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| /* * CPlayerInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CPlayerInterface.h"#include <vcmi/Artifact.h>#include "CGameInfo.h"#include "CMT.h"#include "CMusicHandler.h"#include "CServerHandler.h"#include "HeroMovementController.h"#include "PlayerLocalState.h"#include "adventureMap/AdventureMapInterface.h"#include "adventureMap/CInGameConsole.h"#include "adventureMap/CList.h"#include "battle/BattleEffectsController.h"#include "battle/BattleFieldController.h"#include "battle/BattleInterface.h"#include "battle/BattleInterfaceClasses.h"#include "battle/BattleWindow.h"#include "eventsSDL/InputHandler.h"#include "eventsSDL/NotificationHandler.h"#include "gui/CGuiHandler.h"#include "gui/CursorHandler.h"#include "gui/WindowHandler.h"#include "mainmenu/CMainMenu.h"#include "mainmenu/CHighScoreScreen.h"#include "mapView/mapHandler.h"#include "render/CAnimation.h"#include "render/IImage.h"#include "render/IRenderHandler.h"#include "widgets/Buttons.h"#include "widgets/CComponent.h"#include "widgets/CGarrisonInt.h"#include "windows/CCastleInterface.h"#include "windows/CCreatureWindow.h"#include "windows/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/CArtHandler.h"#include "../lib/CConfigHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CPlayerState.h"#include "../lib/CStack.h"#include "../lib/CStopWatch.h"#include "../lib/CThreadHelper.h"#include "../lib/CTownHandler.h"#include "../lib/GameConstants.h"#include "../lib/RoadHandler.h"#include "../lib/StartInfo.h"#include "../lib/TerrainHandler.h"#include "../lib/TextOperations.h"#include "../lib/UnlockGuard.h"#include "../lib/VCMIDirs.h"#include "../lib/bonuses/Limiters.h"#include "../lib/bonuses/Propagators.h"#include "../lib/bonuses/Updaters.h"#include "../lib/gameState/CGameState.h"#include "../lib/mapObjects/CGMarket.h"#include "../lib/mapObjects/CGTownInstance.h"#include "../lib/mapObjects/MiscObjects.h"#include "../lib/mapObjects/ObjectTemplate.h"#include "../lib/mapping/CMapHeader.h"#include "../lib/networkPacks/PacksForClient.h"#include "../lib/networkPacks/PacksForClientBattle.h"#include "../lib/networkPacks/PacksForServer.h"#include "../lib/pathfinder/CGPathNode.h"#include "../lib/serializer/BinaryDeserializer.h"#include "../lib/serializer/BinarySerializer.h"#include "../lib/serializer/CTypeList.h"#include "../lib/spells/CSpellHandler.h"// The macro below is used to mark functions that are called by client when game state changes.// They all assume that interface mutex is locked.#define EVENT_HANDLER_CALLED_BY_CLIENT#define BATTLE_EVENT_POSSIBLE_RETURN	if (LOCPLINT != this) return; if (isAutoFightOn && !battleInt) returnCPlayerInterface * LOCPLINT;std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;struct HeroObjectRetriever{	const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const	{		return h;	}	const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const	{		return nullptr;	}};CPlayerInterface::CPlayerInterface(PlayerColor Player):	localState(std::make_unique<PlayerLocalState>(*this)),	movementController(std::make_unique<HeroMovementController>()){	logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());	GH.defActionsDef = 0;	LOCPLINT = this;	playerID=Player;	human=true;	battleInt.reset();	castleInt = nullptr;	makingTurn = false;	showingDialog = new ConditionalWait();	cingconsole = new CInGameConsole();	firstCall = 1; //if loading will be overwritten in serialize	autosaveCount = 0;	isAutoFightOn = false;	isAutoFightEndBattle = false;	ignoreEvents = false;	numOfMovedArts = 0;}CPlayerInterface::~CPlayerInterface(){	logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());	delete showingDialog;	delete cingconsole;	if (LOCPLINT == this)		LOCPLINT = nullptr;}void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){	cb = CB;	env = ENV;	CCS->musich->loadTerrainMusicThemes();	initializeHeroTownList();	adventureInt.reset(new AdventureMapInterface());}void CPlayerInterface::playerEndsTurn(PlayerColor player){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (player == playerID)	{		makingTurn = false;		// remove all active dialogs that do not expect query answer		for (;;)		{			auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();			auto infoWindow = GH.windows().topWindow<CInfoWindow>();			if(adventureWindow != nullptr)				break;			if(infoWindow && infoWindow->ID != QueryID::NONE)				break;			if (infoWindow)				infoWindow->close();			else				GH.windows().popWindows(1);		}		if(castleInt)			castleInt->close();		castleInt = nullptr;		// remove all pending dialogs that do not expect query answer		vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){			return window->ID == QueryID::NONE;		});	}}void CPlayerInterface::playerStartsTurn(PlayerColor player){	if(GH.windows().findWindows<AdventureMapInterface>().empty())	{		// after map load - remove all active windows and replace them with adventure map		GH.windows().clear();		GH.windows().pushWindow(adventureInt);	}	EVENT_HANDLER_CALLED_BY_CLIENT;	if (player != playerID && LOCPLINT == this)	{		waitWhileDialog();		bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();		if (makingTurn == false)			adventureInt->onEnemyTurnStarted(player, isHuman);	}}void CPlayerInterface::performAutosave(){	int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());	if(frequency > 0 && cb->getDate() % frequency == 0)	{		bool usePrefix = settings["general"]["useSavePrefix"].Bool();		std::string prefix = std::string();		if(usePrefix)		{			prefix = settings["general"]["savePrefix"].String();			if(prefix.empty())			{				std::string name = cb->getMapHeader()->name.toString();				int txtlen = TextOperations::getUnicodeCharactersCount(name);				TextOperations::trimRightUnicode(name, std::max(0, txtlen - 15));				std::string forbiddenChars("\\/:?\"<>| ");				std::replace_if(name.begin(), name.end(), [&](char c) { return std::string::npos != forbiddenChars.find(c); }, '_' );				prefix = name + "_" + cb->getStartInfo()->startTimeIso8601 + "/";			}		}		autosaveCount++;		int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();		if(autosaveCountLimit > 0)		{			cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));			autosaveCount %= autosaveCountLimit;		}		else		{			std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))					+ std::to_string(cb->getDate(Date::WEEK))					+ std::to_string(cb->getDate(Date::DAY_OF_WEEK));			cb->save("Saves/Autosave/" + prefix + stringifiedDate);		}	}}void CPlayerInterface::gamePause(bool pause){	cb->gamePause(pause);}void CPlayerInterface::yourTurn(QueryID queryID){	CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);	EVENT_HANDLER_CALLED_BY_CLIENT;	int humanPlayersCount = 0;	for(const auto & info : cb->getStartInfo()->playerInfos)		if (info.second.isControlledByHuman())			humanPlayersCount++;	bool hotseatWait = humanPlayersCount > 1;		LOCPLINT = this;		GH.curInt = this;		NotificationHandler::notify("Your turn");		if(settings["general"]["startTurnAutosave"].Bool())		{			performAutosave();		}		if (hotseatWait) //hot seat or MP message		{			adventureInt->onHotseatWaitStarted(playerID);			makingTurn = true;			std::string msg = CGI->generaltexth->allTexts[13];			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);			std::vector<std::shared_ptr<CComponent>> cmp;			cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));			showInfoDialog(msg, cmp);		}		else		{			makingTurn = true;			adventureInt->onPlayerTurnStarted(playerID);		}	acceptTurn(queryID, hotseatWait);}void CPlayerInterface::acceptTurn(QueryID queryID, bool hotseatWait){	if (settings["session"]["autoSkip"].Bool())	{		while(auto iw = GH.windows().topWindow<CInfoWindow>())			iw->close();	}	if(hotseatWait)	{		waitWhileDialog(); // wait for player to accept turn in hot-seat mode		adventureInt->onPlayerTurnStarted(playerID);	}	// warn player if he has no town	if (cb->howManyTowns() == 0)	{		auto playerColor = *cb->getPlayerID();		std::vector<Component> components;		components.emplace_back(ComponentType::FLAG, playerColor);		MetaString text;		const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;		if(optDaysWithoutCastle)		{			auto daysWithoutCastle = optDaysWithoutCastle.value();			if (daysWithoutCastle < 6)			{				text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.				text.replaceName(playerColor);				text.replaceNumber(7 - daysWithoutCastle);			}			else if (daysWithoutCastle == 6)			{				text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.				text.replaceName(playerColor);			}			showInfoDialogAndWait(components, text);		}		else			logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");	}		cb->selectionMade(0, queryID);	movementController->onPlayerTurnStarted();}void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	if(LOCPLINT != this)		return;	//FIXME: read once and store	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())		return;	const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero	if (!hero)		return;	movementController->onTryMoveHero(hero, details);}void CPlayerInterface::heroKilled(const CGHeroInstance* hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);	// if hero is not in town garrison	if (vstd::contains(localState->getWanderingHeroes(), hero))		localState->removeWanderingHero(hero);	adventureInt->onHeroChanged(hero);	localState->erasePath(hero);}void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(start && visitedObj)	{		if(visitedObj->getVisitSound())			CCS->soundh->playSound(visitedObj->getVisitSound().value());	}}void CPlayerInterface::heroCreated(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	localState->addWanderingHero(hero);	adventureInt->onHeroChanged(hero);}void CPlayerInterface::openTownWindow(const CGTownInstance * town){	if(castleInt)		castleInt->close();	castleInt = nullptr;	auto newCastleInt = std::make_shared<CCastleInterface>(town);	GH.windows().pushWindow(newCastleInt);}void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (which == PrimarySkill::EXPERIENCE)	{		for(auto ctw : GH.windows().findWindows<CMarketWindow>())			ctw->updateHero();	}	else		adventureInt->onHeroChanged(hero);}void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto cuw : GH.windows().findWindows<CUniversityWindow>())		cuw->redraw();}void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->onHeroChanged(hero);	if (makingTurn && hero->tempOwner == playerID)		adventureInt->onHeroChanged(hero);}void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (makingTurn && hero->tempOwner == playerID)		adventureInt->onHeroChanged(hero);}void CPlayerInterface::receivedResource(){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto mw : GH.windows().findWindows<CMarketWindow>())		mw->updateResource();	GH.windows().totalRedraw();}void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->soundh->playSound(soundBase::heroNewLevel);	GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)	{		cb->selectionMade(selection, queryID);	});}void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->soundh->playSound(soundBase::heroNewLevel);	GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)	{		cb->selectionMade(selection, queryID);	});}void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(town->garrisonHero) //wandering hero moved to the garrison	{		// This method also gets called on hero recruitment -> garrisoned hero is already in garrison		if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))			localState->removeWanderingHero(town->garrisonHero);	}	if(town->visitingHero) //hero leaves garrison	{		// This method also gets called on hero recruitment -> wandering heroes already contains new hero		if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))			localState->addWanderingHero(town->visitingHero);	}	adventureInt->onHeroChanged(nullptr);	adventureInt->onTownChanged(town);	for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())		if (cgh->holdsGarrison(town))			cgh->updateGarrisons();	for (auto ki : GH.windows().findWindows<CKingdomInterface>())		ki->townChanged(town);	// Perform totalRedraw to update hero list on adventure map, if any dialogs are open	GH.windows().totalRedraw();}void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (hero->tempOwner != playerID )		return;	waitWhileDialog();	openTownWindow(town);}void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2){	std::vector<const CArmedInstance *> instances;	if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id1)))		instances.push_back(obj);	if(id2 != ObjectInstanceID() && id2 != id1)	{		if(auto obj = dynamic_cast<const CArmedInstance *>(cb->getObjInstance(id2)))			instances.push_back(obj);	}	garrisonsChanged(instances);}void CPlayerInterface::garrisonsChanged(std::vector<const CArmedInstance *> objs){	for (auto object : objs)	{		auto * hero = dynamic_cast<const CGHeroInstance*>(object);		auto * town = dynamic_cast<const CGTownInstance*>(object);		if (town)			adventureInt->onTownChanged(town);		if (hero)		{			adventureInt->onHeroChanged(hero);			if(hero->inTownGarrison && hero->visitedTown != town)				adventureInt->onTownChanged(hero->visitedTown);		}	}	for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())		if (cgh->holdsGarrisons(objs))			cgh->updateGarrisons();	GH.windows().totalRedraw();}void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished{	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->onTownChanged(town);	if (castleInt)	{		castleInt->townlist->updateElement(town);		if (castleInt->town == town)		{			switch(what)			{			case 1:				CCS->soundh->playSound(soundBase::newBuilding);				castleInt->addBuilding(buildingID);				break;			case 2:				castleInt->removeBuilding(buildingID);				break;			}		}		// Perform totalRedraw in order to force redraw of updated town list icon from adventure map		GH.windows().totalRedraw();	}	for (auto cgh : GH.windows().findWindows<ITownHolder>())		cgh->buildChanged();}void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2){	movementController->onBattleStarted();	//Don't wait for dialogs when we are non-active hot-seat player	if (LOCPLINT == this)		waitForAllDialogs();}void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){	EVENT_HANDLER_CALLED_BY_CLIENT;	bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();	bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();	if ((replayAllowed && useQuickCombat) || forceQuickCombat)	{		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());		AutocombatPreferences autocombatPreferences = AutocombatPreferences();		autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();		autofightingAI->initBattleInterface(env, cb, autocombatPreferences);		autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);		isAutoFightOn = true;		cb->registerBattleInterface(autofightingAI);	}	//Don't wait for dialogs when we are non-active hot-seat player	if (LOCPLINT == this)		waitForAllDialogs();	BATTLE_EVENT_POSSIBLE_RETURN;}void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	for(auto & info : units)	{		switch(info.operation)		{		case UnitChanges::EOperation::RESET_STATE:			{				const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );				if(!stack)				{					logGlobal->error("Invalid unit ID %d", info.id);					continue;				}				battleInt->stackReset(stack);			}			break;		case UnitChanges::EOperation::REMOVE:			battleInt->stackRemoved(info.id);			break;		case UnitChanges::EOperation::ADD:			{				const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);				if(!unit)				{					logGlobal->error("Invalid unit ID %d", info.id);					continue;				}				battleInt->stackAdded(unit);			}			break;		default:			logGlobal->error("Unknown unit operation %d", (int)info.operation);			break;		}	}}void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;	std::vector<ObstacleChanges> removedObstacles;	for(auto & change : obstacles)	{		if(change.operation == BattleChanges::EOperation::ADD)		{			auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);			if(instance)				newObstacles.push_back(instance);			else				logNetwork->error("Invalid obstacle instance %d", change.id);		}		if(change.operation == BattleChanges::EOperation::REMOVE)			removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct	}	if (!newObstacles.empty())		battleInt->obstaclePlaced(newObstacles);	if (!removedObstacles.empty())		battleInt->obstacleRemoved(removedObstacles);	battleInt->fieldController->redrawBackgroundWithHexes();}void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->stackIsCatapulting(ca);}void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn{	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->newRound();}void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->startAction(action);}void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->endAction(action);}void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack{	EVENT_HANDLER_CALLED_BY_CLIENT;	logGlobal->trace("Awaiting command for %s", stack->nodeName());	assert(!cb->getBattle(battleID)->battleIsFinished());	if (cb->getBattle(battleID)->battleIsFinished())	{		logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));		return ;	}	if (autofightingAI)	{		if (isAutoFightOn)		{			//FIXME: we want client rendering to proceed while AI is making actions			// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells			auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);			autofightingAI->activeStack(battleID, stack);			return;		}		cb->unregisterBattleInterface(autofightingAI);		autofightingAI.reset();	}	assert(battleInt);	if(!battleInt)	{		// probably battle is finished already		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));	}	battleInt->stackActivated(stack);}void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(isAutoFightOn || autofightingAI)	{		isAutoFightOn = false;		cb->unregisterBattleInterface(autofightingAI);		autofightingAI.reset();		if(!battleInt)		{			bool allowManualReplay = queryID != QueryID::NONE && !isAutoFightEndBattle;			auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);			if (allowManualReplay || isAutoFightEndBattle)			{				wnd->resultCallback = [=](ui32 selection)				{					cb->selectionMade(selection, queryID);				};			}						isAutoFightEndBattle = false;			GH.windows().pushWindow(wnd);			// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.			// Otherwise NewTurn causes freeze.			waitWhileDialog();			return;		}	}	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->battleFinished(*br, queryID);}void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->displayBattleLog(lines);}void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->stackMoved(stack, dest, distance, teleport);}void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->spellCast(sc);}void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->battleStacksEffectsSet(sse);}void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->effectsController->battleTriggerEffect(bte);	if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))	{		const CGHeroInstance * manaDrainedHero = LOCPLINT->cb->getHero(ObjectInstanceID(bte.additionalInfo));		battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);	}}void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	std::vector<StackAttackedInfo> arg;	for(auto & elem : bsa)	{		const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);		const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);		assert(defender);		StackAttackedInfo     info;		info.defender       = defender;		info.attacker       = attacker;		info.damageDealt    = elem.damageAmount;		info.amountKilled   = elem.killedAmount;		info.spellEffect    = SpellID::NONE;		info.indirectAttack = ranged;		info.killed         = elem.killed();		info.rebirth        = elem.willRebirth();		info.cloneKilled    = elem.cloneKilled();		info.fireShield     = elem.fireShield();		if (elem.isSpell())			info.spellEffect = elem.spellID;		arg.push_back(info);	}	battleInt->stacksAreAttacked(arg);}void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	StackAttackInfo info;	info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);	info.defender = nullptr;	info.indirectAttack = ba->shot();	info.lucky = ba->lucky();	info.unlucky = ba->unlucky();	info.deathBlow = ba->deathBlow();	info.lifeDrain = ba->lifeDrain();	info.tile = ba->tile;	info.spellEffect = SpellID::NONE;	if (ba->spellLike())		info.spellEffect = ba->spellID;	for(auto & elem : ba->bsa)	{		if(!elem.isSecondary())		{			assert(info.defender == nullptr);			info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);		}		else		{			info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));		}	}	assert(info.defender != nullptr);	assert(info.attacker != nullptr);	battleInt->stackAttacking(info);}void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->gateStateChanged(state);}void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance){	EVENT_HANDLER_CALLED_BY_CLIENT;}void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID){	EVENT_HANDLER_CALLED_BY_CLIENT;	bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;	auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod	if(autoTryHover || type == EInfoWindowMode::INFO)	{		waitWhileDialog(); //Fix for mantis #98		adventureInt->showInfoBoxMessage(components, text, timer);		// abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on		movementController->requestMovementAbort();		if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)			CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));		return;	}	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())	{		return;	}	std::vector<Component> vect = components; //I do not know currently how to avoid copy here	do	{		std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};		std::vector<std::shared_ptr<CComponent>> intComps;		for (auto & component : sender)			intComps.push_back(std::make_shared<CComponent>(component));		showInfoDialog(text,intComps,soundID);		vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));	}	while(!vect.empty());}void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component){	std::vector<std::shared_ptr<CComponent>> intComps;	intComps.push_back(component);	showInfoDialog(text, intComps, soundBase::sound_todo);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID){	LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));	waitWhileDialog();	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())	{		return;	}	std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);	if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)	{		CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));		showingDialog->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;}
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