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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/client/CPlayerInterface.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

1814 lines
52 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 "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 "media/IMusicPlayer.h"
#include "media/ISoundPlayer.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/CExchangeWindow.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/CConfigHandler.h"
#include "../lib/texts/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CPlayerState.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/CStack.h"
#include "../lib/CStopWatch.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/RoadHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/TerrainHandler.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/CTypeList.h"
#include "../lib/serializer/ESerializationVersion.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/texts/TextOperations.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>()),
artifactController(std::make_unique<ArtifactsUIController>())
{
logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
LOCPLINT = this;
playerID=Player;
human=true;
battleInt.reset();
castleInt = nullptr;
makingTurn = false;
showingDialog = new ConditionalWait();
cingconsole = new CInGameConsole();
autosaveCount = 0;
isAutoFightOn = false;
isAutoFightEndBattle = false;
ignoreEvents = false;
}
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::closeAllDialogs()
{
// remove all active dialogs that do not expect query answer
while(true)
{
auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
auto infoWindow = GH.windows().topWindow<CInfoWindow>();
auto topWindow = GH.windows().topWindow<WindowBase>();
if(adventureWindow != nullptr)
break;
if(infoWindow && infoWindow->ID != QueryID::NONE)
break;
topWindow->close();
}
}
void CPlayerInterface::playerEndsTurn(PlayerColor player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (player == playerID)
{
makingTurn = false;
closeAllDialogs();
// 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));
auto const & isSymbolIllegal = [&](char c) {
static const std::string forbiddenChars("\\/:*?\"<>| ");
bool charForbidden = forbiddenChars.find(c) != std::string::npos;
bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
return charForbidden || charNonprintable;
};
std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
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)
{
closeAllDialogs();
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)
{
auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
if (visitSound)
CCS->soundh->playSound(visitSound.value());
}
}
void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
localState->addWanderingHero(hero);
adventureInt->onHeroChanged(hero);
if(castleInt)
CCS->soundh->playSound(soundBase::newBuilding);
}
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<IMarketHolder>())
ctw->updateExperience();
}
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<IMarketHolder>())
cuw->updateSecondarySkills();
}
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<IMarketHolder>())
mw->updateResources();
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();
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide 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);
}
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 || (info.spellEffect != SpellID::NONE && info.indirectAttack));
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 || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && 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> objectGuiOrdered = objects;
std::map<ObjectInstanceID, int> townOrder;
auto ownedTowns = localState->getOwnedTowns();
for (int i = 0; i < ownedTowns.size(); ++i)
townOrder[ownedTowns[i]->id] = i;
auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
return leftIndex < rightIndex;
};
std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
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(objectGuiOrdered.size());
for(const auto & item : objectGuiOrdered)
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(const auto & obj : objectGuiOrdered)
{
if(!settings["general"]["enableUiEnhancements"].Bool())
break;
const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
if(t)
{
auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
image->scaleTo(Point(35, 23));
images.push_back(image);
}
}
auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
wnd->onExit = cancelCallback;
wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), GH.getCursorPosition()); };
wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[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::moveHero( const CGHeroInstance *h, const CGPath& path )
{
LOG_TRACE(logGlobal);
if (!LOCPLINT->makingTurn)
return;
assert(h);
assert(!showingDialog->isBusy());
assert(dialogs.empty());
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);
}
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);
}
localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
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)
{
auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
if (removalSound)
{
waitWhileDialog();
CCS->soundh->playSound(removalSound.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);
waitWhileDialog();
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 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 (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) && 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())
for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
{
if(vstd::contains(market->availableModes(), mode))
{
GH.windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
break;
}
}
else
onWindowClosed();
}
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, BuildingID::NONE, 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<IMarketHolder>())
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)
{
artifactController->askToAssemble(al, true, true);
}
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));
artifactController->artifactRemoved();
}
void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
artifactController->artifactMoved();
}
void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
{
artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
}
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
artifactController->artifactAssembled();
}
void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onHeroChanged(cb->getHero(al.artHolder));
artifactController->artifactDisassembled();
}
void CPlayerInterface::waitForAllDialogs()
{
if (!makingTurn)
return;
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();
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;
}