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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/CPlayerInterface.cpp

1867 lines
53 KiB
C++

/*
* CPlayerInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CPlayerInterface.h"
#include <vcmi/Artifact.h>
#include "CGameInfo.h"
#include "CMT.h"
#include "CMusicHandler.h"
#include "CServerHandler.h"
#include "HeroMovementController.h"
#include "PlayerLocalState.h"
#include "adventureMap/AdventureMapInterface.h"
#include "adventureMap/CInGameConsole.h"
#include "adventureMap/CList.h"
#include "battle/BattleEffectsController.h"
#include "battle/BattleFieldController.h"
#include "battle/BattleInterface.h"
#include "battle/BattleInterfaceClasses.h"
#include "battle/BattleWindow.h"
#include "eventsSDL/InputHandler.h"
#include "eventsSDL/NotificationHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/CursorHandler.h"
#include "gui/WindowHandler.h"
#include "mainmenu/CMainMenu.h"
#include "mainmenu/CHighScoreScreen.h"
#include "mapView/mapHandler.h"
#include "render/CAnimation.h"
#include "render/IImage.h"
#include "render/IRenderHandler.h"
#include "widgets/Buttons.h"
#include "widgets/CComponent.h"
#include "widgets/CGarrisonInt.h"
#include "windows/CCastleInterface.h"
#include "windows/CCreatureWindow.h"
#include "windows/CHeroWindow.h"
#include "windows/CKingdomInterface.h"
#include "windows/CMarketWindow.h"
#include "windows/CPuzzleWindow.h"
#include "windows/CQuestLog.h"
#include "windows/CSpellWindow.h"
#include "windows/CTutorialWindow.h"
#include "windows/GUIClasses.h"
#include "windows/InfoWindows.h"
#include "../CCallback.h"
#include "../lib/CArtHandler.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CPlayerState.h"
#include "../lib/CStack.h"
#include "../lib/CStopWatch.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CTownHandler.h"
#include "../lib/CondSh.h"
#include "../lib/GameConstants.h"
#include "../lib/RoadHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/TerrainHandler.h"
#include "../lib/TextOperations.h"
#include "../lib/UnlockGuard.h"
#include "../lib/VCMIDirs.h"
#include "../lib/bonuses/Limiters.h"
#include "../lib/bonuses/Propagators.h"
#include "../lib/bonuses/Updaters.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/mapObjects/CGMarket.h"
#include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/mapObjects/ObjectTemplate.h"
#include "../lib/mapping/CMapHeader.h"
#include "../lib/networkPacks/PacksForClient.h"
#include "../lib/networkPacks/PacksForClientBattle.h"
#include "../lib/networkPacks/PacksForServer.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/serializer/BinaryDeserializer.h"
#include "../lib/serializer/BinarySerializer.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/spells/CSpellHandler.h"
// The macro below is used to mark functions that are called by client when game state changes.
// They all assume that interface mutex is locked.
#define EVENT_HANDLER_CALLED_BY_CLIENT
#define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
CPlayerInterface * LOCPLINT;
std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
struct HeroObjectRetriever
{
const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h;
}
const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
return nullptr;
}
};
CPlayerInterface::CPlayerInterface(PlayerColor Player):
localState(std::make_unique<PlayerLocalState>(*this)),
movementController(std::make_unique<HeroMovementController>())
{
logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
GH.defActionsDef = 0;
LOCPLINT = this;
playerID=Player;
human=true;
battleInt = nullptr;
castleInt = nullptr;
makingTurn = false;
showingDialog = new CondSh<bool>(false);
cingconsole = new CInGameConsole();
firstCall = 1; //if loading will be overwritten in serialize
autosaveCount = 0;
isAutoFightOn = false;
isAutoFightEndBattle = false;
ignoreEvents = false;
numOfMovedArts = 0;
}
CPlayerInterface::~CPlayerInterface()
{
logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
delete showingDialog;
delete cingconsole;
if (LOCPLINT == this)
LOCPLINT = nullptr;
}
void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
{
cb = CB;
env = ENV;
CCS->musich->loadTerrainMusicThemes();
initializeHeroTownList();
adventureInt.reset(new AdventureMapInterface());
}
void CPlayerInterface::playerEndsTurn(PlayerColor player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (player == playerID)
{
makingTurn = false;
// remove all active dialogs that do not expect query answer
for (;;)
{
auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
auto infoWindow = GH.windows().topWindow<CInfoWindow>();
if(adventureWindow != nullptr)
break;
if(infoWindow && infoWindow->ID != QueryID::NONE)
break;
if (infoWindow)
infoWindow->close();
else
GH.windows().popWindows(1);
}
if(castleInt)
castleInt->close();
castleInt = nullptr;
// remove all pending dialogs that do not expect query answer
vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
return window->ID == QueryID::NONE;
});
}
}
void CPlayerInterface::playerStartsTurn(PlayerColor player)
{
if(GH.windows().findWindows<AdventureMapInterface>().empty())
{
// after map load - remove all active windows and replace them with adventure map
GH.windows().clear();
GH.windows().pushWindow(adventureInt);
}
EVENT_HANDLER_CALLED_BY_CLIENT;
if (player != playerID && LOCPLINT == this)
{
waitWhileDialog();
bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
if (makingTurn == false)
adventureInt->onEnemyTurnStarted(player, isHuman);
}
}
void CPlayerInterface::performAutosave()
{
int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
if(frequency > 0 && cb->getDate() % frequency == 0)
{
bool usePrefix = settings["general"]["useSavePrefix"].Bool();
std::string prefix = std::string();
if(usePrefix)
{
prefix = settings["general"]["savePrefix"].String();
if(prefix.empty())
{
std::string name = cb->getMapHeader()->name.toString();
int txtlen = TextOperations::getUnicodeCharactersCount(name);
TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
std::string forbiddenChars("\\/:?\"<>| ");
std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
}
}
autosaveCount++;
int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
if(autosaveCountLimit > 0)
{
cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
autosaveCount %= autosaveCountLimit;
}
else
{
std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
+ std::to_string(cb->getDate(Date::WEEK))
+ std::to_string(cb->getDate(Date::DAY_OF_WEEK));
cb->save("Saves/Autosave/" + prefix + stringifiedDate);
}
}
}
void CPlayerInterface::gamePause(bool pause)
{
cb->gamePause(pause);
}
void CPlayerInterface::yourTurn(QueryID queryID)
{
CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
EVENT_HANDLER_CALLED_BY_CLIENT;
int humanPlayersCount = 0;
for(const auto & info : cb->getStartInfo()->playerInfos)
if (info.second.isControlledByHuman())
humanPlayersCount++;
bool hotseatWait = humanPlayersCount > 1;
LOCPLINT = this;
GH.curInt = this;
NotificationHandler::notify("Your turn");
if(settings["general"]["startTurnAutosave"].Bool())
{
performAutosave();
}
if (hotseatWait) //hot seat or MP message
{
adventureInt->onHotseatWaitStarted(playerID);
makingTurn = true;
std::string msg = CGI->generaltexth->allTexts[13];
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
std::vector<std::shared_ptr<CComponent>> cmp;
cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
showInfoDialog(msg, cmp);
}
else
{
makingTurn = true;
adventureInt->onPlayerTurnStarted(playerID);
}
acceptTurn(queryID, hotseatWait);
}
void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
{
if (settings["session"]["autoSkip"].Bool())
{
while(auto iw = GH.windows().topWindow<CInfoWindow>())
iw->close();
}
if(hotseatWait)
{
waitWhileDialog(); // wait for player to accept turn in hot-seat mode
adventureInt->onPlayerTurnStarted(playerID);
}
// warn player if he has no town
if (cb->howManyTowns() == 0)
{
auto playerColor = *cb->getPlayerID();
std::vector<Component> components;
components.emplace_back(ComponentType::FLAG, playerColor);
MetaString text;
const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
if(optDaysWithoutCastle)
{
auto daysWithoutCastle = optDaysWithoutCastle.value();
if (daysWithoutCastle < 6)
{
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.
text.replaceName(playerColor);
text.replaceNumber(7 - daysWithoutCastle);
}
else if (daysWithoutCastle == 6)
{
text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
text.replaceName(playerColor);
}
showInfoDialogAndWait(components, text);
}
else
logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
}
cb->selectionMade(0, queryID);
movementController->onPlayerTurnStarted();
}
void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
if(LOCPLINT != this)
return;
//FIXME: read once and store
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
return;
const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
if (!hero)
return;
movementController->onTryMoveHero(hero, details);
}
void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
// if hero is not in town garrison
if (vstd::contains(localState->getWanderingHeroes(), hero))
localState->removeWanderingHero(hero);
adventureInt->onHeroChanged(hero);
localState->erasePath(hero);
}
void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(start && visitedObj)
{
if(visitedObj->getVisitSound())
CCS->soundh->playSound(visitedObj->getVisitSound().value());
}
}
void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
localState->addWanderingHero(hero);
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
if(castleInt)
castleInt->close();
castleInt = nullptr;
auto newCastleInt = std::make_shared<CCastleInterface>(town);
GH.windows().pushWindow(newCastleInt);
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (which == PrimarySkill::EXPERIENCE)
{
for(auto ctw : GH.windows().findWindows<CMarketWindow>())
ctw->updateHero();
}
else
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
cuw->redraw();
}
void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(hero);
if (makingTurn && hero->tempOwner == playerID)
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (makingTurn && hero->tempOwner == playerID)
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::receivedResource()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for (auto mw : GH.windows().findWindows<CMarketWindow>())
mw->updateResource();
GH.windows().totalRedraw();
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
});
}
void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
});
}
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(town->garrisonHero) //wandering hero moved to the garrison
{
// This method also gets called on hero recruitment -> garrisoned hero is already in garrison
if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
localState->removeWanderingHero(town->garrisonHero);
}
if(town->visitingHero) //hero leaves garrison
{
// This method also gets called on hero recruitment -> wandering heroes already contains new hero
if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
localState->addWanderingHero(town->visitingHero);
}
adventureInt->onHeroChanged(nullptr);
adventureInt->onTownChanged(town);
for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
if (cgh->holdsGarrison(town))
cgh->updateGarrisons();
for (auto ki : GH.windows().findWindows<CKingdomInterface>())
ki->townChanged(town);
// Perform totalRedraw to update hero list on adventure map, if any dialogs are open
GH.windows().totalRedraw();
}
void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (hero->tempOwner != playerID )
return;
waitWhileDialog();
openTownWindow(town);
}
void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
{
std::vector<const CArmedInstance *> instances;
if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))
instances.push_back(obj);
if(id2 != ObjectInstanceID() && id2 != id1)
{
if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))
instances.push_back(obj);
}
garrisonsChanged(instances);
}
void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs)
{
for (auto object : objs)
{
auto * hero = dynamic_cast<const CGHeroInstance*>(object);
auto * town = dynamic_cast<const CGTownInstance*>(object);
if (town)
adventureInt->onTownChanged(town);
if (hero)
{
adventureInt->onHeroChanged(hero);
if(hero->inTownGarrison && hero->visitedTown != town)
adventureInt->onTownChanged(hero->visitedTown);
}
}
for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())
if (cgh->holdsGarrisons(objs))
cgh->updateGarrisons();
GH.windows().totalRedraw();
}
void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onTownChanged(town);
if (castleInt)
{
castleInt->townlist->updateElement(town);
if (castleInt->town == town)
{
switch(what)
{
case 1:
CCS->soundh->playSound(soundBase::newBuilding);
castleInt->addBuilding(buildingID);
break;
case 2:
castleInt->removeBuilding(buildingID);
break;
}
}
// Perform totalRedraw in order to force redraw of updated town list icon from adventure map
GH.windows().totalRedraw();
}
for (auto cgh : GH.windows().findWindows<ITownHolder>())
cgh->buildChanged();
}
void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
movementController->onBattleStarted();
//Don't wait for dialogs when we are non-active hot-seat player
if (LOCPLINT == this)
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
if ((replayAllowed && useQuickCombat) || forceQuickCombat)
{
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
AutocombatPreferences autocombatPreferences = AutocombatPreferences();
autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);
}
//Don't wait for dialogs when we are non-active hot-seat player
if (LOCPLINT == this)
waitForAllDialogs();
BATTLE_EVENT_POSSIBLE_RETURN;
}
void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
for(auto & info : units)
{
switch(info.operation)
{
case UnitChanges::EOperation::RESET_STATE:
{
const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
if(!stack)
{
logGlobal->error("Invalid unit ID %d", info.id);
continue;
}
battleInt->stackReset(stack);
}
break;
case UnitChanges::EOperation::REMOVE:
battleInt->stackRemoved(info.id);
break;
case UnitChanges::EOperation::ADD:
{
const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
if(!unit)
{
logGlobal->error("Invalid unit ID %d", info.id);
continue;
}
battleInt->stackAdded(unit);
}
break;
default:
logGlobal->error("Unknown unit operation %d", (int)info.operation);
break;
}
}
}
void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
std::vector<ObstacleChanges> removedObstacles;
for(auto & change : obstacles)
{
if(change.operation == BattleChanges::EOperation::ADD)
{
auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
if(instance)
newObstacles.push_back(instance);
else
logNetwork->error("Invalid obstacle instance %d", change.id);
}
if(change.operation == BattleChanges::EOperation::REMOVE)
removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
}
if (!newObstacles.empty())
battleInt->obstaclePlaced(newObstacles);
if (!removedObstacles.empty())
battleInt->obstacleRemoved(removedObstacles);
battleInt->fieldController->redrawBackgroundWithHexes();
}
void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->stackIsCatapulting(ca);
}
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
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRound();
}
void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->endAction(action);
}
void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
{
EVENT_HANDLER_CALLED_BY_CLIENT;
logGlobal->trace("Awaiting command for %s", stack->nodeName());
assert(!cb->getBattle(battleID)->battleIsFinished());
if (cb->getBattle(battleID)->battleIsFinished())
{
logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
return ;
}
if (autofightingAI)
{
if (isAutoFightOn)
{
//FIXME: we want client rendering to proceed while AI is making actions
// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
autofightingAI->activeStack(battleID, stack);
return;
}
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
}
assert(battleInt);
if(!battleInt)
{
// probably battle is finished already
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
}
battleInt->stackActivated(stack);
}
void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(isAutoFightOn || autofightingAI)
{
isAutoFightOn = false;
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
if(!battleInt)
{
bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
if (allowManualReplay || isAutoFightEndBattle)
{
wnd->resultCallback = [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
};
}
isAutoFightEndBattle = false;
GH.windows().pushWindow(wnd);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
return;
}
}
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleFinished(*br, queryID);
}
void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->displayBattleLog(lines);
}
void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->stackMoved(stack, dest, distance, teleport);
}
void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->spellCast(sc);
}
void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleStacksEffectsSet(sse);
}
void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->effectsController->battleTriggerEffect(bte);
if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
{
const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));
battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
}
}
void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
std::vector<StackAttackedInfo> arg;
for(auto & elem : bsa)
{
const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
assert(defender);
StackAttackedInfo info;
info.defender = defender;
info.attacker = attacker;
info.damageDealt = elem.damageAmount;
info.amountKilled = elem.killedAmount;
info.spellEffect = SpellID::NONE;
info.indirectAttack = ranged;
info.killed = elem.killed();
info.rebirth = elem.willRebirth();
info.cloneKilled = elem.cloneKilled();
info.fireShield = elem.fireShield();
if (elem.isSpell())
info.spellEffect = elem.spellID;
arg.push_back(info);
}
battleInt->stacksAreAttacked(arg);
}
void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
StackAttackInfo info;
info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
info.defender = nullptr;
info.indirectAttack = ba->shot();
info.lucky = ba->lucky();
info.unlucky = ba->unlucky();
info.deathBlow = ba->deathBlow();
info.lifeDrain = ba->lifeDrain();
info.tile = ba->tile;
info.spellEffect = SpellID::NONE;
if (ba->spellLike())
info.spellEffect = ba->spellID;
for(auto & elem : ba->bsa)
{
if(!elem.isSecondary())
{
assert(info.defender == nullptr);
info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
}
else
{
info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
}
}
assert(info.defender != nullptr);
assert(info.attacker != nullptr);
battleInt->stackAttacking(info);
}
void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->gateStateChanged(state);
}
void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
if(autoTryHover || type == EInfoWindowMode::INFO)
{
waitWhileDialog(); //Fix for mantis #98
adventureInt->showInfoBoxMessage(components, text, timer);
// 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
movementController->requestMovementAbort();
if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
return;
}
if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
{
return;
}
std::vector<Component> vect = components; //I do not know currently how to avoid copy here
do
{
std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
std::vector<std::shared_ptr<CComponent>> intComps;
for (auto & component : sender)
intComps.push_back(std::make_shared<CComponent>(component));
showInfoDialog(text,intComps,soundID);
vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
}
while(!vect.empty());
}
void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
{
std::vector<std::shared_ptr<CComponent>> intComps;
intComps.push_back(component);
showInfoDialog(text, intComps, soundBase::sound_todo);
}
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
{
LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
waitWhileDialog();
if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
{
return;
}
std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
{
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
showingDialog->set(true);
movementController->requestMovementAbort(); // interrupt movement to show dialog
GH.windows().pushWindow(temp);
}
else
{
dialogs.push_back(temp);
}
}
void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
std::string str = text.toString();
showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
waitWhileDialog();
}
void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
{
movementController->requestMovementAbort();
LOCPLINT->showingDialog->setn(true);
CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
}
void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
movementController->requestMovementAbort();
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
if (!selection && cancel) //simple yes/no dialog
{
if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
{
cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
return;
}
std::vector<std::shared_ptr<CComponent>> intComps;
for (auto & component : components)
intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
}
else if (selection)
{
std::vector<std::shared_ptr<CSelectableComponent>> intComps;
for (auto & component : components)
intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
std::vector<std::pair<AnimationPath,CFunctionList<void()> > > pom;
pom.push_back({ AnimationPath::builtin("IOKAY.DEF"),0});
if (cancel)
{
pom.push_back({AnimationPath::builtin("ICANCEL.DEF"),0});
}
int charperline = 35;
if (pom.size() > 1)
charperline = 50;
GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
intComps[0]->clickPressed(GH.getCursorPosition());
intComps[0]->clickReleased(GH.getCursorPosition());
}
}
void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
}
void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
std::vector<ObjectInstanceID> tmpObjects;
if(objects.size() && dynamic_cast<const CGTownInstance *>(cb->getObj(objects[0])))
{
// sorting towns (like in client)
std::vector <const CGTownInstance*> Towns = LOCPLINT->localState->getOwnedTowns();
for(auto town : Towns)
for(auto item : objects)
if(town == cb->getObj(item))
tmpObjects.push_back(item);
}
else // other object list than town
tmpObjects = objects;
auto selectCallback = [=](int selection)
{
cb->sendQueryReply(selection, askID);
};
auto cancelCallback = [=]()
{
cb->sendQueryReply(std::nullopt, askID);
};
const std::string localTitle = title.toString();
const std::string localDescription = description.toString();
std::vector<int> tempList;
tempList.reserve(tmpObjects.size());
for(auto item : tmpObjects)
tempList.push_back(item.getNum());
CComponent localIconC(icon);
std::shared_ptr<CIntObject> localIcon = localIconC.image;
localIconC.removeChild(localIcon.get(), false);
std::vector<std::shared_ptr<IImage>> images;
for(auto & obj : tmpObjects)
{
if(!settings["general"]["enableUiEnhancements"].Bool())
break;
const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
if(t)
{
std::shared_ptr<CAnimation> a = GH.renderHandler().loadAnimation(AnimationPath::builtin("ITPA"));
a->preload();
images.push_back(a->getImage(t->town->clientInfo.icons[t->hasFort()][false] + 2)->scaleFast(Point(35, 23)));
}
}
auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
wnd->onExit = cancelCallback;
wnd->onPopup = [this, tmpObjects](int index) { CRClickPopup::createAndPush(cb->getObj(tmpObjects[index]), GH.getCursorPosition()); };
wnd->onClicked = [this, tmpObjects](int index) { adventureInt->centerOnObject(cb->getObj(tmpObjects[index])); GH.windows().totalRedraw(); };
GH.windows().pushWindow(wnd);
}
void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
adventureInt->onMapTilesChanged(pos);
}
void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onMapTilesChanged(pos);
}
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
{
GH.windows().createAndPushWindow<CHeroWindow>(hero);
}
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
{
for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
fortScreen->creaturesChangedEventHandler();
for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
if(castleInterface->town == town)
castleInterface->creaturesChangedEventHandler();
if (townObj)
for (auto ki : GH.windows().findWindows<CKingdomInterface>())
ki->townChanged(townObj);
}
else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
{
for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
if (crw->dwelling == town)
crw->availableCreaturesChanged();
}
}
void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (bonus.type == BonusType::NONE)
return;
adventureInt->onHeroChanged(hero);
if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
{
//recalculate paths because hero has lost bonus influencing pathfinding
localState->erasePath(hero);
}
}
void CPlayerInterface::saveGame( BinarySerializer & h )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
localState->serialize(h);
}
void CPlayerInterface::loadGame( BinaryDeserializer & h )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
localState->serialize(h);
firstCall = -1;
}
void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
{
assert(h);
assert(!showingDialog->get());
assert(dialogs.empty());
LOG_TRACE(logGlobal);
if (!LOCPLINT->makingTurn)
return;
if (!h)
return; //can't find hero
//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
if (showingDialog->get() || !dialogs.empty())
return;
if (localState->isHeroSleeping(h))
localState->setHeroAwaken(h);
movementController->requestMovementStart(h, path);
}
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto onEnd = [=](){ cb->selectionMade(0, queryID); };
if (movementController->isHeroMovingThroughGarrison(down, up))
{
onEnd();
return;
}
waitForAllDialogs();
auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
cgw->quit->addCallback(onEnd);
GH.windows().pushWindow(cgw);
}
/**
* Shows the dialog that appears when right-clicking an artifact that can be assembled
* into a combinational one on an artifact screen. Does not require the combination of
* artifacts to be legal.
*/
void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<void()> onYes)
{
std::string text = artifact->getDescriptionTranslated();
text += "\n\n";
std::vector<std::shared_ptr<CComponent>> scs;
if(assembledArtifact)
{
// You possess all of the components to...
text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
// Picture of assembled artifact at bottom.
auto sc = std::make_shared<CComponent>(ComponentType::ARTIFACT, assembledArtifact->getId());
scs.push_back(sc);
}
else
{
// Do you wish to disassemble this artifact?
text += CGI->generaltexth->allTexts[733];
}
showYesNoDialog(text, onYes, nullptr, scs);
}
void CPlayerInterface::requestRealized( PackageApplied *pa )
{
if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
movementController->onMoveHeroApplied();
if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
movementController->onQueryReplyApplied();
}
void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
heroExchangeStarted(hero1, hero2, QueryID(-1));
}
void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
}
void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
{
if (sop->what == ObjProperty::OWNER)
{
const CGObjectInstance * obj = cb->getObj(sop->id);
if(obj->ID == Obj::TOWN)
{
auto town = static_cast<const CGTownInstance *>(obj);
if(obj->tempOwner == playerID)
{
localState->removeOwnedTown(town);
adventureInt->onTownChanged(town);
}
}
}
}
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (sop->what == ObjProperty::OWNER)
{
const CGObjectInstance * obj = cb->getObj(sop->id);
if(obj->ID == Obj::TOWN)
{
auto town = static_cast<const CGTownInstance *>(obj);
if(obj->tempOwner == playerID)
{
localState->addOwnedTown(town);
adventureInt->onTownChanged(town);
}
}
//redraw minimap if owner changed
std::set<int3> pos = obj->getBlockedPos();
std::unordered_set<int3> upos(pos.begin(), pos.end());
adventureInt->onMapTilesChanged(upos);
assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
}
}
void CPlayerInterface::initializeHeroTownList()
{
if(localState->getWanderingHeroes().empty())
{
for(auto & hero : cb->getHeroesInfo())
{
if(!hero->inTownGarrison)
localState->addWanderingHero(hero);
}
}
if(localState->getOwnedTowns().empty())
{
for(auto & town : cb->getTownsInfo())
localState->addOwnedTown(town);
}
if(adventureInt)
adventureInt->onHeroChanged(nullptr);
}
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
auto recruitCb = [=](CreatureID id, int count)
{
cb->recruitCreatures(dwelling, dst, id, count, -1);
};
auto closeCb = [=]()
{
cb->selectionMade(0, queryID);
};
GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
}
void CPlayerInterface::waitWhileDialog()
{
if (GH.amIGuiThread())
{
logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
return;
}
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::unique_lock<boost::mutex> un(showingDialog->mx);
while(showingDialog->data)
showingDialog->cond.wait(un);
}
void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto state = obj->shipyardStatus();
TResources cost;
obj->getBoatCost(cost);
GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
}
void CPlayerInterface::newObject( const CGObjectInstance * obj )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//we might have built a boat in shipyard in opened town screen
if (obj->ID == Obj::BOAT
&& LOCPLINT->castleInt
&& obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
{
CCS->soundh->playSound(soundBase::newBuilding);
LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
}
}
void CPlayerInterface::centerView (int3 pos, int focusTime)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->curh->hide();
adventureInt->centerOnTile(pos);
if (focusTime)
{
GH.windows().totalRedraw();
{
IgnoreEvents ignore(*this);
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
}
}
CCS->curh->show();
}
void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(playerID == initiator && obj->getRemovalSound())
{
waitWhileDialog();
CCS->soundh->playSound(obj->getRemovalSound().value());
}
CGI->mh->waitForOngoingAnimations();
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
heroKilled(h);
}
GH.fakeMouseMove();
}
void CPlayerInterface::objectRemovedAfter()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onMapTilesChanged(boost::none);
// visiting or garrisoned hero removed - update window
if (castleInt)
castleInt->updateGarrisons();
for (auto ki : GH.windows().findWindows<CKingdomInterface>())
ki->heroRemoved();
}
void CPlayerInterface::playerBlocked(int reason, bool start)
{
if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
{
if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
{
//one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
LOCPLINT = this;
GH.curInt = this;
adventureInt->onCurrentPlayerChanged(playerID);
std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
std::vector<std::shared_ptr<CComponent>> cmp;
cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
makingTurn = true; //workaround for stiff showInfoDialog implementation
showInfoDialog(msg, cmp);
makingTurn = false;
}
}
}
void CPlayerInterface::update()
{
// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
// While mutexes were locked away we may be have stopped being the active interface
if (LOCPLINT != this)
return;
//if there are any waiting dialogs, show them
if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
{
showingDialog->set(true);
GH.windows().pushWindow(dialogs.front());
dialogs.pop_front();
}
assert(adventureInt);
// Handles mouse and key input
GH.handleEvents();
GH.windows().simpleRedraw();
}
int CPlayerInterface::getLastIndex( std::string namePrefix)
{
using namespace boost::filesystem;
using namespace boost::algorithm;
path gamesDir = VCMIDirs::get().userSavePath();
std::map<std::time_t, int> dates; //save number => datestamp
const directory_iterator enddir;
if (!exists(gamesDir))
create_directory(gamesDir);
else
for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
{
if (is_regular_file(dir->status()))
{
std::string name = dir->path().filename().string();
if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
{
char nr = name[namePrefix.size()];
if (std::isdigit(nr))
dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
}
}
}
if (!dates.empty())
return (--dates.end())->second; //return latest file number
return 0;
}
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (player == playerID)
{
if (victoryLossCheckResult.loss())
showInfoDialog(CGI->generaltexth->allTexts[95]);
assert(GH.curInt == LOCPLINT);
auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
GH.curInt = this; //waiting for dialogs requires this to get events
if(!makingTurn)
{
makingTurn = true; //also needed for dialog to show with current implementation
waitForAllDialogs();
makingTurn = false;
}
else
waitForAllDialogs();
GH.curInt = previousInterface;
LOCPLINT = previousInterface;
}
}
void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
}
void CPlayerInterface::showPuzzleMap()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
//TODO: interface should not know the real position of Grail...
double ratio = 0;
int3 grailPos = cb->getGrailPos(&ratio);
GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
}
void CPlayerInterface::viewWorldMap()
{
adventureInt->openWorldView();
}
void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(GH.windows().topWindow<CSpellWindow>())
GH.windows().popWindows(1);
if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
localState->erasePath(caster);
auto castSoundPath = spellID.toSpell()->getCastSound();
if(!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
}
void CPlayerInterface::tryDigging(const CGHeroInstance * h)
{
int msgToShow = -1;
const auto diggingStatus = h->diggingStatus();
switch(diggingStatus)
{
case EDiggingStatus::CAN_DIG:
break;
case EDiggingStatus::LACK_OF_MOVEMENT:
msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
break;
case EDiggingStatus::TILE_OCCUPIED:
msgToShow = 97; //Try searching on clear ground.
break;
case EDiggingStatus::WRONG_TERRAIN:
msgToShow = 60; ////Try looking on land!
break;
case EDiggingStatus::BACKPACK_IS_FULL:
msgToShow = 247; //Searching for the Grail is fruitless...
break;
default:
assert(0);
}
if(msgToShow < 0)
cb->dig(h);
else
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
}
void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRoundFirst();
}
void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto onWindowClosed = [this, queryID](){
cb->selectionMade(0, queryID);
};
if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && dynamic_cast<const CGArtifactsAltar*>(market) == nullptr)
{
// compatibility check, safe to remove for 1.6
// 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
static_assert(ESerializationVersion::RELEASE_143 < ESerializationVersion::CURRENT, "Please remove this compatibility check once it no longer needed");
onWindowClosed();
return;
}
if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
else if(!market->availableModes().empty())
GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, market->availableModes().front());
}
void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto onWindowClosed = [this, queryID](){
cb->selectionMade(0, queryID);
};
GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market, onWindowClosed);
}
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
}
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for (auto cmw : GH.windows().findWindows<CMarketWindow>())
cmw->updateArtifacts();
}
void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto onWindowClosed = [this, queryID](){
if (queryID != QueryID::NONE)
cb->selectionMade(0, queryID);
};
GH.windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
}
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
}
void CPlayerInterface::showQuestLog()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
}
void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
{
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
{
MetaString txt;
obj->getProblemText(txt);
showInfoDialog(txt.toString());
}
else
showShipyardDialog(obj);
}
void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
{
if(auto hero = cb->getHero(al.artHolder))
{
auto art = hero->getArt(al.slot);
if(art == nullptr)
{
logGlobal->error("artifact location %d points to nothing",
al.slot.num);
return;
}
ArtifactUtilsClient::askToAssemble(hero, al.slot);
}
}
void CPlayerInterface::artifactPut(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
}
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
artWin->artifactRemoved(al);
waitWhileDialog();
}
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
bool redraw = true;
// If a bulk transfer has arrived, then redrawing only the last art movement.
if(numOfMovedArts != 0)
{
numOfMovedArts--;
if(numOfMovedArts != 0)
redraw = false;
}
for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
artWin->artifactMoved(src, dst, redraw);
waitWhileDialog();
}
void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
{
numOfMovedArts = numOfArts;
}
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
artWin->artifactAssembled(al);
}
void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
for(auto artWin : GH.windows().findWindows<CWindowWithArtifacts>())
artWin->artifactDisassembled(al);
}
void CPlayerInterface::waitForAllDialogs()
{
while(!dialogs.empty())
{
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
}
waitWhileDialog();
}
void CPlayerInterface::proposeLoadingGame()
{
showYesNoDialog(
CGI->generaltexth->allTexts[68],
[]()
{
CSH->endGameplay();
GH.defActionsDef = 63;
CMM->menu->switchToTab("load");
},
nullptr
);
}
bool CPlayerInterface::capturedAllEvents()
{
if(movementController->isHeroMoving())
{
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
return true;
}
bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
bool quickCombatOngoing = isAutoFightOn && !battleInt;
if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
{
GH.input().ignoreEventsUntilInput();
return true;
}
return false;
}
void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->openWorldView(objectPositions, showTerrain );
}
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}