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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 <vcmi/Artifact.h>
 
- #include "windows/CAdvmapInterface.h"
 
- #include "battle/BattleInterface.h"
 
- #include "battle/BattleEffectsController.h"
 
- #include "battle/BattleFieldController.h"
 
- #include "battle/BattleInterfaceClasses.h"
 
- #include "battle/BattleWindow.h"
 
- #include "../CCallback.h"
 
- #include "windows/CCastleInterface.h"
 
- #include "gui/CCursorHandler.h"
 
- #include "windows/CKingdomInterface.h"
 
- #include "CGameInfo.h"
 
- #include "windows/CHeroWindow.h"
 
- #include "windows/CCreatureWindow.h"
 
- #include "windows/CQuestLog.h"
 
- #include "CMessage.h"
 
- #include "CPlayerInterface.h"
 
- #include "gui/SDL_Extensions.h"
 
- #include "widgets/CComponent.h"
 
- #include "windows/CTradeWindow.h"
 
- #include "windows/CSpellWindow.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "Graphics.h"
 
- #include "windows/GUIClasses.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/serializer/CTypeList.h"
 
- #include "../lib/serializer/BinaryDeserializer.h"
 
- #include "../lib/serializer/BinarySerializer.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
 
- #include "../lib/CStack.h"
 
- #include "../lib/JsonNode.h"
 
- #include "CMusicHandler.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/NetPacksBase.h"
 
- #include "../lib/NetPacks.h"//todo: remove
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "mapHandler.h"
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/GameConstants.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/CAnimation.h"
 
- #include "windows/InfoWindows.h"
 
- #include "../lib/UnlockGuard.h"
 
- #include "../lib/CPathfinder.h"
 
- #include <SDL.h>
 
- #include "CServerHandler.h"
 
- // FIXME: only needed for CGameState::mutex
 
- #include "../lib/CGameState.h"
 
- #include "gui/NotificationHandler.h"
 
- // The macro below is used to mark functions that are called by client when game state changes.
 
- // They all assume that CPlayerInterface::pim mutex is locked.
 
- #define EVENT_HANDLER_CALLED_BY_CLIENT
 
- // The macro marks functions that are run on a new thread by client.
 
- // They do not own any mutexes intiially.
 
- #define THREAD_CREATED_BY_CLIENT
 
- #define RETURN_IF_QUICK_COMBAT		\
 
- 	if (isAutoFightOn && !battleInt)	\
 
- 		return;
 
- #define BATTLE_EVENT_POSSIBLE_RETURN\
 
- 	if (LOCPLINT != this)			\
 
- 		return;						\
 
- 	RETURN_IF_QUICK_COMBAT
 
- using namespace CSDL_Ext;
 
- extern std::queue<SDL_Event> SDLEventsQueue;
 
- extern boost::mutex eventsM;
 
- boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
 
- CPlayerInterface * LOCPLINT;
 
- std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
 
- enum  EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
 
- CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
 
- static bool objectBlitOrderSorter(const TerrainTileObject  & a, const TerrainTileObject & b)
 
- {
 
- 	return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
 
- }
 
- struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
 
- {
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
 
- 	{
 
- 		return h;
 
- 	}
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- };
 
- CPlayerInterface::CPlayerInterface(PlayerColor Player)
 
- {
 
- 	logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
 
- 	destinationTeleport = ObjectInstanceID();
 
- 	destinationTeleportPos = int3(-1);
 
- 	GH.defActionsDef = 0;
 
- 	LOCPLINT = this;
 
- 	curAction = nullptr;
 
- 	playerID=Player;
 
- 	human=true;
 
- 	currentSelection = nullptr;
 
- 	battleInt = nullptr;
 
- 	castleInt = nullptr;
 
- 	makingTurn = false;
 
- 	showingDialog = new CondSh<bool>(false);
 
- 	cingconsole = new CInGameConsole();
 
- 	GH.terminate_cond->set(false);
 
- 	firstCall = 1; //if loading will be overwritten in serialize
 
- 	autosaveCount = 0;
 
- 	isAutoFightOn = false;
 
- 	duringMovement = false;
 
- 	ignoreEvents = false;
 
- }
 
- CPlayerInterface::~CPlayerInterface()
 
- {
 
- 	if(CCS && CCS->soundh)
 
- 		CCS->soundh->ambientStopAllChannels();
 
- 	logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
 
- 	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->soundh->loadHorseSounds();
 
- 	CCS->musich->loadTerrainMusicThemes();
 
- 	initializeHeroTownList();
 
- 	// always recreate advmap interface to avoid possible memory-corruption bugs
 
- 	adventureInt.reset(new CAdvMapInt());
 
- }
 
- void CPlayerInterface::yourTurn()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	{
 
- 		boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
 
- 		LOCPLINT = this;
 
- 		GH.curInt = this;
 
- 		adventureInt->selection = nullptr;
 
- 		NotificationHandler::notify("Your turn");
 
- 		std::string prefix = settings["session"]["saveprefix"].String();
 
- 		int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
 
- 		if (firstCall)
 
- 		{
 
- 			if(CSH->howManyPlayerInterfaces() == 1)
 
- 				adventureInt->setPlayer(playerID);
 
- 			autosaveCount = getLastIndex(prefix + "Autosave_");
 
- 			if (firstCall > 0) //new game, not loaded
 
- 			{
 
- 				int index = getLastIndex(prefix + "Newgame_");
 
- 				index %= SAVES_COUNT;
 
- 				cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
 
- 			}
 
- 			firstCall = 0;
 
- 		}
 
- 		else if(frequency > 0 && cb->getDate() % frequency == 0)
 
- 		{
 
- 			LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
 
- 			autosaveCount %= 5;
 
- 		}
 
- 		if (adventureInt->player != playerID)
 
- 			adventureInt->setPlayer(playerID);
 
- 		if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
 
- 		{
 
- 			adventureInt->startHotSeatWait(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>(CComponent::flag, playerID.getNum(), 0));
 
- 			showInfoDialog(msg, cmp);
 
- 		}
 
- 		else
 
- 		{
 
- 			makingTurn = true;
 
- 			adventureInt->startTurn();
 
- 		}
 
- 	}
 
- 	acceptTurn();
 
- }
 
- 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
 
- 	int3 hp = details.start;
 
- 	if(!hero)
 
- 	{
 
- 		//AI hero left the visible area (we can't obtain info)
 
- 		//TODO very evil workaround -> retrieve pointer to hero so we could animate it
 
- 		// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
 
- 		const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
 
- 		for(auto & elem : tile.objects)
 
- 			if(elem.obj && elem.obj->id == details.id)
 
- 				hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
 
- 		if(!hero) //still nothing...
 
- 			return;
 
- 	}
 
- 	bool directlyAttackingCreature =
 
- 		details.attackedFrom
 
- 		&& adventureInt->terrain.currentPath					//in case if movement has been canceled in the meantime and path was already erased
 
- 		&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
 
- 	if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
 
- 	{
 
- 		updateAmbientSounds();
 
- 		//We may need to change music - select new track, music handler will change it if needed
 
- 		CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
 
- 		if(details.result == TryMoveHero::TELEPORTATION)
 
- 		{
 
- 			if(adventureInt->terrain.currentPath)
 
- 			{
 
- 				assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
 
- 				std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
 
- 				if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
 
- 					&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
 
- 				{
 
- 					//path was between entrance and exit of teleport -> OK, erase node as usual
 
- 					removeLastNodeFromPath(hero);
 
- 				}
 
- 				else
 
- 				{
 
- 					//teleport was not along current path, it'll now be invalid (hero is somewhere else)
 
- 					eraseCurrentPathOf(hero);
 
- 				}
 
- 			}
 
- 			adventureInt->centerOn(hero, true); //actualizing screen pos
 
- 			adventureInt->minimap.redraw();
 
- 			adventureInt->heroList.update(hero);
 
- 			return;	//teleport - no fancy moving animation
 
- 					//TODO: smooth disappear / appear effect
 
- 		}
 
- 		if(hero->pos != details.end //hero didn't change tile but visit succeeded
 
- 			|| directlyAttackingCreature) // or creature was attacked from endangering tile.
 
- 		{
 
- 			eraseCurrentPathOf(hero, false);
 
- 		}
 
- 		else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
 
- 		{
 
- 			if(details.start != details.end) //so we don't touch path when revisiting with spacebar
 
- 				removeLastNodeFromPath(hero);
 
- 		}
 
- 	}
 
- 	if(details.stopMovement()) //hero failed to move
 
- 	{
 
- 		hero->isStanding = true;
 
- 		stillMoveHero.setn(STOP_MOVE);
 
- 		GH.totalRedraw();
 
- 		adventureInt->heroList.update(hero);
 
- 		return;
 
- 	}
 
- 	ui32 speed = 0;
 
- 	if(settings["session"]["spectate"].Bool())
 
- 	{
 
- 		if(!settings["session"]["spectate-hero-speed"].isNull())
 
- 			speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
 
- 	}
 
- 	else if(makingTurn) // our turn, our hero moves
 
- 		speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
 
- 	else
 
- 		speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
 
- 	if(speed == 0)
 
- 	{
 
- 		//FIXME: is this a proper solution?
 
- 		CGI->mh->hideObject(hero);
 
- 		CGI->mh->printObject(hero);
 
- 		return; // no animation
 
- 	}
 
- 	adventureInt->centerOn(hero); //actualizing screen pos
 
- 	adventureInt->minimap.redraw();
 
- 	adventureInt->heroList.redraw();
 
- 	initMovement(details, hero, hp);
 
- 	auto waitFrame = [&]()
 
- 	{
 
- 		int frameNumber = GH.mainFPSmng->getFrameNumber();
 
- 		auto unlockPim = vstd::makeUnlockGuard(*pim);
 
- 		while(frameNumber == GH.mainFPSmng->getFrameNumber())
 
- 			SDL_Delay(5);
 
- 	};
 
- 	//first initializing done
 
- 	//main moving
 
- 	for(int i = 1; i < 32; i += 2 * speed)
 
- 	{
 
- 		movementPxStep(details, i, hp, hero);
 
- #ifndef VCMI_ANDROID
 
- 		// currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
 
- 		// most likely this is connected with the way that this manual animation+framerate handling is solved
 
- 		adventureInt->updateScreen = true;
 
- #endif
 
- 		//evil returns here ...
 
- 		//todo: get rid of it
 
- 		waitFrame(); //for animation purposes
 
- 	}
 
- 	//main moving done
 
- 	//finishing move
 
- 	finishMovement(details, hp, hero);
 
- 	hero->isStanding = true;
 
- 	//move finished
 
- 	adventureInt->minimap.redraw();
 
- 	adventureInt->heroList.update(hero);
 
- 	//check if user cancelled movement
 
- 	{
 
- 		boost::unique_lock<boost::mutex> un(eventsM);
 
- 		while(!SDLEventsQueue.empty())
 
- 		{
 
- 			SDL_Event ev = SDLEventsQueue.front();
 
- 			SDLEventsQueue.pop();
 
- 			switch(ev.type)
 
- 			{
 
- 			case SDL_MOUSEBUTTONDOWN:
 
- 				stillMoveHero.setn(STOP_MOVE);
 
- 				break;
 
- 			case SDL_KEYDOWN:
 
- 				if (ev.key.keysym.sym < SDLK_F1  ||  ev.key.keysym.sym > SDLK_F15)
 
- 					stillMoveHero.setn(STOP_MOVE);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if (stillMoveHero.get() == WAITING_MOVE)
 
- 		stillMoveHero.setn(DURING_MOVE);
 
- 	// Hero attacked creature directly, set direction to face it.
 
- 	if (directlyAttackingCreature) {
 
- 		// Get direction to attacker.
 
- 		int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
 
- 		static const ui8 dirLookup[3][3] = {
 
- 			{ 1, 2, 3 },
 
- 			{ 8, 0, 4 },
 
- 			{ 7, 6, 5 }
 
- 		};
 
- 		// FIXME: Avoid const_cast, make moveDir mutable in some other way?
 
- 		const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
 
- 	}
 
- }
 
- void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
 
- 	const CArmedInstance *newSelection = nullptr;
 
- 	if (makingTurn)
 
- 	{
 
- 		//find new object for selection: either hero
 
- 		int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
 
- 		if (next >= 0)
 
- 			newSelection = wanderingHeroes[next];
 
- 		//or town
 
- 		if (!newSelection || newSelection == hero)
 
- 		{
 
- 			if (towns.empty())
 
- 				newSelection = nullptr;
 
- 			else
 
- 				newSelection = towns.front();
 
- 		}
 
- 	}
 
- 	wanderingHeroes -= hero;
 
- 	adventureInt->heroList.update(hero);
 
- 	if (makingTurn && newSelection)
 
- 		adventureInt->select(newSelection, true);
 
- 	else if (adventureInt->selection == hero)
 
- 		adventureInt->selection = nullptr;
 
- 	
 
- 	if (vstd::contains(paths, hero))
 
- 		paths.erase(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().get());
 
- 	}
 
- }
 
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	wanderingHeroes.push_back(hero);
 
- 	adventureInt->heroList.update(hero);
 
- }
 
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
 
- {
 
- 	if(castleInt)
 
- 		castleInt->close();
 
- 	castleInt = nullptr;
 
- 	auto newCastleInt = std::make_shared<CCastleInterface>(town);
 
- 	GH.pushInt(newCastleInt);
 
- }
 
- int3 CPlayerInterface::repairScreenPos(int3 pos)
 
- {
 
- 	if (pos.x<-CGI->mh->frameW)
 
- 		pos.x = -CGI->mh->frameW;
 
- 	if (pos.y<-CGI->mh->frameH)
 
- 		pos.y = -CGI->mh->frameH;
 
- 	if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
 
- 		pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
 
- 	if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
 
- 		pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
 
- 	return pos;
 
- }
 
- void CPlayerInterface::activateForSpectator()
 
- {
 
- 	adventureInt->state = CAdvMapInt::INGAME;
 
- 	adventureInt->activate();
 
- 	adventureInt->minimap.activate();
 
- }
 
- void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (which == 4)
 
- 	{
 
- 		if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
 
- 			ctw->setExpToLevel();
 
- 	}
 
- 	else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
 
- 		updateInfo(hero);
 
- }
 
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
 
- 	if (cuw) //university window is open
 
- 	{
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	updateInfo(hero);
 
- 	if (makingTurn && hero->tempOwner == playerID)
 
- 		adventureInt->heroList.update(hero);
 
- }
 
- void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (makingTurn && hero->tempOwner == playerID)
 
- 		adventureInt->heroList.update(hero);
 
- }
 
- void CPlayerInterface::receivedResource()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
 
- 		mw->resourceChanged();
 
- 	GH.totalRedraw();
 
- }
 
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	CCS->soundh->playSound(soundBase::heroNewLevel);
 
- 	GH.pushIntT<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.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
 
- 	{
 
- 		cb->selectionMade(selection, queryID);
 
- 	});
 
- }
 
- void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	updateInfo(town);
 
- 	if (town->garrisonHero) //wandering hero moved to the garrison
 
- 	{
 
- 		CGI->mh->hideObject(town->garrisonHero);
 
- 		if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
 
- 			wanderingHeroes -= town->garrisonHero;
 
- 	}
 
- 	if (town->visitingHero) //hero leaves garrison
 
- 	{
 
- 		CGI->mh->printObject(town->visitingHero);
 
- 		if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
 
- 			wanderingHeroes.push_back(town->visitingHero);
 
- 	}
 
- 	adventureInt->heroList.update();
 
- 	adventureInt->updateNextHero(nullptr);
 
- 	if(castleInt)
 
- 	{
 
- 		castleInt->garr->selectSlot(nullptr);
 
- 		castleInt->garr->setArmy(town->getUpperArmy(), 0);
 
- 		castleInt->garr->setArmy(town->visitingHero, 1);
 
- 		castleInt->garr->recreateSlots();
 
- 		castleInt->heroes->update();
 
- 	}
 
- 	for (auto isa : GH.listInt)
 
- 	{
 
- 		CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
 
- 		if (ki)
 
- 		{
 
- 			ki->townChanged(town);
 
- 			ki->updateGarrisons();
 
- 		}
 
- 	}
 
- 	GH.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 CGObjectInstance *> instances;
 
- 	if(auto obj = cb->getObj(id1))
 
- 		instances.push_back(obj);
 
- 	if(id2 != ObjectInstanceID() && id2 != id1)
 
- 	{
 
- 		if(auto obj = cb->getObj(id2))
 
- 			instances.push_back(obj);
 
- 	}
 
- 	garrisonsChanged(instances);
 
- }
 
- void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	for (auto object : objs)
 
- 		updateInfo(object);
 
- 	for (auto & elem : GH.listInt)
 
- 	{
 
- 		CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
 
- 		if (cgh)
 
- 			cgh->updateGarrisons();
 
- 		if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
 
- 		{
 
- 			if (vstd::contains(objs, cmw->hero))
 
- 				cmw->garrisonChanged();
 
- 		}
 
- 	}
 
- 	GH.totalRedraw();
 
- }
 
- void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
 
- {
 
- 	garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
 
- }
 
- void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	switch (buildingID)
 
- 	{
 
- 	case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
 
- 	case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
 
- 	case BuildingID::RESOURCE_SILO:
 
- 		updateInfo(town);
 
- 		break;
 
- 	}
 
- 	if (castleInt)
 
- 	{
 
- 		castleInt->townlist->update(town);
 
- 		if (castleInt->town == town)
 
- 		{
 
- 			switch(what)
 
- 			{
 
- 			case 1:
 
- 				CCS->soundh->playSound(soundBase::newBuilding);
 
- 				castleInt->addBuilding(buildingID);
 
- 				break;
 
- 			case 2:
 
- 				castleInt->removeBuilding(buildingID);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	adventureInt->townList.update(town);
 
- }
 
- void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
 
- {
 
- 	//Don't wait for dialogs when we are non-active hot-seat player
 
- 	if (LOCPLINT == this)
 
- 		waitForAllDialogs();
 
- }
 
- void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (settings["adventure"]["quickCombat"].Bool())
 
- 	{
 
- 		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 
- 		autofightingAI->initBattleInterface(env, cb);
 
- 		autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
 
- 		isAutoFightOn = true;
 
- 		cb->registerBattleInterface(autofightingAI);
 
- 		// Player shouldn't be able to move on adventure map if quick combat is going
 
- 		adventureInt->quickCombatLock();
 
- 	}
 
- 	//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 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->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->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 std::vector<ObstacleChanges> & obstacles)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
 
- 	for(auto & change : obstacles)
 
- 	{
 
- 		if(change.operation == BattleChanges::EOperation::ADD)
 
- 		{
 
- 			auto instance = cb->battleGetObstacleByID(change.id);
 
- 			if(instance)
 
- 				newObstacles.push_back(instance);
 
- 			else
 
- 				logNetwork->error("Invalid obstacle instance %d", change.id);
 
- 		}
 
- 	}
 
- 	if (!newObstacles.empty())
 
- 		battleInt->obstaclePlaced(newObstacles);
 
- 	battleInt->fieldController->redrawBackgroundWithHexes();
 
- }
 
- void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->stackIsCatapulting(ca);
 
- }
 
- void CPlayerInterface::battleNewRound(int round) //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(round);
 
- }
 
- void CPlayerInterface::actionStarted(const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	curAction = new BattleAction(action);
 
- 	battleInt->startAction(curAction);
 
- }
 
- void CPlayerInterface::actionFinished(const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->endAction(curAction);
 
- 	delete curAction;
 
- 	curAction = nullptr;
 
- }
 
- BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
 
- {
 
- 	THREAD_CREATED_BY_CLIENT;
 
- 	logGlobal->trace("Awaiting command for %s", stack->nodeName());
 
- 	auto stackId = stack->ID;
 
- 	auto stackName = stack->nodeName();
 
- 	if (autofightingAI)
 
- 	{
 
- 		if (isAutoFightOn)
 
- 		{
 
- 			auto ret = autofightingAI->activeStack(stack);
 
- 			if(cb->battleIsFinished())
 
- 			{
 
- 				return BattleAction::makeDefend(stack); // battle finished with spellcast
 
- 			}
 
- 			if (isAutoFightOn)
 
- 			{
 
- 				return ret;
 
- 			}
 
- 		}
 
- 		cb->unregisterBattleInterface(autofightingAI);
 
- 		autofightingAI.reset();
 
- 	}
 
- 	assert(battleInt);
 
- 	if(!battleInt)
 
- 	{
 
- 		return BattleAction::makeDefend(stack); // probably battle is finished already
 
- 	}
 
- 	if(BattleInterface::givenCommand.get())
 
- 	{
 
- 		logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
 
- 		vstd::clear_pointer(BattleInterface::givenCommand.data);
 
- 	}
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 		battleInt->stackActivated(stack);
 
- 		//Regeneration & mana drain go there
 
- 	}
 
- 	//wait till BattleInterface sets its command
 
- 	boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
 
- 	while(!BattleInterface::givenCommand.data)
 
- 	{
 
- 		BattleInterface::givenCommand.cond.wait(lock);
 
- 		if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
 
- 			throw boost::thread_interrupted(); //will shut the thread peacefully
 
- 	}
 
- 	//tidy up
 
- 	BattleAction ret = *(BattleInterface::givenCommand.data);
 
- 	vstd::clear_pointer(BattleInterface::givenCommand.data);
 
- 	if(ret.actionType == EActionType::CANCEL)
 
- 	{
 
- 		if(stackId != ret.stackNumber)
 
- 			logGlobal->error("Not current active stack action canceled");
 
- 		logGlobal->trace("Canceled command for %s", stackName);
 
- 	}
 
- 	else
 
- 		logGlobal->trace("Giving command for %s", stackName);
 
- 	return ret;
 
- }
 
- void CPlayerInterface::battleEnd(const BattleResult *br)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(isAutoFightOn || autofightingAI)
 
- 	{
 
- 		isAutoFightOn = false;
 
- 		cb->unregisterBattleInterface(autofightingAI);
 
- 		autofightingAI.reset();
 
- 		if(!battleInt)
 
- 		{
 
- 			GH.pushIntT<BattleResultWindow>(*br, *this);
 
- 			// #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();
 
- 			adventureInt->quickCombatUnlock();
 
- 			return;
 
- 		}
 
- 	}
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->battleFinished(*br);
 
- 	adventureInt->quickCombatUnlock();
 
- }
 
- void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->displayBattleLog(lines);
 
- }
 
- void CPlayerInterface::battleStackMoved(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 BattleSpellCast *sc )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->spellCast(sc);
 
- }
 
- void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->battleStacksEffectsSet(sse);
 
- }
 
- void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//TODO why is this different (no return on LOPLINT != this) ?
 
- 	RETURN_IF_QUICK_COMBAT;
 
- 	battleInt->effectsController->battleTriggerEffect(bte);
 
- }
 
- void CPlayerInterface::battleStacksAttacked(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->battleGetStackByID(elem.stackAttacked, false);
 
- 		const CStack * attacker = cb->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 BattleAttack * ba)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	assert(curAction);
 
- 	StackAttackInfo info;
 
- 	info.attacker = cb->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->battleGetStackByID(elem.stackAttacked);
 
- 		}
 
- 		else
 
- 		{
 
- 			info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
 
- 		}
 
- 	}
 
- 	assert(info.defender != nullptr);
 
- 	assert(info.attacker != nullptr);
 
- 	battleInt->stackAttacking(info);
 
- }
 
- void CPlayerInterface::battleGateStateChanged(const EGateState state)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->gateStateChanged(state);
 
- }
 
- void CPlayerInterface::yourTacticPhase(int distance)
 
- {
 
- 	THREAD_CREATED_BY_CLIENT;
 
- 	while(battleInt && battleInt->tacticsMode)
 
- 		boost::this_thread::sleep(boost::posix_time::millisec(1));
 
- }
 
- void CPlayerInterface::showComp(const Component &comp, std::string message)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog(); //Fix for mantis #98
 
- 	CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
 
- 	adventureInt->infoBar.showComponent(comp, message);
 
- }
 
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
 
- 	{
 
- 		return;
 
- 	}
 
- 	std::vector<std::shared_ptr<CComponent>> intComps;
 
- 	for (auto & component : components)
 
- 		intComps.push_back(std::make_shared<CComponent>(component));
 
- 	showInfoDialog(text,intComps,soundID);
 
- }
 
- 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() && !LOCPLINT->shiftPressed())
 
- 	{
 
- 		return;
 
- 	}
 
- 	std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
 
- 	if (makingTurn && GH.listInt.size() && LOCPLINT == this)
 
- 	{
 
- 		CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
 
- 		showingDialog->set(true);
 
- 		stopMovement(); // interrupt movement to show dialog
 
- 		GH.pushInt(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(str);
 
- 	showInfoDialog(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)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	stopMovement();
 
- 	LOCPLINT->showingDialog->setn(true);
 
- 	CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
 
- }
 
- void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	stopMovement();
 
- 	CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
 
- 	if (!selection && cancel) //simple yes/no dialog
 
- 	{
 
- 		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<std::string,CFunctionList<void()> > > pom;
 
- 		pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
 
- 		if (cancel)
 
- 		{
 
- 			pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
 
- 		}
 
- 		int charperline = 35;
 
- 		if (pom.size() > 1)
 
- 			charperline = 50;
 
- 		GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
 
- 		intComps[0]->clickLeft(true, false);
 
- 	}
 
- }
 
- void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	int choosenExit = -1;
 
- 	auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
 
- 	if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
 
- 		choosenExit = vstd::find_pos(exits, neededExit);
 
- 	cb->selectionMade(choosenExit, 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;
 
- 	auto selectCallback = [=](int selection)
 
- 	{
 
- 		JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
 
- 		reply.Integer() = selection;
 
- 		cb->sendQueryReply(reply, askID);
 
- 	};
 
- 	auto cancelCallback = [=]()
 
- 	{
 
- 		JsonNode reply(JsonNode::JsonType::DATA_NULL);
 
- 		cb->sendQueryReply(reply, askID);
 
- 	};
 
- 	const std::string localTitle = title.toString();
 
- 	const std::string localDescription = description.toString();
 
- 	std::vector<int> tempList;
 
- 	tempList.reserve(objects.size());
 
- 	for(auto item : objects)
 
- 		tempList.push_back(item.getNum());
 
- 	CComponent localIconC(icon);
 
- 	std::shared_ptr<CIntObject> localIcon = localIconC.image;
 
- 	localIconC.removeChild(localIcon.get(), false);
 
- 	std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
 
- 	wnd->onExit = cancelCallback;
 
- 	GH.pushInt(wnd);
 
- }
 
- void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
 
- 	for (auto & po : pos)
 
- 		adventureInt->minimap.showTile(po);
 
- 	if (!pos.empty())
 
- 		GH.totalRedraw();
 
- }
 
- void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto & po : pos)
 
- 		adventureInt->minimap.hideTile(po);
 
- 	if (!pos.empty())
 
- 		GH.totalRedraw();
 
- }
 
- void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	GH.pushIntT<CHeroWindow>(hero);
 
- }
 
- void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
 
- 	{
 
- 		CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
 
- 		if (fs)
 
- 			fs->creaturesChanged();
 
- 		for(auto isa : GH.listInt)
 
- 		{
 
- 			CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
 
- 			if (ki && townObj)
 
- 				ki->townChanged(townObj);
 
- 		}
 
- 	}
 
- 	else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
 
- 		||  town->ID == Obj::CREATURE_GENERATOR4  ||  town->ID == Obj::WAR_MACHINE_FACTORY))
 
- 	{
 
- 		CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
 
- 		if (crw && crw->dwelling == town)
 
- 			crw->availableCreaturesChanged();
 
- 	}
 
- }
 
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (bonus.type == Bonus::NONE)
 
- 		return;
 
- 	updateInfo(hero);
 
- 	if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
 
- 	{
 
- 		//recalculate paths because hero has lost bonus influencing pathfinding
 
- 		eraseCurrentPathOf(hero, false);
 
- 	}
 
- }
 
- template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
 
- {
 
- 	h & wanderingHeroes;
 
- 	h & towns;
 
- 	h & sleepingHeroes;
 
- 	std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
 
- 	if (h.saving)
 
- 	{
 
- 		for (auto &p : paths)
 
- 		{
 
- 			if (p.second.nodes.size())
 
- 				pathsMap[p.first] = p.second.endPos();
 
- 			else
 
- 				logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
 
- 		}
 
- 		h & pathsMap;
 
- 	}
 
- 	else
 
- 	{
 
- 		h & pathsMap;
 
- 		if (cb)
 
- 			for (auto &p : pathsMap)
 
- 			{
 
- 				CGPath path;
 
- 				cb->getPathsInfo(p.first)->getPath(path, p.second);
 
- 				paths[p.first] = path;
 
- 				logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
 
- 			}
 
- 	}
 
- 	h & spellbookSettings;
 
- }
 
- void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	serializeTempl(h,version);
 
- }
 
- void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	serializeTempl(h,version);
 
- 	firstCall = -1;
 
- }
 
- void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	if (!LOCPLINT->makingTurn)
 
- 		return;
 
- 	if (!h)
 
- 		return; //can't find hero
 
- 	//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
 
- 	if (showingDialog->get() || !dialogs.empty())
 
- 		return;
 
- 	setMovementStatus(true);
 
- 	if (adventureInt && adventureInt->isHeroSleeping(h))
 
- 	{
 
- 		adventureInt->sleepWake->clickLeft(true, false);
 
- 		adventureInt->sleepWake->clickLeft(false, true);
 
- 		//could've just called
 
- 		//adventureInt->fsleepWake();
 
- 		//but no authentic button click/sound ;-)
 
- 	}
 
- 	boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
 
- }
 
- bool CPlayerInterface::shiftPressed() const
 
- {
 
- 	return isShiftKeyDown();
 
- }
 
- bool CPlayerInterface::altPressed() const
 
- {
 
- 	return isAltKeyDown();
 
- }
 
- 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 (stillMoveHero.get() == DURING_MOVE  && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
 
- 	{
 
- 		onEnd();
 
- 		return;
 
- 	}
 
- 	waitForAllDialogs();
 
- 	auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
 
- 	cgw->quit->addCallback(onEnd);
 
- 	GH.pushInt(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<bool()> onYes)
 
- {
 
- 	std::string text = artifact->getDescription();
 
- 	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->getName());
 
- 		// Picture of assembled artifact at bottom.
 
- 		auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
 
- 		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 )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (pa->packType == typeList.getTypeID<MoveHero>()  &&  stillMoveHero.get() == DURING_MOVE
 
- 	   && destinationTeleport == ObjectInstanceID())
 
- 		stillMoveHero.setn(CONTINUE_MOVE);
 
- 	if (destinationTeleport != ObjectInstanceID()
 
- 	   && pa->packType == typeList.getTypeID<QueryReply>()
 
- 	   && stillMoveHero.get() == DURING_MOVE)
 
- 	{ // After teleportation via CGTeleport object is finished
 
- 		destinationTeleport = ObjectInstanceID();
 
- 		destinationTeleportPos = int3(-1);
 
- 		stillMoveHero.setn(CONTINUE_MOVE);
 
- 	}
 
- }
 
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
 
- }
 
- void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//redraw minimap if owner changed
 
- 	if (sop->what == ObjProperty::OWNER)
 
- 	{
 
- 		const CGObjectInstance * obj = cb->getObj(sop->id);
 
- 		std::set<int3> pos = obj->getBlockedPos();
 
- 		for(auto & po : pos)
 
- 		{
 
- 			if(cb->isVisible(po))
 
- 				adventureInt->minimap.showTile(po);
 
- 		}
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			if(obj->tempOwner == playerID)
 
- 				towns.push_back(static_cast<const CGTownInstance *>(obj));
 
- 			else
 
- 				towns -= obj;
 
- 			adventureInt->townList.update();
 
- 			adventureInt->minimap.update();
 
- 		}
 
- 		assert(cb->getTownsInfo().size() == towns.size());
 
- 	}
 
- }
 
- void CPlayerInterface::initializeHeroTownList()
 
- {
 
- 	if(!wanderingHeroes.size())
 
- 	{
 
- 		std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
 
- 		for(auto & hero : heroes)
 
- 		{
 
- 			if(!hero->inTownGarrison)
 
- 				wanderingHeroes.push_back(hero);
 
- 		}
 
- 	}
 
- 	if(!towns.size())
 
- 		towns = cb->getTownsInfo();
 
- 	if(adventureInt)
 
- 		adventureInt->updateNextHero(nullptr);
 
- }
 
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	auto recruitCb = [=](CreatureID id, int count)
 
- 	{
 
- 		LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
 
- 	};
 
- 	GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
 
- }
 
- void CPlayerInterface::waitWhileDialog(bool unlockPim)
 
- {
 
- 	if (GH.amIGuiThread())
 
- 	{
 
- 		logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
 
- 		return;
 
- 	}
 
- 	auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
 
- 	boost::unique_lock<boost::mutex> un(showingDialog->mx);
 
- 	while(showingDialog->data)
 
- 		showingDialog->cond.wait(un);
 
- }
 
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto state = obj->shipyardStatus();
 
- 	std::vector<si32> cost;
 
- 	obj->getBoatCost(cost);
 
- 	GH.pushIntT<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->centerOn (pos);
 
- 	if (focusTime)
 
- 	{
 
- 		GH.totalRedraw();
 
- 		{
 
- 			auto unlockPim = vstd::makeUnlockGuard(*pim);
 
- 			IgnoreEvents ignore(*this);
 
- 			SDL_Delay(focusTime);
 
- 		}
 
- 	}
 
- 	CCS->curh->show();
 
- }
 
- void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
 
- 	{
 
- 		waitWhileDialog();
 
- 		CCS->soundh->playSound(obj->getRemovalSound().get());
 
- 	}
 
- 	if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
 
- 	{
 
- 		const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
 
- 		heroKilled(h);
 
- 	}
 
- }
 
- 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)
 
- 			boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
 
- 			LOCPLINT = this;
 
- 			GH.curInt = this;
 
- 			adventureInt->selection = nullptr;
 
- 			adventureInt->setPlayer(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>(CComponent::flag, playerID.getNum(), 0));
 
- 			makingTurn = true; //workaround for stiff showInfoDialog implementation
 
- 			showInfoDialog(msg, cmp);
 
- 			makingTurn = false;
 
- 		}
 
- 	}
 
- }
 
- bool CPlayerInterface::ctrlPressed() const
 
- {
 
- 	return isCtrlKeyDown();
 
- }
 
- const CArmedInstance * CPlayerInterface::getSelection()
 
- {
 
- 	return currentSelection;
 
- }
 
- void CPlayerInterface::setSelection(const CArmedInstance * obj)
 
- {
 
- 	currentSelection = obj;
 
- 	updateAmbientSounds(true);
 
- }
 
- void CPlayerInterface::update()
 
- {
 
- 	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
 
- 	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
 
- 	// While mutexes were locked away we may be have stopped being the active interface
 
- 	if (LOCPLINT != this)
 
- 		return;
 
- 	//if there are any waiting dialogs, show them
 
- 	if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
 
- 	{
 
- 		showingDialog->set(true);
 
- 		GH.pushInt(dialogs.front());
 
- 		dialogs.pop_front();
 
- 	}
 
- 	//in some conditions we may receive calls before selection is initialized - we must ignore them
 
- 	if(adventureInt && GH.topInt() == adventureInt
 
- 		&& (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
 
- 	{
 
- 		return;
 
- 	}
 
- 	// Handles mouse and key input
 
- 	GH.updateTime();
 
- 	GH.handleEvents();
 
- 	if (!adventureInt || adventureInt->isActive())
 
- 		GH.simpleRedraw();
 
- 	else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
 
- 		GH.totalRedraw(); //player forces map scrolling though interface is disabled
 
- 	else
 
- 		GH.simpleRedraw();
 
- }
 
- int CPlayerInterface::getLastIndex( std::string namePrefix)
 
- {
 
- 	using namespace boost::filesystem;
 
- 	using namespace boost::algorithm;
 
- 	path gamesDir = VCMIDirs::get().userSavePath();
 
- 	std::map<std::time_t, int> dates; //save number => datestamp
 
- 	const directory_iterator enddir;
 
- 	if (!exists(gamesDir))
 
- 		create_directory(gamesDir);
 
- 	else
 
- 	for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
 
- 	{
 
- 		if (is_regular(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::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
 
- {
 
- 	auto subArr = (CGI->mh->ttiles)[hp.z];
 
- 	ho->isStanding = false;
 
- 	int heroWidth  = ho->appearance->getWidth();
 
- 	int heroHeight = ho->appearance->getHeight();
 
- 	int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
 
- 	int tileMaxX = std::max(details.start.x, details.end.x);
 
- 	int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
 
- 	int tileMaxY = std::max(details.start.y, details.end.y);
 
- 	// determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
 
- 	for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
 
- 	{
 
- 		for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
 
- 		{
 
- 			bool heroVisibleHere = false;
 
- 			auto & tile = subArr[tileX][tileY];
 
- 			for ( auto const & obj : tile.objects)
 
- 			{
 
- 				if (obj.obj == ho)
 
- 				{
 
- 					heroVisibleHere = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if ( !heroVisibleHere)
 
- 			{
 
- 				tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
 
- 				std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
 
- {
 
- 	auto subArr = (CGI->mh->ttiles)[hp.z];
 
- 	int heroWidth  = ho->appearance->getWidth();
 
- 	int heroHeight = ho->appearance->getHeight();
 
- 	int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
 
- 	int tileMaxX = std::max(details.start.x, details.end.x);
 
- 	int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
 
- 	int tileMaxY = std::max(details.start.y, details.end.y);
 
- 	std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
 
- 	assert(animation);
 
- 	assert(animation->size(0) != 0);
 
- 	auto image = animation->getImage(0,0);
 
- 	int heroImageOldX = details.start.x * 32;
 
- 	int heroImageOldY = details.start.y * 32;
 
- 	int heroImageNewX = details.end.x * 32;
 
- 	int heroImageNewY = details.end.y * 32;
 
- 	int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
 
- 	int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
 
- 	// recompute which part of hero sprite will be visible on each tile at this point of movement animation
 
- 	for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
 
- 	{
 
- 		for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
 
- 		{
 
- 			auto & tile = subArr[tileX][tileY];
 
- 			for ( auto & obj : tile.objects)
 
- 			{
 
- 				if (obj.obj == ho)
 
- 				{
 
- 					int tilePosX = tileX * 32;
 
- 					int tilePosY = tileY * 32;
 
- 					obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
 
- 					obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
 
- 	adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
 
- }
 
- void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
 
- {
 
- 	auto subArr = (CGI->mh->ttiles)[hp.z];
 
- 	int heroWidth  = ho->appearance->getWidth();
 
- 	int heroHeight = ho->appearance->getHeight();
 
- 	int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
 
- 	int tileMaxX = std::max(details.start.x, details.end.x);
 
- 	int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
 
- 	int tileMaxY = std::max(details.start.y, details.end.y);
 
- 	// erase hero from all tiles on which he is currently visible
 
- 	for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
 
- 	{
 
- 		for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
 
- 		{
 
- 			auto & tile = subArr[tileX][tileY];
 
- 			for (size_t i = 0; i < tile.objects.size(); ++i)
 
- 			{
 
- 				if ( tile.objects[i].obj == ho)
 
- 				{
 
- 					tile.objects.erase(tile.objects.begin() + i);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// re-add hero to all tiles on which he will still be visible after animation is over
 
- 	for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
 
- 	{
 
- 		for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
 
- 		{
 
- 			auto & tile = subArr[tileX][tileY];
 
- 			tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
 
- 		}
 
- 	}
 
- 	// update object list on all tiles that were affected during previous operations
 
- 	for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
 
- 	{
 
- 		for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
 
- 		{
 
- 			auto & tile = subArr[tileX][tileY];
 
- 			std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
 
- 		}
 
- 	}
 
- 	//recompute hero sprite positioning using hero's final position
 
- 	movementPxStep(details, 32, hp, ho);
 
- }
 
- void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (player == playerID)
 
- 	{
 
- 		if (victoryLossCheckResult.loss())
 
- 			showInfoDialog(CGI->generaltexth->allTexts[95]);
 
- 		//we assume 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;
 
- 		if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
 
- 		{
 
- 			if(adventureInt)
 
- 			{
 
- 				GH.terminate_cond->setn(true);
 
- 				adventureInt->deactivate();
 
- 				if (GH.topInt() == adventureInt)
 
- 					GH.popInt(adventureInt);
 
- 				adventureInt.reset();
 
- 			}
 
- 		}
 
- 		if (victoryLossCheckResult.victory() && LOCPLINT == this)
 
- 		{
 
- 			// end game if current human player has won
 
- 			CSH->sendClientDisconnecting();
 
- 			requestReturningToMainMenu(true);
 
- 		}
 
- 		else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
 
- 		{
 
- 			//all human players eliminated
 
- 			CSH->sendClientDisconnecting();
 
- 			requestReturningToMainMenu(false);
 
- 		}
 
- 		if (GH.curInt == this) GH.curInt = nullptr;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
 
- 		{
 
- 			std::string str = victoryLossCheckResult.messageToSelf;
 
- 			boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
 
- 			showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
 
- 		}
 
- 	}
 
- }
 
- 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.pushIntT<CPuzzleWindow>(grailPos, ratio);
 
- }
 
- void CPlayerInterface::viewWorldMap()
 
- {
 
- 	adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
 
- }
 
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
 
- 		GH.popInts(1);
 
- 	if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
 
- 		eraseCurrentPathOf(caster, false);
 
- 	const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
 
- 	if(spellID == SpellID::VIEW_EARTH)
 
- 	{
 
- 		//TODO: implement on server side
 
- 		const auto level = caster->getSpellSchoolLevel(spell);
 
- 		adventureInt->worldViewOptions.showAllTerrain = (level > 2);
 
- 	}
 
- 	auto castSoundPath = spell->getCastSound();
 
- 	if(!castSoundPath.empty())
 
- 		CCS->soundh->playSound(castSoundPath);
 
- }
 
- void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
 
- {
 
- 	if (checkForExistanceOfPath)
 
- 	{
 
- 		assert(vstd::contains(paths, ho));
 
- 	}
 
- 	else if (!vstd::contains(paths, ho))
 
- 	{
 
- 		return;
 
- 	}
 
- 	assert(ho == adventureInt->selection);
 
- 	paths.erase(ho);
 
- 	adventureInt->terrain.currentPath = nullptr;
 
- 	adventureInt->updateMoveHero(ho, false);
 
- }
 
- void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
 
- {
 
- 	adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
 
- 	if (adventureInt->terrain.currentPath->nodes.size() < 2)  //if it was the last one, remove entire path and path with only one tile is not a real path
 
- 		eraseCurrentPathOf(ho);
 
- }
 
- CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
 
- {
 
- 	if (vstd::contains(paths,h)) //hero has assigned path
 
- 	{
 
- 		CGPath &path = paths[h];
 
- 		if (!path.nodes.size())
 
- 		{
 
- 			logGlobal->warn("Warning: empty path found...");
 
- 			paths.erase(h);
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(h->visitablePos() == path.startPos());
 
- 			//update the hero path in case of something has changed on map
 
- 			if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
 
- 				return &path;
 
- 			else
 
- 				paths.erase(h);
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- void CPlayerInterface::acceptTurn()
 
- {
 
- 	bool centerView = true;
 
- 	if (settings["session"]["autoSkip"].Bool())
 
- 	{
 
- 		centerView = false;
 
- 		while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
 
- 			iw->close();
 
- 	}
 
- 	if(CSH->howManyPlayerInterfaces() > 1)
 
- 	{
 
- 		waitWhileDialog(); // wait for player to accept turn in hot-seat mode
 
- 		adventureInt->startTurn();
 
- 	}
 
- 	adventureInt->heroList.update();
 
- 	adventureInt->townList.update();
 
- 	const CGHeroInstance * heroToSelect = nullptr;
 
- 	// find first non-sleeping hero
 
- 	for (auto hero : wanderingHeroes)
 
- 	{
 
- 		if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
 
- 		{
 
- 			heroToSelect = hero;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//select first hero if available.
 
- 	if (heroToSelect != nullptr)
 
- 	{
 
- 		adventureInt->select(heroToSelect, centerView);
 
- 	}
 
- 	else if (towns.size())
 
- 		adventureInt->select(towns.front(), centerView);
 
- 	else
 
- 		adventureInt->select(wanderingHeroes.front());
 
- 	//show new day animation and sound on infobar
 
- 	adventureInt->infoBar.showDate();
 
- 	adventureInt->updateNextHero(nullptr);
 
- 	adventureInt->showAll(screen);
 
- 	if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
 
- 	{
 
- 		if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
 
- 			iw->close();
 
- 		adventureInt->fendTurn();
 
- 	}
 
- 	// warn player if he has no town
 
- 	if (cb->howManyTowns() == 0)
 
- 	{
 
- 		auto playerColor = *cb->getPlayerID();
 
- 		std::vector<Component> components;
 
- 		components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
 
- 		MetaString text;
 
- 		const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
 
- 		if(optDaysWithoutCastle)
 
- 		{
 
- 			auto daysWithoutCastle = optDaysWithoutCastle.get();
 
- 			if (daysWithoutCastle < 6)
 
- 			{
 
- 				text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
 
- 				text.addReplacement(MetaString::COLOR, playerColor.getNum());
 
- 				text.addReplacement(7 - daysWithoutCastle);
 
- 			}
 
- 			else if (daysWithoutCastle == 6)
 
- 			{
 
- 				text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
 
- 				text.addReplacement(MetaString::COLOR, playerColor.getNum());
 
- 			}
 
- 			showInfoDialogAndWait(components, text);
 
- 		}
 
- 		else
 
- 			logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
 
- 	}
 
- }
 
- void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
 
- {
 
- 	int msgToShow = -1;
 
- 	const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
 
- 	const auto diggingStatus = isBlocked
 
- 		? EDiggingStatus::TILE_OCCUPIED
 
- 		: h->diggingStatus().num;
 
- 	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;
 
- 	default:
 
- 		assert(0);
 
- 	}
 
- 	if(msgToShow < 0)
 
- 		cb->dig(h);
 
- 	else
 
- 		showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
 
- }
 
- void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
 
- {
 
- 	adventureInt->infoBar.showSelection();
 
- }
 
- void CPlayerInterface::battleNewRoundFirst( int round )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->newRoundFirst(round);
 
- }
 
- void CPlayerInterface::stopMovement()
 
- {
 
- 	if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
 
- 		stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
 
- }
 
- void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
 
- 	{
 
- 		//EEMarketMode mode = market->availableModes().front();
 
- 		if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
 
- 			GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
 
- 		else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
 
- 			GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
 
- 	}
 
- 	else
 
- 	{
 
- 		GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
 
- 	}
 
- }
 
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<CUniversityWindow>(visitor, market);
 
- }
 
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<CHillFortWindow>(visitor, object);
 
- }
 
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
 
- 		cmw->artifactsChanged(false);
 
- }
 
- void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<CTavernWindow>(townOrTavern);
 
- }
 
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<CThievesGuildWindow>(obj);
 
- }
 
- void CPlayerInterface::showQuestLog()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.pushIntT<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::requestReturningToMainMenu(bool won)
 
- {
 
- 	CCS->soundh->ambientStopAllChannels();
 
- 	if(won && cb->getStartInfo()->campState)
 
- 		CSH->startCampaignScenario(cb->getStartInfo()->campState);
 
- 	else
 
- 		sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
 
- }
 
- void CPlayerInterface::sendCustomEvent( int code )
 
- {
 
- 	CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
 
- }
 
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
 
- {
 
- 	auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
 
- 	if(hero)
 
- 	{
 
- 		auto art = hero->getArt(al.slot);
 
- 		if(art == nullptr)
 
- 		{
 
- 			logGlobal->error("artifact location %d points to nothing",
 
- 							 al.slot.num);
 
- 			return;
 
- 		}
 
- 		CHeroArtPlace::askToAssemble(art, al.slot, hero);
 
- 	}
 
- }
 
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->infoBar.showSelection();
 
- 	askToAssembleArtifact(al);
 
- }
 
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->infoBar.showSelection();
 
- 	for(auto isa : GH.listInt)
 
- 	{
 
- 		auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
 
- 		if (artWin)
 
- 			artWin->artifactRemoved(al);
 
- 	}
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->infoBar.showSelection();
 
- 	for(auto isa : GH.listInt)
 
- 	{
 
- 		auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
 
- 		if (artWin)
 
- 			artWin->artifactMoved(src, dst);
 
- 	}
 
- 	if(!GH.objsToBlit.empty())
 
- 		GH.objsToBlit.back()->redraw();
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
 
- {
 
- 	askToAssembleArtifact(dst);
 
- }
 
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->infoBar.showSelection();
 
- 	for(auto isa : GH.listInt)
 
- 	{
 
- 		auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
 
- 		if (artWin)
 
- 			artWin->artifactAssembled(al);
 
- 	}
 
- }
 
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->infoBar.showSelection();
 
- 	for(auto isa : GH.listInt)
 
- 	{
 
- 		auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
 
- 		if (artWin)
 
- 			artWin->artifactDisassembled(al);
 
- 	}
 
- }
 
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (!vstd::contains (GH.listInt, adventureInt))
 
- 	{
 
- 		GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
 
- 		GH.pushInt (adventureInt);
 
- 	}
 
- 	else
 
- 	{
 
- 		adventureInt->infoBar.showSelection();
 
- 		while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
 
- 			GH.popInts(1);
 
- 	}
 
- 	if(CSH->howManyPlayerInterfaces() == 1)
 
- 	{
 
- 		GH.curInt = this;
 
- 		adventureInt->startTurn();
 
- 	}
 
- 	if (player != playerID && this == LOCPLINT)
 
- 	{
 
- 		waitWhileDialog();
 
- 		adventureInt->aiTurnStarted();
 
- 	}
 
- }
 
- void CPlayerInterface::waitForAllDialogs(bool unlockPim)
 
- {
 
- 	while(!dialogs.empty())
 
- 	{
 
- 		auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
 
- 		SDL_Delay(5);
 
- 	}
 
- 	waitWhileDialog(unlockPim);
 
- }
 
- void CPlayerInterface::proposeLoadingGame()
 
- {
 
- 	showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
 
- }
 
- CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
 
- {
 
- 	spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
 
- 	spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
 
- }
 
- bool CPlayerInterface::capturedAllEvents()
 
- {
 
- 	if (duringMovement)
 
- 	{
 
- 		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
 
- 		return true;
 
- 	}
 
- 	if (ignoreEvents)
 
- 	{
 
- 		boost::unique_lock<boost::mutex> un(eventsM);
 
- 		while(!SDLEventsQueue.empty())
 
- 		{
 
- 			SDLEventsQueue.pop();
 
- 		}
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CPlayerInterface::setMovementStatus(bool value)
 
- {
 
- 	duringMovement = value;
 
- 	if (value)
 
- 	{
 
- 		CCS->curh->hide();
 
- 	}
 
- 	else
 
- 	{
 
- 		CCS->curh->show();
 
- 	}
 
- }
 
- void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
 
- {
 
- 	int i = 1;
 
- 	auto getObj = [&](int3 coord, bool ignoreHero)
 
- 	{
 
- 		return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
 
- 	};
 
- 	auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
 
- 	{
 
- 		if (action != CGPathNode::TELEPORT_NORMAL &&
 
- 			action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
 
- 			action != CGPathNode::TELEPORT_BATTLE)
 
- 		{
 
- 			return false;
 
- 		}
 
- 		return true;
 
- 	};
 
- 	auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
 
- 	{
 
- 		if (CGTeleport::isConnected(currentObject, nextObjectTop))
 
- 			return nextObjectTop;
 
- 		if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
 
- 			CGTeleport::isConnected(currentObject, nextObject))
 
- 		{
 
- 			return nextObject;
 
- 		}
 
- 		return nullptr;
 
- 	};
 
- 	boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
 
- 	stillMoveHero.data = CONTINUE_MOVE;
 
- 	auto doMovement = [&](int3 dst, bool transit)
 
- 	{
 
- 		stillMoveHero.data = WAITING_MOVE;
 
- 		cb->moveHero(h, dst, transit);
 
- 		while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
 
- 			stillMoveHero.cond.wait(un);
 
- 	};
 
- 	{
 
- 		for (auto & elem : path.nodes)
 
- 			elem.coord = h->convertFromVisitablePos(elem.coord);
 
- 		TerrainId currentTerrain = Terrain::BORDER; // not init yet
 
- 		TerrainId newTerrain;
 
- 		int sh = -1;
 
- 		auto canStop = [&](CGPathNode * node) -> bool
 
- 		{
 
- 			if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
 
- 				return true;
 
- 			if (node->accessible == CGPathNode::ACCESSIBLE)
 
- 				return true;
 
- 			return false;
 
- 		};
 
- 		for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
 
- 		{
 
- 			int3 currentCoord = path.nodes[i].coord;
 
- 			int3 nextCoord = path.nodes[i-1].coord;
 
- 			auto currentObject = getObj(currentCoord, currentCoord == h->pos);
 
- 			auto nextObjectTop = getObj(nextCoord, false);
 
- 			auto nextObject = getObj(nextCoord, true);
 
- 			auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
 
- 			if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
 
- 			{
 
- 				CCS->soundh->stopSound(sh);
 
- 				destinationTeleport = destTeleportObj->id;
 
- 				destinationTeleportPos = nextCoord;
 
- 				doMovement(h->pos, false);
 
- 				if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
 
- 					|| path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
 
- 				{
 
- 					destinationTeleport = ObjectInstanceID();
 
- 					destinationTeleportPos = int3(-1);
 
- 				}
 
- 				if(i != path.nodes.size() - 1)
 
- 				{
 
- 					sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			if (path.nodes[i-1].turns)
 
- 			{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
 
- 				stillMoveHero.data = STOP_MOVE;
 
- 				break;
 
- 			}
 
- 			// Start a new sound for the hero movement or let the existing one carry on.
 
- #if 0
 
- 			// TODO
 
- 			if (hero is flying && sh == -1)
 
- 				sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
 
- #endif
 
- 			{
 
- 				newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
 
- 				if(newTerrain != currentTerrain)
 
- 				{
 
- 					CCS->soundh->stopSound(sh);
 
- 					sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
 
- 					currentTerrain = newTerrain;
 
- 				}
 
- 			}
 
- 			assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
 
- 			int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
 
- 			logGlobal->trace("Requesting hero movement to %s", endpos.toString());
 
- 			bool useTransit = false;
 
- 			if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
 
- 				&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
 
- 					|| CGTeleport::isTeleport(nextObjectTop)))
 
- 			{ // Hero should be able to go through object if it's allow transit
 
- 				useTransit = true;
 
- 			}
 
- 			else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
 
- 				useTransit = true;
 
- 			doMovement(endpos, useTransit);
 
- 			logGlobal->trace("Resuming %s", __FUNCTION__);
 
- 			bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
 
- 			if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
 
- 				break;
 
- 		}
 
- 		CCS->soundh->stopSound(sh);
 
- 	}
 
- 	//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
 
- 	if (!showingDialog->get())
 
- 		GH.fakeMouseMove();
 
- 	//todo: this should be in main thread
 
- 	if (adventureInt)
 
- 	{
 
- 		// (i == 0) means hero went through all the path
 
- 		adventureInt->updateMoveHero(h, (i != 0));
 
- 		adventureInt->updateNextHero(h);
 
- 	}
 
- 	setMovementStatus(false);
 
- }
 
- void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//TODO: showWorldViewEx
 
- 	std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
 
- 	viewWorldMap();
 
- }
 
- void CPlayerInterface::updateAmbientSounds(bool resetAll)
 
- {
 
- 	if(castleInt || battleInt || !makingTurn || !currentSelection)
 
- 	{
 
- 		CCS->soundh->ambientStopAllChannels();
 
- 		return;
 
- 	}
 
- 	else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
 
- 	{
 
- 		return;
 
- 	}
 
- 	if(resetAll)
 
- 		CCS->soundh->ambientStopAllChannels();
 
- 	std::map<std::string, int> currentSounds;
 
- 	auto updateSounds = [&](std::string soundId, int distance) -> void
 
- 	{
 
- 		if(vstd::contains(currentSounds, soundId))
 
- 			currentSounds[soundId] = std::max(currentSounds[soundId], distance);
 
- 		else
 
- 			currentSounds.insert(std::make_pair(soundId, distance));
 
- 	};
 
- 	int3 pos = currentSelection->getSightCenter();
 
- 	std::unordered_set<int3, ShashInt3> tiles;
 
- 	cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
 
- 	for(int3 tile : tiles)
 
- 	{
 
- 		int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
 
- 		// We want sound for every special terrain on tile and not just one on top
 
- 		for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
 
- 		{
 
- 			if(ttObj.ambientSound)
 
- 				updateSounds(ttObj.ambientSound.get(), dist);
 
- 		}
 
- 		if(CGI->mh->map->isCoastalTile(tile))
 
- 			updateSounds("LOOPOCEA", dist);
 
- 	}
 
- 	CCS->soundh->ambientUpdateChannels(currentSounds);
 
- }
 
 
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