mirror of
https://github.com/vcmi/vcmi.git
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9bfe000724
Currently closing game while network thread is waiting for something is very bug-prone, since network thread may resume during shutdown and access partially destroyed client state. Now if exit has been requested, the very first step would be semi- graceful shutdown of network thread (via exception throwing). This may in theory skip some cleanup in non-RAII code, but since game is shutting down this does not matters much. This logic applies to: - shutting down while network thread is waiting for dialogs - shuttind down while network thread waiting for animations in combat
1869 lines
53 KiB
C++
1869 lines
53 KiB
C++
/*
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* CPlayerInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CPlayerInterface.h"
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#include <vcmi/Artifact.h>
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#include "CGameInfo.h"
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#include "CMT.h"
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#include "CMusicHandler.h"
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#include "CServerHandler.h"
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#include "HeroMovementController.h"
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#include "PlayerLocalState.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "adventureMap/CInGameConsole.h"
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#include "adventureMap/CList.h"
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#include "battle/BattleEffectsController.h"
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#include "battle/BattleFieldController.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleInterfaceClasses.h"
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#include "battle/BattleWindow.h"
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#include "eventsSDL/InputHandler.h"
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#include "eventsSDL/NotificationHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CursorHandler.h"
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#include "gui/WindowHandler.h"
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#include "mainmenu/CMainMenu.h"
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#include "mainmenu/CHighScoreScreen.h"
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#include "mapView/mapHandler.h"
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#include "render/CAnimation.h"
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#include "render/IImage.h"
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#include "render/IRenderHandler.h"
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#include "widgets/Buttons.h"
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#include "widgets/CComponent.h"
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#include "widgets/CGarrisonInt.h"
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#include "windows/CCastleInterface.h"
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#include "windows/CCreatureWindow.h"
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#include "windows/CHeroWindow.h"
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#include "windows/CKingdomInterface.h"
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#include "windows/CMarketWindow.h"
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#include "windows/CPuzzleWindow.h"
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#include "windows/CQuestLog.h"
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#include "windows/CSpellWindow.h"
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#include "windows/CTutorialWindow.h"
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#include "windows/GUIClasses.h"
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#include "windows/InfoWindows.h"
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#include "../CCallback.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CStack.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/GameConstants.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/StartInfo.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/TextOperations.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/bonuses/Limiters.h"
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#include "../lib/bonuses/Propagators.h"
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#include "../lib/bonuses/Updaters.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/mapObjects/CGMarket.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/mapping/CMapHeader.h"
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#include "../lib/networkPacks/PacksForClient.h"
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#include "../lib/networkPacks/PacksForClientBattle.h"
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#include "../lib/networkPacks/PacksForServer.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/spells/CSpellHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that interface mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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#define BATTLE_EVENT_POSSIBLE_RETURN if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) return
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CPlayerInterface * LOCPLINT;
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std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
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struct HeroObjectRetriever
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{
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const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
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{
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return h;
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}
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const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
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{
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return nullptr;
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}
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};
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CPlayerInterface::CPlayerInterface(PlayerColor Player):
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localState(std::make_unique<PlayerLocalState>(*this)),
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movementController(std::make_unique<HeroMovementController>())
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{
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logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
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GH.defActionsDef = 0;
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LOCPLINT = this;
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playerID=Player;
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human=true;
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battleInt = nullptr;
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castleInt = nullptr;
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makingTurn = false;
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showingDialog = new ConditionalWait();
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cingconsole = new CInGameConsole();
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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isAutoFightEndBattle = false;
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ignoreEvents = false;
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numOfMovedArts = 0;
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}
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CPlayerInterface::~CPlayerInterface()
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{
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logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
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delete showingDialog;
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delete cingconsole;
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if (LOCPLINT == this)
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LOCPLINT = nullptr;
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}
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void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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env = ENV;
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CCS->musich->loadTerrainMusicThemes();
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initializeHeroTownList();
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adventureInt.reset(new AdventureMapInterface());
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}
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void CPlayerInterface::playerEndsTurn(PlayerColor player)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (player == playerID)
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{
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makingTurn = false;
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// remove all active dialogs that do not expect query answer
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for (;;)
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{
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auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
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auto infoWindow = GH.windows().topWindow<CInfoWindow>();
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if(adventureWindow != nullptr)
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break;
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if(infoWindow && infoWindow->ID != QueryID::NONE)
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break;
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if (infoWindow)
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infoWindow->close();
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else
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GH.windows().popWindows(1);
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}
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if(castleInt)
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castleInt->close();
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castleInt = nullptr;
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// remove all pending dialogs that do not expect query answer
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vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
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return window->ID == QueryID::NONE;
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});
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}
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}
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void CPlayerInterface::playerStartsTurn(PlayerColor player)
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{
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if(GH.windows().findWindows<AdventureMapInterface>().empty())
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{
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// after map load - remove all active windows and replace them with adventure map
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GH.windows().clear();
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GH.windows().pushWindow(adventureInt);
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}
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (player != playerID && LOCPLINT == this)
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{
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waitWhileDialog();
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bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();
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if (makingTurn == false)
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adventureInt->onEnemyTurnStarted(player, isHuman);
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}
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}
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void CPlayerInterface::performAutosave()
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{
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int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
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if(frequency > 0 && cb->getDate() % frequency == 0)
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{
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bool usePrefix = settings["general"]["useSavePrefix"].Bool();
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std::string prefix = std::string();
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if(usePrefix)
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{
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prefix = settings["general"]["savePrefix"].String();
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if(prefix.empty())
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{
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std::string name = cb->getMapHeader()->name.toString();
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int txtlen = TextOperations::getUnicodeCharactersCount(name);
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TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));
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std::string forbiddenChars("\\/:?\"<>| ");
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std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );
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prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";
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}
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}
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autosaveCount++;
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int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
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if(autosaveCountLimit > 0)
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{
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cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
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autosaveCount %= autosaveCountLimit;
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}
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else
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{
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std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
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+ std::to_string(cb->getDate(Date::WEEK))
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+ std::to_string(cb->getDate(Date::DAY_OF_WEEK));
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cb->save("Saves/Autosave/" + prefix + stringifiedDate);
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}
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}
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}
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void CPlayerInterface::gamePause(bool pause)
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{
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cb->gamePause(pause);
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}
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void CPlayerInterface::yourTurn(QueryID queryID)
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{
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CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
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EVENT_HANDLER_CALLED_BY_CLIENT;
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int humanPlayersCount = 0;
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for(const auto & info : cb->getStartInfo()->playerInfos)
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if (info.second.isControlledByHuman())
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humanPlayersCount++;
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bool hotseatWait = humanPlayersCount > 1;
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LOCPLINT = this;
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GH.curInt = this;
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NotificationHandler::notify("Your turn");
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if(settings["general"]["startTurnAutosave"].Bool())
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{
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performAutosave();
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}
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if (hotseatWait) //hot seat or MP message
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{
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adventureInt->onHotseatWaitStarted(playerID);
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makingTurn = true;
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std::string msg = CGI->generaltexth->allTexts[13];
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boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
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std::vector<std::shared_ptr<CComponent>> cmp;
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cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
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showInfoDialog(msg, cmp);
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}
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else
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{
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makingTurn = true;
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adventureInt->onPlayerTurnStarted(playerID);
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}
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acceptTurn(queryID, hotseatWait);
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}
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void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait)
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{
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if (settings["session"]["autoSkip"].Bool())
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{
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while(auto iw = GH.windows().topWindow<CInfoWindow>())
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iw->close();
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}
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if(hotseatWait)
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{
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waitWhileDialog(); // wait for player to accept turn in hot-seat mode
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adventureInt->onPlayerTurnStarted(playerID);
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}
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// warn player if he has no town
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if (cb->howManyTowns() == 0)
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{
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auto playerColor = *cb->getPlayerID();
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std::vector<Component> components;
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components.emplace_back(ComponentType::FLAG, playerColor);
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MetaString text;
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const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
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if(optDaysWithoutCastle)
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{
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auto daysWithoutCastle = optDaysWithoutCastle.value();
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if (daysWithoutCastle < 6)
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{
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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.
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text.replaceName(playerColor);
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text.replaceNumber(7 - daysWithoutCastle);
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}
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else if (daysWithoutCastle == 6)
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{
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text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
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text.replaceName(playerColor);
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}
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showInfoDialogAndWait(components, text);
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}
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else
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logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
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}
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cb->selectionMade(0, queryID);
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movementController->onPlayerTurnStarted();
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}
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void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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if(LOCPLINT != this)
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return;
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//FIXME: read once and store
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
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return;
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const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
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if (!hero)
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return;
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movementController->onTryMoveHero(hero, details);
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
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// if hero is not in town garrison
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if (vstd::contains(localState->getWanderingHeroes(), hero))
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localState->removeWanderingHero(hero);
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adventureInt->onHeroChanged(hero);
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localState->erasePath(hero);
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}
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void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(start && visitedObj)
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{
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if(visitedObj->getVisitSound())
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CCS->soundh->playSound(visitedObj->getVisitSound().value());
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}
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}
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void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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localState->addWanderingHero(hero);
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::openTownWindow(const CGTownInstance * town)
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{
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if(castleInt)
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castleInt->close();
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castleInt = nullptr;
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auto newCastleInt = std::make_shared<CCastleInterface>(town);
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GH.windows().pushWindow(newCastleInt);
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}
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void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (which == PrimarySkill::EXPERIENCE)
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{
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for(auto ctw : GH.windows().findWindows<CMarketWindow>())
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ctw->updateHero();
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}
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else
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
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cuw->redraw();
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}
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void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->onHeroChanged(hero);
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if (makingTurn && hero->tempOwner == playerID)
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (makingTurn && hero->tempOwner == playerID)
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::receivedResource()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto mw : GH.windows().findWindows<CMarketWindow>())
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mw->updateResource();
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GH.windows().totalRedraw();
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}
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void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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CCS->soundh->playSound(soundBase::heroNewLevel);
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GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
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{
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cb->selectionMade(selection, queryID);
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});
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}
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void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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CCS->soundh->playSound(soundBase::heroNewLevel);
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GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
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{
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cb->selectionMade(selection, queryID);
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});
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}
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void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(town->garrisonHero) //wandering hero moved to the garrison
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{
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// This method also gets called on hero recruitment -> garrisoned hero is already in garrison
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if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))
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localState->removeWanderingHero(town->garrisonHero);
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}
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if(town->visitingHero) //hero leaves garrison
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{
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// This method also gets called on hero recruitment -> wandering heroes already contains new hero
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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->setBusy();
|
|
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->setBusy();
|
|
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->isBusy());
|
|
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->isBusy() || !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);
|
|
showingDialog->waitWhileBusy();
|
|
}
|
|
|
|
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->isBusy())
|
|
{
|
|
showingDialog->setBusy();
|
|
GH.windows().pushWindow(dialogs.front());
|
|
dialogs.pop_front();
|
|
}
|
|
|
|
assert(adventureInt);
|
|
|
|
// Handles mouse and key input
|
|
GH.handleEvents();
|
|
GH.windows().simpleRedraw();
|
|
}
|
|
|
|
void CPlayerInterface::endNetwork()
|
|
{
|
|
showingDialog->requestTermination();
|
|
}
|
|
|
|
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;
|
|
}
|