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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 "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 "GameEngine.h"
 
- #include "GameInstance.h"
 
- #include "gui/CursorHandler.h"
 
- #include "gui/WindowHandler.h"
 
- #include "mainmenu/CMainMenu.h"
 
- #include "mainmenu/CHighScoreScreen.h"
 
- #include "mapView/mapHandler.h"
 
- #include "media/IMusicPlayer.h"
 
- #include "media/ISoundPlayer.h"
 
- #include "render/CAnimation.h"
 
- #include "render/IImage.h"
 
- #include "render/IRenderHandler.h"
 
- #include "widgets/Buttons.h"
 
- #include "widgets/CComponent.h"
 
- #include "widgets/CGarrisonInt.h"
 
- #include "windows/CCastleInterface.h"
 
- #include "windows/CCreatureWindow.h"
 
- #include "windows/CExchangeWindow.h"
 
- #include "windows/CHeroWindow.h"
 
- #include "windows/CKingdomInterface.h"
 
- #include "windows/CMarketWindow.h"
 
- #include "windows/CPuzzleWindow.h"
 
- #include "windows/CQuestLog.h"
 
- #include "windows/CSpellWindow.h"
 
- #include "windows/CTutorialWindow.h"
 
- #include "windows/GUIClasses.h"
 
- #include "windows/InfoWindows.h"
 
- #include "windows/settings/SettingsMainWindow.h"
 
- #include "../CCallback.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/texts/CGeneralTextHandler.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/CRandomGenerator.h"
 
- #include "../lib/CStack.h"
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/RoadHandler.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/TerrainHandler.h"
 
- #include "../lib/UnlockGuard.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/bonuses/Limiters.h"
 
- #include "../lib/bonuses/Propagators.h"
 
- #include "../lib/bonuses/Updaters.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/mapObjects/CGMarket.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/mapObjects/MiscObjects.h"
 
- #include "../lib/mapObjects/ObjectTemplate.h"
 
- #include "../lib/mapping/CMapHeader.h"
 
- #include "../lib/networkPacks/PacksForClient.h"
 
- #include "../lib/networkPacks/PacksForClientBattle.h"
 
- #include "../lib/networkPacks/PacksForServer.h"
 
- #include "../lib/pathfinder/CGPathNode.h"
 
- #include "../lib/pathfinder/PathfinderCache.h"
 
- #include "../lib/pathfinder/PathfinderOptions.h"
 
- #include "../lib/serializer/CTypeList.h"
 
- #include "../lib/serializer/ESerializationVersion.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/texts/TextOperations.h"
 
- // The macro below is used to mark functions that are called by client when game state changes.
 
- // They all assume that interface mutex is locked.
 
- #define EVENT_HANDLER_CALLED_BY_CLIENT
 
- #define BATTLE_EVENT_POSSIBLE_RETURN	if (GAME->interface() != this) return; if (isAutoFightOn && !battleInt) return
 
- std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
 
- struct HeroObjectRetriever
 
- {
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
 
- 	{
 
- 		return h;
 
- 	}
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- };
 
- CPlayerInterface::CPlayerInterface(PlayerColor Player):
 
- 	localState(std::make_unique<PlayerLocalState>(*this)),
 
- 	movementController(std::make_unique<HeroMovementController>()),
 
- 	artifactController(std::make_unique<ArtifactsUIController>())
 
- 	
 
- {
 
- 	logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
 
- 	GAME->setInterfaceInstance(this);
 
- 	playerID=Player;
 
- 	human=true;
 
- 	battleInt.reset();
 
- 	castleInt = nullptr;
 
- 	makingTurn = false;
 
- 	showingDialog = new ConditionalWait();
 
- 	cingconsole = new CInGameConsole();
 
- 	autosaveCount = 0;
 
- 	isAutoFightOn = false;
 
- 	isAutoFightEndBattle = false;
 
- 	ignoreEvents = false;
 
- }
 
- CPlayerInterface::~CPlayerInterface()
 
- {
 
- 	logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.toString());
 
- 	delete showingDialog;
 
- 	delete cingconsole;
 
- 	if (GAME->interface() == this)
 
- 		GAME->setInterfaceInstance(nullptr);
 
- }
 
- void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
 
- {
 
- 	cb = CB;
 
- 	env = ENV;
 
- 	pathfinderCache = std::make_unique<PathfinderCache>(cb.get(), PathfinderOptions(cb.get()));
 
- 	ENGINE->music().loadTerrainMusicThemes();
 
- 	initializeHeroTownList();
 
- 	adventureInt.reset(new AdventureMapInterface());
 
- }
 
- std::shared_ptr<const CPathsInfo> CPlayerInterface::getPathsInfo(const CGHeroInstance * h)
 
- {
 
- 	return pathfinderCache->getPathsInfo(h);
 
- }
 
- void CPlayerInterface::invalidatePaths()
 
- {
 
- 	pathfinderCache->invalidatePaths();
 
- }
 
- void CPlayerInterface::closeAllDialogs()
 
- {
 
- 	// remove all active dialogs that do not expect query answer
 
- 	while(true)
 
- 	{
 
- 		auto adventureWindow = ENGINE->windows().topWindow<AdventureMapInterface>();
 
- 		auto settingsWindow = ENGINE->windows().topWindow<SettingsMainWindow>();
 
- 		auto infoWindow = ENGINE->windows().topWindow<CInfoWindow>();
 
- 		auto topWindow = ENGINE->windows().topWindow<WindowBase>();
 
- 		if(adventureWindow != nullptr)
 
- 			break;
 
- 		if(infoWindow && infoWindow->ID != QueryID::NONE)
 
- 			break;
 
- 		if (settingsWindow)
 
- 		{
 
- 			settingsWindow->close();
 
- 			continue;
 
- 		}
 
- 		if (topWindow)
 
- 			topWindow->close();
 
- 		else
 
- 			ENGINE->windows().popWindows(1); // does not inherits from WindowBase, e.g. settings dialog
 
- 	}
 
- }
 
- void CPlayerInterface::playerEndsTurn(PlayerColor player)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (player == playerID)
 
- 	{
 
- 		makingTurn = false;
 
- 		closeAllDialogs();
 
- 		// remove all pending dialogs that do not expect query answer
 
- 		vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
 
- 						   return window->ID == QueryID::NONE;
 
- 					   });
 
- 	}
 
- }
 
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
 
- {
 
- 	if(ENGINE->windows().findWindows<AdventureMapInterface>().empty())
 
- 	{
 
- 		// after map load - remove all active windows and replace them with adventure map
 
- 		ENGINE->windows().clear();
 
- 		ENGINE->windows().pushWindow(adventureInt);
 
- 	}
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (player != playerID && GAME->interface() == 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 - 14));
 
- 				auto const & isSymbolIllegal = [&](char c) {
 
- 					static const std::string forbiddenChars("\\/:*?\"<>| ");
 
- 					bool charForbidden = forbiddenChars.find(c) != std::string::npos;
 
- 					bool charNonprintable = static_cast<unsigned char>(c) < static_cast<unsigned char>(' ');
 
- 					return charForbidden || charNonprintable;
 
- 				};
 
- 				std::replace_if(name.begin(), name.end(), isSymbolIllegal, '_' );
 
- 				prefix = vstd::getFormattedDateTime(cb->getStartInfo()->startTime, "%Y-%m-%d_%H-%M") + "_" + name + "/";
 
- 			}
 
- 		}
 
- 		autosaveCount++;
 
- 		int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();
 
- 		if(autosaveCountLimit > 0)
 
- 		{
 
- 			cb->save("Saves/Autosave/" + prefix + std::to_string(autosaveCount));
 
- 			autosaveCount %= autosaveCountLimit;
 
- 		}
 
- 		else
 
- 		{
 
- 			std::string stringifiedDate = std::to_string(cb->getDate(Date::MONTH))
 
- 					+ std::to_string(cb->getDate(Date::WEEK))
 
- 					+ std::to_string(cb->getDate(Date::DAY_OF_WEEK));
 
- 			cb->save("Saves/Autosave/" + prefix + stringifiedDate);
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::gamePause(bool pause)
 
- {
 
- 	cb->gamePause(pause);
 
- }
 
- void CPlayerInterface::yourTurn(QueryID queryID)
 
- {
 
- 	closeAllDialogs();
 
- 	CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	int humanPlayersCount = 0;
 
- 	for(const auto & info : cb->getStartInfo()->playerInfos)
 
- 		if (info.second.isControlledByHuman())
 
- 			humanPlayersCount++;
 
- 	bool hotseatWait = humanPlayersCount > 1;
 
- 		GAME->setInterfaceInstance(this);
 
- 		ENGINE->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 = LIBRARY->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 = ENGINE->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(GAME->interface() != 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::townRemoved(const CGTownInstance* town)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(town->tempOwner == playerID)
 
- 	{
 
- 		localState->removeOwnedTown(town);
 
- 		adventureInt->onTownChanged(town);
 
- 	}
 
- }
 
- void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(start && visitedObj)
 
- 	{
 
- 		auto visitSound = visitedObj->getVisitSound(CRandomGenerator::getDefault());
 
- 		if (visitSound)
 
- 			ENGINE->sound().playSound(visitSound.value());
 
- 	}
 
- }
 
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	localState->addWanderingHero(hero);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	if(castleInt)
 
- 		ENGINE->sound().playSound(soundBase::newBuilding);
 
- }
 
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
 
- {
 
- 	if(castleInt)
 
- 		castleInt->close();
 
- 	castleInt = nullptr;
 
- 	auto newCastleInt = std::make_shared<CCastleInterface>(town);
 
- 	ENGINE->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 : ENGINE->windows().findWindows<IMarketHolder>())
 
- 			ctw->updateExperience();
 
- 	}
 
- 	else
 
- 	{
 
- 		adventureInt->onHeroChanged(hero);
 
- 	}
 
- }
 
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto cuw : ENGINE->windows().findWindows<IMarketHolder>())
 
- 		cuw->updateSecondarySkills();
 
- 	localState->verifyPath(hero);
 
- 	adventureInt->onHeroChanged(hero);// secondary skill can change primary skill / mana limit
 
- }
 
- 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);
 
- 	invalidatePaths();
 
- }
 
- void CPlayerInterface::receivedResource()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto mw : ENGINE->windows().findWindows<IMarketHolder>())
 
- 		mw->updateResources();
 
- 	ENGINE->windows().totalRedraw();
 
- }
 
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	ENGINE->sound().playSound(soundBase::heroNewLevel);
 
- 	ENGINE->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();
 
- 	ENGINE->sound().playSound(soundBase::heroNewLevel);
 
- 	ENGINE->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 : ENGINE->windows().findWindows<IGarrisonHolder>())
 
- 		if (cgh->holdsGarrison(town))
 
- 			cgh->updateGarrisons();
 
- 	for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
 
- 		ki->townChanged(town);
 
- 	// Perform totalRedraw to update hero list on adventure map, if any dialogs are open
 
- 	ENGINE->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)
 
- 		{
 
- 			localState->verifyPath(hero);
 
- 			adventureInt->onHeroChanged(hero);
 
- 			if(hero->inTownGarrison && hero->visitedTown != town)
 
- 				adventureInt->onTownChanged(hero->visitedTown);
 
- 		}
 
- 	}
 
- 	for (auto cgh : ENGINE->windows().findWindows<IGarrisonHolder>())
 
- 		if (cgh->holdsGarrisons(objs))
 
- 			cgh->updateGarrisons();
 
- 	ENGINE->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:
 
- 				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
 
- 		ENGINE->windows().totalRedraw();
 
- 	}
 
- 	for (auto cgh : ENGINE->windows().findWindows<ITownHolder>())
 
- 		cgh->buildChanged();
 
- }
 
- void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
 
- {
 
- 	movementController->onBattleStarted();
 
- 	waitForAllDialogs();
 
- }
 
- void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
 
- 	bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
 
- 	if ((replayAllowed && useQuickCombat) || forceQuickCombat)
 
- 	{
 
- 		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 
- 		AutocombatPreferences autocombatPreferences = AutocombatPreferences();
 
- 		autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
 
- 		autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
 
- 		autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
 
- 		isAutoFightOn = true;
 
- 		cb->registerBattleInterface(autofightingAI);
 
- 	}
 
- 	waitForAllDialogs();
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- }
 
- void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	for(auto & info : units)
 
- 	{
 
- 		switch(info.operation)
 
- 		{
 
- 		case UnitChanges::EOperation::RESET_STATE:
 
- 			{
 
- 				const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
 
- 				if(!stack)
 
- 				{
 
- 					logGlobal->error("Invalid unit ID %d", info.id);
 
- 					continue;
 
- 				}
 
- 				battleInt->stackReset(stack);
 
- 			}
 
- 			break;
 
- 		case UnitChanges::EOperation::REMOVE:
 
- 			battleInt->stackRemoved(info.id);
 
- 			break;
 
- 		case UnitChanges::EOperation::ADD:
 
- 			{
 
- 				const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
 
- 				if(!unit)
 
- 				{
 
- 					logGlobal->error("Invalid unit ID %d", info.id);
 
- 					continue;
 
- 				}
 
- 				battleInt->stackAdded(unit);
 
- 			}
 
- 			break;
 
- 		default:
 
- 			logGlobal->error("Unknown unit operation %d", (int)info.operation);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
 
- 	std::vector<ObstacleChanges> removedObstacles;
 
- 	for(auto & change : obstacles)
 
- 	{
 
- 		if(change.operation == BattleChanges::EOperation::ADD)
 
- 		{
 
- 			auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
 
- 			if(instance)
 
- 				newObstacles.push_back(instance);
 
- 			else
 
- 				logNetwork->error("Invalid obstacle instance %d", change.id);
 
- 		}
 
- 		if(change.operation == BattleChanges::EOperation::REMOVE)
 
- 			removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
 
- 	}
 
- 	if (!newObstacles.empty())
 
- 		battleInt->obstaclePlaced(newObstacles);
 
- 	if (!removedObstacles.empty())
 
- 		battleInt->obstacleRemoved(removedObstacles);
 
- 	battleInt->fieldController->redrawBackgroundWithHexes();
 
- }
 
- void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->stackIsCatapulting(ca);
 
- }
 
- void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->newRound();
 
- }
 
- void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->startAction(action);
 
- }
 
- void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->endAction(action);
 
- }
 
- void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	logGlobal->trace("Awaiting command for %s", stack->nodeName());
 
- 	assert(!cb->getBattle(battleID)->battleIsFinished());
 
- 	if (cb->getBattle(battleID)->battleIsFinished())
 
- 	{
 
- 		logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
 
- 		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 
- 		return ;
 
- 	}
 
- 	if (autofightingAI)
 
- 	{
 
- 		if (isAutoFightOn)
 
- 		{
 
- 			//FIXME: we want client rendering to proceed while AI is making actions
 
- 			// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
 
- 			auto unlockInterface = vstd::makeUnlockGuard(ENGINE->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;
 
- 			ENGINE->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, const BattleHexArray & 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 = GAME->interface()->cb->getHero(ObjectInstanceID(bte.additionalInfo));
 
- 		battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
 
- 	}
 
- }
 
- void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	std::vector<StackAttackedInfo> arg;
 
- 	for(auto & elem : bsa)
 
- 	{
 
- 		const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
 
- 		const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
 
- 		assert(defender);
 
- 		StackAttackedInfo     info;
 
- 		info.defender       = defender;
 
- 		info.attacker       = attacker;
 
- 		info.damageDealt    = elem.damageAmount;
 
- 		info.amountKilled   = elem.killedAmount;
 
- 		info.spellEffect    = SpellID::NONE;
 
- 		info.indirectAttack = ranged;
 
- 		info.killed         = elem.killed();
 
- 		info.rebirth        = elem.willRebirth();
 
- 		info.cloneKilled    = elem.cloneKilled();
 
- 		info.fireShield     = elem.fireShield();
 
- 		if (elem.isSpell())
 
- 			info.spellEffect = elem.spellID;
 
- 		arg.push_back(info);
 
- 	}
 
- 	battleInt->stacksAreAttacked(arg);
 
- }
 
- void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	StackAttackInfo info;
 
- 	info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
 
- 	info.defender = nullptr;
 
- 	info.indirectAttack = ba->shot();
 
- 	info.lucky = ba->lucky();
 
- 	info.unlucky = ba->unlucky();
 
- 	info.deathBlow = ba->deathBlow();
 
- 	info.lifeDrain = ba->lifeDrain();
 
- 	info.tile = ba->tile;
 
- 	info.spellEffect = SpellID::NONE;
 
- 	if (ba->spellLike())
 
- 		info.spellEffect = ba->spellID;
 
- 	for(auto & elem : ba->bsa)
 
- 	{
 
- 		if(!elem.isSecondary())
 
- 		{
 
- 			assert(info.defender == nullptr);
 
- 			info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
 
- 		}
 
- 		else
 
- 		{
 
- 			info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
 
- 		}
 
- 	}
 
- 	assert(info.defender != nullptr || (info.spellEffect != SpellID::NONE && info.indirectAttack));
 
- 	assert(info.attacker != nullptr);
 
- 	battleInt->stackAttacking(info);
 
- }
 
- void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->gateStateChanged(state);
 
- }
 
- void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- }
 
- void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
 
- 	auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
 
- 	if(autoTryHover || type == EInfoWindowMode::INFO)
 
- 	{
 
- 		waitWhileDialog(); //Fix for mantis #98
 
- 		adventureInt->showInfoBoxMessage(components, text, timer);
 
- 		// abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
 
- 		movementController->requestMovementAbort();
 
- 		if (makingTurn && ENGINE->windows().count() > 0 && GAME->interface() == this)
 
- 			ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
 
- 		return;
 
- 	}
 
- 	if (settings["session"]["autoSkip"].Bool() && !ENGINE->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 GAME->interface()=%d", playerID % text % (this==GAME->interface()));
 
- 	waitWhileDialog();
 
- 	if (settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
 
- 	{
 
- 		return;
 
- 	}
 
- 	std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
 
- 	if ((makingTurn || (battleInt && battleInt->curInt && battleInt->curInt.get() == this)) && ENGINE->windows().count() > 0 && GAME->interface() == this)
 
- 	{
 
- 		ENGINE->sound().playSound(static_cast<soundBase::soundID>(soundID));
 
- 		showingDialog->setBusy();
 
- 		movementController->requestMovementAbort(); // interrupt movement to show dialog
 
- 		ENGINE->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();
 
- 	GAME->interface()->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();
 
- 	ENGINE->sound().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;
 
- 		ENGINE->windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
 
- 		intComps[0]->clickPressed(ENGINE->getCursorPosition());
 
- 		intComps[0]->clickReleased(ENGINE->getCursorPosition());
 
- 	}
 
- }
 
- void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
 
- }
 
- void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	std::vector<ObjectInstanceID> objectGuiOrdered = objects;
 
- 	std::map<ObjectInstanceID, int> townOrder;
 
- 	auto ownedTowns = localState->getOwnedTowns();
 
- 	for (int i = 0; i < ownedTowns.size(); ++i)
 
- 		townOrder[ownedTowns[i]->id] = i;
 
- 	auto townComparator = [&townOrder](const ObjectInstanceID & left, const ObjectInstanceID & right){
 
- 		uint32_t leftIndex= townOrder.count(left) ? townOrder.at(left) : std::numeric_limits<uint32_t>::max();
 
- 		uint32_t rightIndex = townOrder.count(right) ? townOrder.at(right) : std::numeric_limits<uint32_t>::max();
 
- 		return leftIndex < rightIndex;
 
- 	};
 
- 	std::stable_sort(objectGuiOrdered.begin(), objectGuiOrdered.end(), townComparator);
 
- 	auto selectCallback = [=](int selection)
 
- 	{
 
- 		cb->sendQueryReply(selection, askID);
 
- 	};
 
- 	auto cancelCallback = [=]()
 
- 	{
 
- 		cb->sendQueryReply(std::nullopt, askID);
 
- 	};
 
- 	const std::string localTitle = title.toString();
 
- 	const std::string localDescription = description.toString();
 
- 	std::vector<int> tempList;
 
- 	tempList.reserve(objectGuiOrdered.size());
 
- 	for(const auto & item : objectGuiOrdered)
 
- 		tempList.push_back(item.getNum());
 
- 	CComponent localIconC(icon);
 
- 	std::shared_ptr<CIntObject> localIcon = localIconC.image;
 
- 	localIconC.removeChild(localIcon.get(), false);
 
- 	std::vector<std::shared_ptr<IImage>> images;
 
- 	for(const auto & obj : objectGuiOrdered)
 
- 	{
 
- 		if(!settings["general"]["enableUiEnhancements"].Bool())
 
- 			break;
 
- 		const CGTownInstance * t = dynamic_cast<const CGTownInstance *>(cb->getObj(obj));
 
- 		if(t)
 
- 		{
 
- 			auto image = ENGINE->renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE);
 
- 			image->scaleTo(Point(35, 23), EScalingAlgorithm::NEAREST);
 
- 			images.push_back(image);
 
- 		}
 
- 	}
 
- 	auto wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback, 0, images);
 
- 	wnd->onExit = cancelCallback;
 
- 	wnd->onPopup = [this, objectGuiOrdered](int index) { CRClickPopup::createAndPush(cb->getObj(objectGuiOrdered[index]), ENGINE->getCursorPosition()); };
 
- 	wnd->onClicked = [this, objectGuiOrdered](int index) { adventureInt->centerOnObject(cb->getObj(objectGuiOrdered[index])); ENGINE->windows().totalRedraw(); };
 
- 	ENGINE->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)
 
- {
 
- 	ENGINE->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 : ENGINE->windows().findWindows<CFortScreen>())
 
- 			fortScreen->creaturesChangedEventHandler();
 
- 		for (auto castleInterface : ENGINE->windows().findWindows<CCastleInterface>())
 
- 			if(castleInterface->town == town)
 
- 				castleInterface->creaturesChangedEventHandler();
 
- 		if (townObj)
 
- 			for (auto ki : ENGINE->windows().findWindows<CKingdomInterface>())
 
- 				ki->townChanged(townObj);
 
- 	}
 
- 	else if(town && ENGINE->windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
 
- 		||  town->ID == Obj::CREATURE_GENERATOR4  ||  town->ID == Obj::WAR_MACHINE_FACTORY))
 
- 	{
 
- 		for (auto crw : ENGINE->windows().findWindows<CRecruitmentWindow>())
 
- 			if (crw->dwelling == town)
 
- 				crw->availableCreaturesChanged();
 
- 	}
 
- }
 
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (bonus.type == BonusType::NONE)
 
- 		return;
 
- 	adventureInt->onHeroChanged(hero);
 
- 	if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
 
- 	{
 
- 		//recalculate paths because hero has lost bonus influencing pathfinding
 
- 		localState->erasePath(hero);
 
- 	}
 
- }
 
- void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	if (!GAME->interface()->makingTurn)
 
- 		return;
 
- 	assert(h);
 
- 	assert(!showingDialog->isBusy());
 
- 	assert(dialogs.empty());
 
- 	if (!h)
 
- 		return; //can't find hero
 
- 	//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
 
- 	if (showingDialog->isBusy() || !dialogs.empty())
 
- 		return;
 
- 	if (localState->isHeroSleeping(h))
 
- 		localState->setHeroAwaken(h);
 
- 	movementController->requestMovementStart(h, path);
 
- }
 
- void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto onEnd = [=](){ cb->selectionMade(0, queryID); };
 
- 	if (movementController->isHeroMovingThroughGarrison(down, up))
 
- 	{
 
- 		onEnd();
 
- 		return;
 
- 	}
 
- 	waitForAllDialogs();
 
- 	auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
 
- 	cgw->quit->addCallback(onEnd);
 
- 	ENGINE->windows().pushWindow(cgw);
 
- }
 
- void CPlayerInterface::requestRealized( PackageApplied *pa )
 
- {
 
- 	if(pa->packType == CTypeList::getInstance().getTypeID<MoveHero>(nullptr))
 
- 		movementController->onMoveHeroApplied();
 
- 	if(pa->packType == CTypeList::getInstance().getTypeID<QueryReply>(nullptr))
 
- 		movementController->onQueryReplyApplied();
 
- }
 
- void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
 
- {
 
- 	heroExchangeStarted(hero1, hero2, QueryID(-1));
 
- }
 
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	ENGINE->windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
 
- }
 
- void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop)
 
- {
 
- 	if (sop->what == ObjProperty::OWNER)
 
- 	{
 
- 		const CGObjectInstance * obj = cb->getObj(sop->id);
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			auto town = static_cast<const CGTownInstance *>(obj);
 
- 			if(obj->tempOwner == playerID)
 
- 			{
 
- 				localState->removeOwnedTown(town);
 
- 				adventureInt->onTownChanged(town);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (sop->what == ObjProperty::OWNER)
 
- 	{
 
- 		const CGObjectInstance * obj = cb->getObj(sop->id);
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			auto town = static_cast<const CGTownInstance *>(obj);
 
- 			if(obj->tempOwner == playerID)
 
- 			{
 
- 				localState->addOwnedTown(town);
 
- 				adventureInt->onTownChanged(town);
 
- 			}
 
- 		}
 
- 		//redraw minimap if owner changed
 
- 		std::set<int3> pos = obj->getBlockedPos();
 
- 		std::unordered_set<int3> upos(pos.begin(), pos.end());
 
- 		adventureInt->onMapTilesChanged(upos);
 
- 		assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
 
- 	}
 
- }
 
- void CPlayerInterface::initializeHeroTownList()
 
- {
 
- 	if(localState->getWanderingHeroes().empty())
 
- 	{
 
- 		for(auto & hero : cb->getHeroesInfo())
 
- 		{
 
- 			if(!hero->inTownGarrison)
 
- 				localState->addWanderingHero(hero);
 
- 		}
 
- 	}
 
- 	if(localState->getOwnedTowns().empty())
 
- 	{
 
- 		for(auto & town : cb->getTownsInfo())
 
- 			localState->addOwnedTown(town);
 
- 	}
 
- 	localState->deserialize(*cb->getPlayerState(playerID)->playerLocalSettings);
 
- 	if(adventureInt)
 
- 		adventureInt->onHeroChanged(nullptr);
 
- }
 
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	auto recruitCb = [=](CreatureID id, int count)
 
- 	{
 
- 		cb->recruitCreatures(dwelling, dst, id, count, -1);
 
- 	};
 
- 	auto closeCb = [=]()
 
- 	{
 
- 		cb->selectionMade(0, queryID);
 
- 	};
 
- 	ENGINE->windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb, closeCb);
 
- }
 
- void CPlayerInterface::waitWhileDialog()
 
- {
 
- 	if (ENGINE->amIGuiThread())
 
- 	{
 
- 		logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
 
- 		return;
 
- 	}
 
- 	auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
 
- 	showingDialog->waitWhileBusy();
 
- }
 
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto state = obj->shipyardStatus();
 
- 	TResources cost;
 
- 	obj->getBoatCost(cost);
 
- 	ENGINE->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
 
- 		&& GAME->interface()->castleInt
 
- 		&&  obj->visitablePos() == GAME->interface()->castleInt->town->bestLocation())
 
- 	{
 
- 		GAME->interface()->castleInt->addBuilding(BuildingID::SHIP);
 
- 	}
 
- }
 
- void CPlayerInterface::centerView (int3 pos, int focusTime)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	ENGINE->cursor().hide();
 
- 	adventureInt->centerOnTile(pos);
 
- 	if (focusTime)
 
- 	{
 
- 		ENGINE->windows().totalRedraw();
 
- 		{
 
- 			IgnoreEvents ignore(*this);
 
- 			auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
 
- 			boost::this_thread::sleep_for(boost::chrono::milliseconds(focusTime));
 
- 		}
 
- 	}
 
- 	ENGINE->cursor().show();
 
- }
 
- void CPlayerInterface::objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(playerID == initiator)
 
- 	{
 
- 		auto removalSound = obj->getRemovalSound(CRandomGenerator::getDefault());
 
- 		if (removalSound)
 
- 		{
 
- 			waitWhileDialog();
 
- 			ENGINE->sound().playSound(removalSound.value());
 
- 		}
 
- 	}
 
- 	GAME->map().waitForOngoingAnimations();
 
- 	if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
 
- 	{
 
- 		const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
 
- 		heroKilled(h);
 
- 	}
 
- 	if(obj->ID == Obj::TOWN && obj->tempOwner == playerID)
 
- 	{
 
- 		const CGTownInstance * t = static_cast<const CGTownInstance *>(obj);
 
- 		townRemoved(t);
 
- 	}
 
- 	ENGINE->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 : ENGINE->windows().findWindows<CKingdomInterface>())
 
- 		ki->heroRemoved();
 
- }
 
- void CPlayerInterface::playerBlocked(int reason, bool start)
 
- {
 
- 	if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
 
- 	{
 
- 		if(GAME->server().howManyPlayerInterfaces() > 1 && GAME->interface() != this && GAME->interface()->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)
 
- 			GAME->setInterfaceInstance(this);
 
- 			ENGINE->curInt = this;
 
- 			adventureInt->onCurrentPlayerChanged(playerID);
 
- 			std::string msg = LIBRARY->generaltexth->translate("vcmi.adventureMap.playerAttacked");
 
- 			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
 
- 			std::vector<std::shared_ptr<CComponent>> cmp;
 
- 			cmp.push_back(std::make_shared<CComponent>(ComponentType::FLAG, playerID));
 
- 			makingTurn = true; //workaround for stiff showInfoDialog implementation
 
- 			showInfoDialog(msg, cmp);
 
- 			waitWhileDialog();
 
- 			makingTurn = false;
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::update()
 
- {
 
- 	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
 
- 	std::shared_lock gsLock(CGameState::mutex);
 
- 	// While mutexes were locked away we may be have stopped being the active interface
 
- 	if (GAME->interface() != this)
 
- 		return;
 
- 	//if there are any waiting dialogs, show them
 
- 	if (makingTurn && !dialogs.empty() && !showingDialog->isBusy())
 
- 	{
 
- 		showingDialog->setBusy();
 
- 		ENGINE->windows().pushWindow(dialogs.front());
 
- 		dialogs.pop_front();
 
- 	}
 
- 	assert(adventureInt);
 
- 	// Handles mouse and key input
 
- 	ENGINE->handleEvents();
 
- 	ENGINE->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(LIBRARY->generaltexth->allTexts[95]);
 
- 		assert(ENGINE->curInt == GAME->interface());
 
- 		auto previousInterface = GAME->interface(); //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
 
- 		GAME->setInterfaceInstance(this); //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
 
- 		ENGINE->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();
 
- 		ENGINE->curInt = previousInterface;
 
- 		GAME->setInterfaceInstance(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);
 
- 	ENGINE->windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
 
- }
 
- void CPlayerInterface::viewWorldMap()
 
- {
 
- 	adventureInt->openWorldView();
 
- }
 
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(ENGINE->windows().topWindow<CSpellWindow>())
 
- 		ENGINE->windows().popWindows(1);
 
- 	if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
 
- 		localState->erasePath(caster);
 
- 	auto castSoundPath = spellID.toSpell()->getCastSound();
 
- 	if(!castSoundPath.empty())
 
- 		ENGINE->sound().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(LIBRARY->generaltexth->allTexts[msgToShow]);
 
- }
 
- void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->newRoundFirst();
 
- }
 
- void CPlayerInterface::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto onWindowClosed = [this, queryID](){
 
- 		cb->selectionMade(0, queryID);
 
- 	};
 
- 	if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
 
- 		ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::ARTIFACT_EXP);
 
- 	else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
 
- 		ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, EMarketMode::CREATURE_EXP);
 
- 	else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
 
- 		ENGINE->windows().createAndPushWindow<CTransformerWindow>(market, visitor, onWindowClosed);
 
- 	else if (!market->availableModes().empty())
 
- 		for(auto mode = EMarketMode::RESOURCE_RESOURCE; mode != EMarketMode::MARKET_AFTER_LAST_PLACEHOLDER; mode = vstd::next(mode, 1))
 
- 		{
 
- 			if(vstd::contains(market->availableModes(), mode))
 
- 			{
 
- 				ENGINE->windows().createAndPushWindow<CMarketWindow>(market, visitor, onWindowClosed, mode);
 
- 				break;
 
- 			}
 
- 		}
 
- 	else
 
- 		onWindowClosed();
 
- }
 
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto onWindowClosed = [this, queryID](){
 
- 		cb->selectionMade(0, queryID);
 
- 	};
 
- 	ENGINE->windows().createAndPushWindow<CUniversityWindow>(visitor, BuildingID::NONE, market, onWindowClosed);
 
- }
 
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	ENGINE->windows().createAndPushWindow<CHillFortWindow>(visitor, object);
 
- }
 
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto cmw : ENGINE->windows().findWindows<IMarketHolder>())
 
- 		cmw->updateArtifacts();
 
- }
 
- void CPlayerInterface::showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto onWindowClosed = [this, queryID](){
 
- 		if (queryID != QueryID::NONE)
 
- 			cb->selectionMade(0, queryID);
 
- 	};
 
- 	ENGINE->windows().createAndPushWindow<CTavernWindow>(object, onWindowClosed);
 
- }
 
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	ENGINE->windows().createAndPushWindow<CThievesGuildWindow>(obj);
 
- }
 
- void CPlayerInterface::showQuestLog()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	ENGINE->windows().createAndPushWindow<CQuestLog>(GAME->interface()->cb->getMyQuests());
 
- }
 
- void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
 
- {
 
- 	if (obj->shipyardStatus() != IBoatGenerator::GOOD)
 
- 	{
 
- 		MetaString txt;
 
- 		obj->getProblemText(txt);
 
- 		showInfoDialog(txt.toString());
 
- 	}
 
- 	else
 
- 		showShipyardDialog(obj);
 
- }
 
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
 
- {
 
- 	artifactController->askToAssemble(al, true, true);
 
- }
 
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(cb->getHero(al.artHolder));
 
- }
 
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(cb->getHero(al.artHolder));
 
- 	artifactController->artifactRemoved();
 
- }
 
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(cb->getHero(dst.artHolder));
 
- 	artifactController->artifactMoved();
 
- }
 
- void CPlayerInterface::bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts)
 
- {
 
- 	artifactController->bulkArtMovementStart(totalNumOfArts, possibleAssemblyNumOfArts);
 
- }
 
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(cb->getHero(al.artHolder));
 
- 	artifactController->artifactAssembled();
 
- }
 
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(cb->getHero(al.artHolder));
 
- 	artifactController->artifactDisassembled();
 
- }
 
- void CPlayerInterface::waitForAllDialogs()
 
- {
 
- 	if (!makingTurn)
 
- 		return;
 
- 	while(!dialogs.empty())
 
- 	{
 
- 		auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
 
- 		boost::this_thread::sleep_for(boost::chrono::milliseconds(5));
 
- 	}
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::proposeLoadingGame()
 
- {
 
- 	showYesNoDialog(
 
- 		LIBRARY->generaltexth->allTexts[68],
 
- 		[]()
 
- 		{
 
- 			GAME->server().endGameplay();
 
- 			CMM->menu->switchToTab("load");
 
- 		},
 
- 		nullptr
 
- 	);
 
- }
 
- bool CPlayerInterface::capturedAllEvents()
 
- {
 
- 	if(movementController->isHeroMoving())
 
- 	{
 
- 		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
 
- 		return true;
 
- 	}
 
- 	bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && GAME->map().hasOngoingAnimations();
 
- 	bool quickCombatOngoing = isAutoFightOn && !battleInt;
 
- 	if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
 
- 	{
 
- 		ENGINE->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;
 
- }
 
 
  |