_HANDLER_CALLED_BY_CLIENT;
  703. BATTLE_EVENT_POSSIBLE_RETURN;
  704. battleInt->battleStacksEffectsSet(sse);
  705. }
  706. void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
  707. {
  708. EVENT_HANDLER_CALLED_BY_CLIENT;
  709. BATTLE_EVENT_POSSIBLE_RETURN;
  710. battleInt->effectsController->battleTriggerEffect(bte);
  711. if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
  712. {
  713. const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
  714. battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
  715. }
  716. }
  717. void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  718. {
  719. EVENT_HANDLER_CALLED_BY_CLIENT;
  720. BATTLE_EVENT_POSSIBLE_RETURN;
  721. std::vector<StackAttackedInfo> arg;
  722. for(auto & elem : bsa)
  723. {
  724. const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
  725. const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
  726. assert(defender);
  727. StackAttackedInfo info;
  728. info.defender = defender;
  729. info.attacker = attacker;
  730. info.damageDealt = elem.damageAmount;
  731. info.amountKilled = elem.killedAmount;
  732. info.spellEffect = SpellID::NONE;
  733. info.indirectAttack = ranged;
  734. info.killed = elem.killed();
  735. info.rebirth = elem.willRebirth();
  736. info.cloneKilled = elem.cloneKilled();
  737. info.fireShield = elem.fireShield();
  738. if (elem.isSpell())
  739. info.spellEffect = elem.spellID;
  740. arg.push_back(info);
  741. }
  742. battleInt->stacksAreAttacked(arg);
  743. }
  744. void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  745. {
  746. EVENT_HANDLER_CALLED_BY_CLIENT;
  747. BATTLE_EVENT_POSSIBLE_RETURN;
  748. StackAttackInfo info;
  749. info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
  750. info.defender = nullptr;
  751. info.indirectAttack = ba->shot();
  752. info.lucky = ba->lucky();
  753. info.unlucky = ba->unlucky();
  754. info.deathBlow = ba->deathBlow();
  755. info.lifeDrain = ba->lifeDrain();
  756. info.tile = ba->tile;
  757. info.spellEffect = SpellID::NONE;
  758. if (ba->spellLike())
  759. info.spellEffect = ba->spellID;
  760. for(auto & elem : ba->bsa)
  761. {
  762. if(!elem.isSecondary())
  763. {
  764. assert(info.defender == nullptr);
  765. info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
  766. }
  767. else
  768. {
  769. info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
  770. }
  771. }
  772. assert(info.defender != nullptr);
  773. assert(info.attacker != nullptr);
  774. battleInt->stackAttacking(info);
  775. }
  776. void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
  777. {
  778. EVENT_HANDLER_CALLED_BY_CLIENT;
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. battleInt->gateStateChanged(state);
  781. }
  782. void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
  783. {
  784. EVENT_HANDLER_CALLED_BY_CLIENT;
  785. }
  786. void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
  787. {
  788. EVENT_HANDLER_CALLED_BY_CLIENT;
  789. bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
  790. auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
  791. if(autoTryHover || type == EInfoWindowMode::INFO)
  792. {
  793. waitWhileDialog(); //Fix for mantis #98
  794. adventureInt->showInfoBoxMessage(components, text, timer);
  795. // 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
  796. movementController->requestMovementAbort();
  797. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  798. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  799. return;
  800. }
  801. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  802. {
  803. return;
  804. }
  805. std::vector<Component> vect = components; //I do not know currently how to avoid copy here
  806. do
  807. {
  808. std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
  809. std::vector<std::shared_ptr<CComponent>> intComps;
  810. for (auto & component : sender)
  811. intComps.push_back(std::make_shared<CComponent>(component));
  812. showInfoDialog(text,intComps,soundID);
  813. vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
  814. }
  815. while(!vect.empty());
  816. }
  817. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  818. {
  819. std::vector<std::shared_ptr<CComponent>> intComps;
  820. intComps.push_back(component);
  821. showInfoDialog(text, intComps, soundBase::sound_todo);
  822. }
  823. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  824. {
  825. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  826. waitWhileDialog();
  827. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  828. {
  829. return;
  830. }
  831. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  832. if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
  833. {
  834. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  835. showingDialog->setBusy();
  836. movementController->requestMovementAbort(); // interrupt movement to show dialog
  837. GH.windows().pushWindow(temp);
  838. }
  839. else
  840. {
  841. dialogs.push_back(temp);
  842. }
  843. }
  844. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  845. {
  846. EVENT_HANDLER_CALLED_BY_CLIENT;
  847. std::string str = text.toString();
  848. showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
  849. waitWhileDialog();
  850. }
  851. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  852. {
  853. movementController->requestMovementAbort();
  854. LOCPLINT->showingDialog->setBusy();
  855. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  856. }
  857. void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
  858. {
  859. EVENT_HANDLER_CALLED_BY_CLIENT;
  860. waitWhileDialog();
  861. movementController->requestMovementAbort();
  862. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  863. if (!selection && cancel) //simple yes/no dialog
  864. {
  865. if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
  866. {
  867. cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
  868. return;
  869. }
  870. std::vector<std::shared_ptr<CComponent>> intComps;
  871. for (auto & component : components)
  872. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  873. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  874. }
  875. else if (selection)
  876. {
  877. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  878. for (auto & component : components)
  879. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  880. std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
  881. pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
  882. if (cancel)
  883. {
  884. pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
  885. }
  886. int charperline = 35;
  887. if (pom.size() > 1)
  888. charperline = 50;
  889. GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  890. intComps[0]->clickPressed(GH.getCursorPosition());
  891. intComps[0]->clickReleased(GH.getCursorPosition());
  892. }
  893. }
  894. void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  895. {
  896. EVENT_HANDLER_CALLED_BY_CLIENT;
  897. movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
  898. }
  899. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  900. {
  901. EVENT_HANDLER_CALLED_BY_CLIENT;
  902. std::vector<ObjectInstanceID> objectGuiOrdered = objects;
  903. std::map<ObjectInstanceID, int> townOrder;
  904. auto ownedTowns = localState->getOwnedTowns();
  905. for (int i = 0; i < ownedTowns.size(); ++i)
  906. townOrder[ownedTowns[i]->id] = i;
  907. auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
  908. uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
  909. uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
  910. return leftIndex < rightIndex;
  911. };
  912. std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
  913. auto selectCallback = [=](int selection)
  914. {
  915. cb->sendQueryReply(selection, askID);
  916. };
  917. auto cancelCallback = [=]()
  918. {
  919. cb->sendQueryReply(std::nullopt, askID);
  920. };
  921. const std::string localTitle = title.toString();
  922. const std::string localDescription = description.toString();
  923. std::vector<int> tempList;
  924. tempList.reserve(objectGuiOrdered.size());
  925. for(const auto & item : objectGuiOrdered)
  926. tempList.push_back(item.getNum());
  927. CComponent localIconC(icon);
  928. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  929. localIconC.removeChild(localIcon.get(), false);
  930. std::vector<std::shared_ptr<IImage>> images;
  931. for(const auto & obj : objectGuiOrdered)
  932. {
  933. if(!settings["general"]["enableUiEnhancements"].Bool())
  934. break;
  935. const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
  936. if(t)
  937. {
  938. auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0);
  939. image->scaleFast(Point(35, 23));
  940. images.push_back(image);
  941. }
  942. }
  943. auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
  944. wnd->onExit = cancelCallback;
  945. wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
  946. wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); GH.windows().totalRedraw(); };
  947. GH.windows().pushWindow(wnd);
  948. }
  949. void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  953. adventureInt->onMapTilesChanged(pos);
  954. }
  955. void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
  956. {
  957. EVENT_HANDLER_CALLED_BY_CLIENT;
  958. adventureInt->onMapTilesChanged(pos);
  959. }
  960. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  961. {
  962. GH.windows().createAndPushWindow<CHeroWindow>(hero);
  963. }
  964. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  968. {
  969. for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
  970. fortScreen->creaturesChangedEventHandler();
  971. for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
  972. if(castleInterface->town == town)
  973. castleInterface->creaturesChangedEventHandler();
  974. if (townObj)
  975. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  976. ki->townChanged(townObj);
  977. }
  978. else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
  979. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  980. {
  981. for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
  982. if (crw->dwelling == town)
  983. crw->availableCreaturesChanged();
  984. }
  985. }
  986. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. if (bonus.type == BonusType::NONE)
  990. return;
  991. adventureInt->onHeroChanged(hero);
  992. if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
  993. {
  994. //recalculate paths because hero has lost bonus influencing pathfinding
  995. localState->erasePath(hero);
  996. }
  997. }
  998. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  999. {
  1000. LOG_TRACE(logGlobal);
  1001. if (!LOCPLINT->makingTurn)
  1002. return;
  1003. assert(h);
  1004. assert(!showingDialog->isBusy());
  1005. assert(dialogs.empty());
  1006. if (!h)
  1007. return; //can't find hero
  1008. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1009. if (showingDialog->isBusy() || !dialogs.empty())
  1010. return;
  1011. if (localState->isHeroSleeping(h))
  1012. localState->setHeroAwaken(h);
  1013. movementController->requestMovementStart(h, path);
  1014. }
  1015. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1016. {
  1017. EVENT_HANDLER_CALLED_BY_CLIENT;
  1018. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1019. if (movementController->isHeroMovingThroughGarrison(down, up))
  1020. {
  1021. onEnd();
  1022. return;
  1023. }
  1024. waitForAllDialogs();
  1025. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1026. cgw->quit->addCallback(onEnd);
  1027. GH.windows().pushWindow(cgw);
  1028. }
  1029. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1030. {
  1031. if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
  1032. movementController->onMoveHeroApplied();
  1033. if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
  1034. movementController->onQueryReplyApplied();
  1035. }
  1036. void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1037. {
  1038. heroExchangeStarted(hero1, hero2, QueryID(-1));
  1039. }
  1040. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1041. {
  1042. EVENT_HANDLER_CALLED_BY_CLIENT;
  1043. GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
  1044. }
  1045. void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
  1046. {
  1047. if (sop->what == ObjProperty::OWNER)
  1048. {
  1049. const CGObjectInstance * obj = cb->getObj(sop->id);
  1050. if(obj->ID == Obj::TOWN)
  1051. {
  1052. auto town = static_cast<const CGTownInstance *>(obj);
  1053. if(obj->tempOwner == playerID)
  1054. {
  1055. localState->removeOwnedTown(town);
  1056. adventureInt->onTownChanged(town);
  1057. }
  1058. }
  1059. }
  1060. }
  1061. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1062. {
  1063. EVENT_HANDLER_CALLED_BY_CLIENT;
  1064. if (sop->what == ObjProperty::OWNER)
  1065. {
  1066. const CGObjectInstance * obj = cb->getObj(sop->id);
  1067. if(obj->ID == Obj::TOWN)
  1068. {
  1069. auto town = static_cast<const CGTownInstance *>(obj);
  1070. if(obj->tempOwner == playerID)
  1071. {
  1072. localState->addOwnedTown(town);
  1073. adventureInt->onTownChanged(town);
  1074. }
  1075. }
  1076. //redraw minimap if owner changed
  1077. std::set<int3> pos = obj->getBlockedPos();
  1078. std::unordered_set<int3> upos(pos.begin(), pos.end());
  1079. adventureInt->onMapTilesChanged(upos);
  1080. assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
  1081. }
  1082. }
  1083. void CPlayerInterface::initializeHeroTownList()
  1084. {
  1085. if(localState->getWanderingHeroes().empty())
  1086. {
  1087. for(auto & hero : cb->getHeroesInfo())
  1088. {
  1089. if(!hero->inTownGarrison)
  1090. localState->addWanderingHero(hero);
  1091. }
  1092. }
  1093. if(localState->getOwnedTowns().empty())
  1094. {
  1095. for(auto & town : cb->getTownsInfo())
  1096. localState->addOwnedTown(town);
  1097. }
  1098. if(adventureInt)
  1099. adventureInt->onHeroChanged(nullptr);
  1100. }
  1101. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
  1102. {
  1103. EVENT_HANDLER_CALLED_BY_CLIENT;
  1104. waitWhileDialog();
  1105. auto recruitCb = [=](CreatureID id, int count)
  1106. {
  1107. cb->recruitCreatures(dwelling, dst, id, count, -1);
  1108. };
  1109. auto closeCb = [=]()
  1110. {
  1111. cb->selectionMade(0, queryID);
  1112. };
  1113. GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
  1114. }
  1115. void CPlayerInterface::waitWhileDialog()
  1116. {
  1117. if (GH.amIGuiThread())
  1118. {
  1119. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1120. return;
  1121. }
  1122. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1123. showingDialog->waitWhileBusy();
  1124. }
  1125. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1126. {
  1127. EVENT_HANDLER_CALLED_BY_CLIENT;
  1128. auto state = obj->shipyardStatus();
  1129. TResources cost;
  1130. obj->getBoatCost(cost);
  1131. GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1132. }
  1133. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1134. {
  1135. EVENT_HANDLER_CALLED_BY_CLIENT;
  1136. //we might have built a boat in shipyard in opened town screen
  1137. if (obj->ID == Obj::BOAT
  1138. && LOCPLINT->castleInt
  1139. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1140. {
  1141. CCS->soundh->playSound(soundBase::newBuilding);
  1142. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1143. }
  1144. }
  1145. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1146. {
  1147. EVENT_HANDLER_CALLED_BY_CLIENT;
  1148. waitWhileDialog();
  1149. CCS->curh->hide();
  1150. adventureInt->centerOnTile(pos);
  1151. if (focusTime)
  1152. {
  1153. GH.windows().totalRedraw();
  1154. {
  1155. IgnoreEvents ignore(*this);
  1156. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1157. boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
  1158. }
  1159. }
  1160. CCS->curh->show();
  1161. }
  1162. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. if(playerID == initiator)
  1166. {
  1167. auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
  1168. if (removalSound)
  1169. {
  1170. waitWhileDialog();
  1171. CCS->soundh->playSound(removalSound.value());
  1172. }
  1173. }
  1174. CGI->mh->waitForOngoingAnimations();
  1175. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1176. {
  1177. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1178. heroKilled(h);
  1179. }
  1180. GH.fakeMouseMove();
  1181. }
  1182. void CPlayerInterface::objectRemovedAfter()
  1183. {
  1184. EVENT_HANDLER_CALLED_BY_CLIENT;
  1185. adventureInt->onMapTilesChanged(boost::none);
  1186. // visiting or garrisoned hero removed - update window
  1187. if (castleInt)
  1188. castleInt->updateGarrisons();
  1189. for (auto ki : GH.windows().findWindows<CKingdomInterface>())
  1190. ki->heroRemoved();
  1191. }
  1192. void CPlayerInterface::playerBlocked(int reason, bool start)
  1193. {
  1194. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1195. {
  1196. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1197. {
  1198. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1199. LOCPLINT = this;
  1200. GH.curInt = this;
  1201. adventureInt->onCurrentPlayerChanged(playerID);
  1202. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1203. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1204. std::vector<std::shared_ptr<CComponent>> cmp;
  1205. cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
  1206. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1207. showInfoDialog(msg, cmp);
  1208. makingTurn = false;
  1209. }
  1210. }
  1211. }
  1212. void CPlayerInterface::update()
  1213. {
  1214. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1215. boost::shared_lock gsLock(CGameState::mutex);
  1216. // While mutexes were locked away we may be have stopped being the active interface
  1217. if (LOCPLINT != this)
  1218. return;
  1219. //if there are any waiting dialogs, show them
  1220. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->isBusy())
  1221. {
  1222. showingDialog->setBusy();
  1223. GH.windows().pushWindow(dialogs.front());
  1224. dialogs.pop_front();
  1225. }
  1226. assert(adventureInt);
  1227. // Handles mouse and key input
  1228. GH.handleEvents();
  1229. GH.windows().simpleRedraw();
  1230. }
  1231. void CPlayerInterface::endNetwork()
  1232. {
  1233. showingDialog->requestTermination();
  1234. }
  1235. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1236. {
  1237. using namespace boost::filesystem;
  1238. using namespace boost::algorithm;
  1239. path gamesDir = VCMIDirs::get().userSavePath();
  1240. std::map<std::time_t, int> dates; //save number => datestamp
  1241. const directory_iterator enddir;
  1242. if (!exists(gamesDir))
  1243. create_directory(gamesDir);
  1244. else
  1245. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1246. {
  1247. if (is_regular_file(dir->status()))
  1248. {
  1249. std::string name = dir->path().filename().string();
  1250. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1251. {
  1252. char nr = name[namePrefix.size()];
  1253. if (std::isdigit(nr))
  1254. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1255. }
  1256. }
  1257. }
  1258. if (!dates.empty())
  1259. return (--dates.end())->second; //return latest file number
  1260. return 0;
  1261. }
  1262. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1263. {
  1264. EVENT_HANDLER_CALLED_BY_CLIENT;
  1265. if (player == playerID)
  1266. {
  1267. if (victoryLossCheckResult.loss())
  1268. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1269. assert(GH.curInt == LOCPLINT);
  1270. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1271. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1272. GH.curInt = this; //waiting for dialogs requires this to get events
  1273. if(!makingTurn)
  1274. {
  1275. makingTurn = true; //also needed for dialog to show with current implementation
  1276. waitForAllDialogs();
  1277. makingTurn = false;
  1278. }
  1279. else
  1280. waitForAllDialogs();
  1281. GH.curInt = previousInterface;
  1282. LOCPLINT = previousInterface;
  1283. }
  1284. }
  1285. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1286. {
  1287. EVENT_HANDLER_CALLED_BY_CLIENT;
  1288. }
  1289. void CPlayerInterface::showPuzzleMap()
  1290. {
  1291. EVENT_HANDLER_CALLED_BY_CLIENT;
  1292. waitWhileDialog();
  1293. //TODO: interface should not know the real position of Grail...
  1294. double ratio = 0;
  1295. int3 grailPos = cb->getGrailPos(&ratio);
  1296. GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
  1297. }
  1298. void CPlayerInterface::viewWorldMap()
  1299. {
  1300. adventureInt->openWorldView();
  1301. }
  1302. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
  1303. {
  1304. EVENT_HANDLER_CALLED_BY_CLIENT;
  1305. if(GH.windows().topWindow<CSpellWindow>())
  1306. GH.windows().popWindows(1);
  1307. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1308. localState->erasePath(caster);
  1309. auto castSoundPath = spellID.toSpell()->getCastSound();
  1310. if(!castSoundPath.empty())
  1311. CCS->soundh->playSound(castSoundPath);
  1312. }
  1313. void CPlayerInterface::tryDigging(const CGHeroInstance * h)
  1314. {
  1315. int msgToShow = -1;
  1316. const auto diggingStatus = h->diggingStatus();
  1317. switch(diggingStatus)
  1318. {
  1319. case EDiggingStatus::CAN_DIG:
  1320. break;
  1321. case EDiggingStatus::LACK_OF_MOVEMENT:
  1322. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1323. break;
  1324. case EDiggingStatus::TILE_OCCUPIED:
  1325. msgToShow = 97; //Try searching on clear ground.
  1326. break;
  1327. case EDiggingStatus::WRONG_TERRAIN:
  1328. msgToShow = 60; ////Try looking on land!
  1329. break;
  1330. case EDiggingStatus::BACKPACK_IS_FULL:
  1331. msgToShow = 247; //Searching for the Grail is fruitless...
  1332. break;
  1333. default:
  1334. assert(0);
  1335. }
  1336. if(msgToShow < 0)
  1337. cb->dig(h);
  1338. else
  1339. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1340. }
  1341. void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
  1342. {
  1343. EVENT_HANDLER_CALLED_BY_CLIENT;
  1344. BATTLE_EVENT_POSSIBLE_RETURN;
  1345. battleInt->newRoundFirst();
  1346. }
  1347. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1348. {
  1349. EVENT_HANDLER_CALLED_BY_CLIENT;
  1350. auto onWindowClosed = [this, queryID](){
  1351. cb->selectionMade(0, queryID);
  1352. };
  1353. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
  1354. {
  1355. // compatibility check, safe to remove for 1.6
  1356. // 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
  1357. static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
  1358. onWindowClosed();
  1359. return;
  1360. }
  1361. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1362. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
  1363. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1364. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
  1365. else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
  1366. GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
  1367. else if(!market->availableModes().empty())
  1368. GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
  1369. }
  1370. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
  1371. {
  1372. EVENT_HANDLER_CALLED_BY_CLIENT;
  1373. auto onWindowClosed = [this, queryID](){
  1374. cb->selectionMade(0, queryID);
  1375. };
  1376. GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
  1377. }
  1378. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1379. {
  1380. EVENT_HANDLER_CALLED_BY_CLIENT;
  1381. GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
  1382. }
  1383. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1384. {
  1385. EVENT_HANDLER_CALLED_BY_CLIENT;
  1386. for (auto cmw : GH.windows().findWindows<IMarketHolder>())
  1387. cmw->updateArtifacts();
  1388. }
  1389. void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
  1390. {
  1391. EVENT_HANDLER_CALLED_BY_CLIENT;
  1392. auto onWindowClosed = [this, queryID](){
  1393. if (queryID != QueryID::NONE)
  1394. cb->selectionMade(0, queryID);
  1395. };
  1396. GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
  1397. }
  1398. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1399. {
  1400. EVENT_HANDLER_CALLED_BY_CLIENT;
  1401. GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
  1402. }
  1403. void CPlayerInterface::showQuestLog()
  1404. {
  1405. EVENT_HANDLER_CALLED_BY_CLIENT;
  1406. GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1407. }
  1408. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1409. {
  1410. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1411. {
  1412. MetaString txt;
  1413. obj->getProblemText(txt);
  1414. showInfoDialog(txt.toString());
  1415. }
  1416. else
  1417. showShipyardDialog(obj);
  1418. }
  1419. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1420. {
  1421. artifactController->askToAssemble(al, true, true);
  1422. }
  1423. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1424. {
  1425. EVENT_HANDLER_CALLED_BY_CLIENT;
  1426. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1427. }
  1428. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1429. {
  1430. EVENT_HANDLER_CALLED_BY_CLIENT;
  1431. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1432. artifactController->artifactRemoved();
  1433. }
  1434. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1435. {
  1436. EVENT_HANDLER_CALLED_BY_CLIENT;
  1437. adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
  1438. artifactController->artifactMoved();
  1439. }
  1440. void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
  1441. {
  1442. artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
  1443. }
  1444. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1445. {
  1446. EVENT_HANDLER_CALLED_BY_CLIENT;
  1447. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1448. artifactController->artifactAssembled();
  1449. }
  1450. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1451. {
  1452. EVENT_HANDLER_CALLED_BY_CLIENT;
  1453. adventureInt->onHeroChanged(cb->getHero(al.artHolder));
  1454. artifactController->artifactDisassembled();
  1455. }
  1456. void CPlayerInterface::waitForAllDialogs()
  1457. {
  1458. while(!dialogs.empty())
  1459. {
  1460. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  1461. boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
  1462. }
  1463. waitWhileDialog();
  1464. }
  1465. void CPlayerInterface::proposeLoadingGame()
  1466. {
  1467. showYesNoDialog(
  1468. CGI->generaltexth->allTexts[68],
  1469. []()
  1470. {
  1471. CSH->endGameplay();
  1472. GH.defActionsDef = 63;
  1473. CMM->menu->switchToTab("load");
  1474. },
  1475. nullptr
  1476. );
  1477. }
  1478. bool CPlayerInterface::capturedAllEvents()
  1479. {
  1480. if(movementController->isHeroMoving())
  1481. {
  1482. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1483. return true;
  1484. }
  1485. bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
  1486. bool quickCombatOngoing = isAutoFightOn && !battleInt;
  1487. if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
  1488. {
  1489. GH.input().ignoreEventsUntilInput();
  1490. return true;
  1491. }
  1492. return false;
  1493. }
  1494. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  1495. {
  1496. EVENT_HANDLER_CALLED_BY_CLIENT;
  1497. adventureInt->openWorldView(objectPositions, showTerrain );
  1498. }
  1499. std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
  1500. {
  1501. return std::nullopt;
  1502. }