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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 "adventureMap/AdventureMapInterface.h"#include "mapView/mapHandler.h"#include "adventureMap/CList.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 "eventsSDL/InputHandler.h"#include "mainmenu/CMainMenu.h"#include "gui/CursorHandler.h"#include "windows/CKingdomInterface.h"#include "CGameInfo.h"#include "PlayerLocalState.h"#include "CMT.h"#include "windows/CHeroWindow.h"#include "windows/CCreatureWindow.h"#include "windows/CQuestLog.h"#include "windows/CPuzzleWindow.h"#include "widgets/CComponent.h"#include "widgets/CGarrisonInt.h"#include "widgets/Buttons.h"#include "windows/CTradeWindow.h"#include "windows/CSpellWindow.h"#include "../lib/CConfigHandler.h"#include "windows/GUIClasses.h"#include "render/CAnimation.h"#include "render/IImage.h"#include "../lib/CArtHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/bonuses/CBonusSystemNode.h"#include "../lib/bonuses/Limiters.h"#include "../lib/bonuses/Updaters.h"#include "../lib/bonuses/Propagators.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/CGTownInstance.h"#include "../lib/mapObjects/MiscObjects.h"#include "../lib/mapObjects/ObjectTemplate.h"#include "../lib/mapping/CMapHeader.h"#include "../lib/pathfinder/CGPathNode.h"#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/VCMIDirs.h"#include "../lib/CStopWatch.h"#include "../lib/StartInfo.h"#include "../lib/CPlayerState.h"#include "../lib/GameConstants.h"#include "gui/CGuiHandler.h"#include "gui/WindowHandler.h"#include "windows/InfoWindows.h"#include "../lib/UnlockGuard.h"#include "../lib/RoadHandler.h"#include "../lib/TerrainHandler.h"#include "CServerHandler.h"// FIXME: only needed for CGameState::mutex#include "../lib/gameState/CGameState.h"#include "eventsSDL/NotificationHandler.h"#include "adventureMap/CInGameConsole.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_COMBATboost::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 movementstruct 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)){	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;	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;	numOfMovedArts = 0;}CPlayerInterface::~CPlayerInterface(){	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->musich->loadTerrainMusicThemes();	initializeHeroTownList();	// always recreate advmap interface to avoid possible memory-corruption bugs	adventureInt.reset(new AdventureMapInterface());}void CPlayerInterface::playerStartsTurn(PlayerColor player){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(GH.windows().findWindows<AdventureMapInterface>().empty())	{		// after map load - remove all active windows and replace them with adventure map		GH.windows().clear();		GH.windows().pushWindow(adventureInt);	}	// remove all dialogs that do not expect query answer	while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())		GH.windows().popWindows(1);	if (player != playerID && LOCPLINT == this)	{		waitWhileDialog();		bool isHuman = cb->getStartInfo()->playerInfos.count(player) && cb->getStartInfo()->playerInfos.at(player).isControlledByHuman();		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())			{				prefix = cb->getMapHeader()->name.substr(0, 5) + "_";			}		}		autosaveCount++;		int autosaveCountLimit = settings["general"]["autosaveCountLimit"].Integer();		if(autosaveCountLimit > 0)		{			cb->save("Saves/" + prefix + "Autosave_" + 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/" + prefix + "Autosave_" + stringifiedDate);		}	}}void CPlayerInterface::yourTurn(){	EVENT_HANDLER_CALLED_BY_CLIENT;	{		LOCPLINT = this;		GH.curInt = this;		NotificationHandler::notify("Your turn");		if(settings["general"]["startTurnAutosave"].Bool())		{			performAutosave();		}		if (CSH->howManyPlayerInterfaces() > 1) //hot seat message		{			adventureInt->onHotseatWaitStarted(playerID);			makingTurn = true;			std::string msg = CGI->generaltexth->allTexts[13];			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);			std::vector<std::shared_ptr<CComponent>> cmp;			cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));			showInfoDialog(msg, cmp);		}		else		{			makingTurn = true;			adventureInt->onPlayerTurnStarted(playerID);		}	}	acceptTurn();}void CPlayerInterface::acceptTurn(){	if (settings["session"]["autoSkip"].Bool())	{		while(auto iw = GH.windows().topWindow<CInfoWindow>())			iw->close();	}	if(CSH->howManyPlayerInterfaces() > 1)	{		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(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);		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.replaceLocalString(EMetaText::COLOR, playerColor.getNum());				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.replaceLocalString(EMetaText::COLOR, playerColor.getNum());			}			showInfoDialogAndWait(components, text);		}		else			logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");	}}void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	if(LOCPLINT != this)		return;	//FIXME: read once and store	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())		return;	const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero	if (!hero)		return;	if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)	{		if(hero->getRemovalSound() && hero->tempOwner == playerID)			CCS->soundh->playSound(hero->getRemovalSound().value());	}	std::unordered_set<int3> changedTiles {		hero->convertToVisitablePos(details.start),		hero->convertToVisitablePos(details.end)	};	adventureInt->onMapTilesChanged(changedTiles);	adventureInt->onHeroMovementStarted(hero);	bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;	if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path	{		if(details.result == TryMoveHero::TELEPORTATION)		{			if(localState->hasPath(hero))			{				assert(localState->getPath(hero).nodes.size() >= 2);				auto nodesIt = localState->getPath(hero).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					localState->removeLastNode(hero);				}				else				{					//teleport was not along current path, it'll now be invalid (hero is somewhere else)					localState->erasePath(hero);				}			}		}		if(hero->pos != details.end //hero didn't change tile but visit succeeded			|| directlyAttackingCreature) // or creature was attacked from endangering tile.		{			localState->erasePath(hero);		}		else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving		{			if(details.start != details.end) //so we don't touch path when revisiting with spacebar				localState->removeLastNode(hero);		}	}	if(details.stopMovement()) //hero failed to move	{		stillMoveHero.setn(STOP_MOVE);		adventureInt->onHeroChanged(hero);		return;	}	CGI->mh->waitForOngoingAnimations();	//move finished	adventureInt->onHeroChanged(hero);	//check if user cancelled movement	{		if (GH.input().ignoreEventsUntilInput())			stillMoveHero.setn(STOP_MOVE);	}	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->getNameTranslated() % playerID);	// if hero is not in town garrison	if (vstd::contains(localState->getWanderingHeroes(), hero))		localState->removeWanderingHero(hero);	adventureInt->onHeroChanged(hero);	localState->erasePath(hero);}void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(start && visitedObj)	{		if(visitedObj->getVisitSound())			CCS->soundh->playSound(visitedObj->getVisitSound().value());	}}void CPlayerInterface::heroCreated(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	localState->addWanderingHero(hero);	adventureInt->onHeroChanged(hero);}void CPlayerInterface::openTownWindow(const CGTownInstance * town){	if(castleInt)		castleInt->close();	castleInt = nullptr;	auto newCastleInt = std::make_shared<CCastleInterface>(town);	GH.windows().pushWindow(newCastleInt);}void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (which == 4)	{		for (auto ctw : GH.windows().findWindows<CAltarWindow>())			ctw->setExpToLevel();	}	else		adventureInt->onHeroChanged(hero);}void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto cuw : GH.windows().findWindows<CUniversityWindow>())		cuw->redraw();}void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->onHeroChanged(hero);	if (makingTurn && hero->tempOwner == playerID)		adventureInt->onHeroChanged(hero);	for (auto window : GH.windows().findWindows<BattleWindow>())		window->heroManaPointsChanged(hero);}void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (makingTurn && hero->tempOwner == playerID)		adventureInt->onHeroChanged(hero);}void CPlayerInterface::receivedResource(){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())		mw->resourceChanged();	GH.windows().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.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)	{		cb->selectionMade(selection, queryID);	});}void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->soundh->playSound(soundBase::heroNewLevel);	GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)	{		cb->selectionMade(selection, queryID);	});}void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(town->garrisonHero) //wandering hero moved to the garrison	{		// This method also gets called on hero recruitment -> garrisoned hero is already in garrison		if(town->garrisonHero->tempOwner == playerID && vstd::contains(localState->getWanderingHeroes(), town->garrisonHero))			localState->removeWanderingHero(town->garrisonHero);	}	if(town->visitingHero) //hero leaves garrison	{		// This method also gets called on hero recruitment -> wandering heroes already contains new hero		if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))			localState->addWanderingHero(town->visitingHero);	}	adventureInt->onHeroChanged(nullptr);	adventureInt->onTownChanged(town);	if(castleInt)	{		castleInt->garr->selectSlot(nullptr);		castleInt->garr->setArmy(town->getUpperArmy(), EGarrisonType::UPPER);		castleInt->garr->setArmy(town->visitingHero, EGarrisonType::LOWER);		castleInt->garr->recreateSlots();		castleInt->heroes->update();		// Perform totalRedraw to update hero list on adventure map		GH.windows().totalRedraw();	}	for (auto ki : GH.windows().findWindows<CKingdomInterface>())	{		ki->townChanged(town);		ki->updateGarrisons();		ki->redraw();	}}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)	{		auto * hero = dynamic_cast<const CGHeroInstance*>(object);		auto * town = dynamic_cast<const CGTownInstance*>(object);		if (hero)		{			adventureInt->onHeroChanged(hero);			if(hero->inTownGarrison)			{				adventureInt->onTownChanged(hero->visitedTown);			}		}		if (town)			adventureInt->onTownChanged(town);	}	for (auto cgh : GH.windows().findWindows<IGarrisonHolder>())		cgh->updateGarrisons();	for (auto cmw : GH.windows().findWindows<CTradeWindow>())	{		if (vstd::contains(objs, cmw->hero))			cmw->garrisonChanged();	}	GH.windows().totalRedraw();}void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished{	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->onTownChanged(town);	if (castleInt)	{		castleInt->townlist->updateElement(town);		if (castleInt->town == town)		{			switch(what)			{			case 1:				CCS->soundh->playSound(soundBase::newBuilding);				castleInt->addBuilding(buildingID);				break;			case 2:				castleInt->removeBuilding(buildingID);				break;			}		}		// Perform totalRedraw in order to force redraw of updated town list icon from adventure map		GH.windows().totalRedraw();	}}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, 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());		autofightingAI->initBattleInterface(env, cb);		autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);		isAutoFightOn = true;		cb->registerBattleInterface(autofightingAI);	}	//Don't wait for dialogs when we are non-active hot-seat player	if (LOCPLINT == this)		waitForAllDialogs();	BATTLE_EVENT_POSSIBLE_RETURN;}void CPlayerInterface::battleUnitsChanged(const 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;	std::vector<ObstacleChanges> removedObstacles;	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(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 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;}void CPlayerInterface::activeStack(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->battleIsFinished());	if (cb->battleIsFinished())	{		logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");		cb->battleMakeUnitAction(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 unlockPim = vstd::makeUnlockGuard(*pim);			autofightingAI->activeStack(stack);			return;		}		cb->unregisterBattleInterface(autofightingAI);		autofightingAI.reset();	}	assert(battleInt);	if(!battleInt)	{		// probably battle is finished already		cb->battleMakeUnitAction(BattleAction::makeDefend(stack));	}	{		boost::unique_lock<boost::recursive_mutex> un(*pim);		battleInt->stackActivated(stack);		//Regeneration & mana drain go there	}}void CPlayerInterface::battleEnd(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 != -1;			auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);			if (allowManualReplay)			{				wnd->resultCallback = [=](ui32 selection)				{					cb->selectionMade(selection, queryID);				};			}			GH.windows().pushWindow(wnd);			// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.			// Otherwise NewTurn causes freeze.			waitWhileDialog();			return;		}	}	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->battleFinished(*br, queryID);}void CPlayerInterface::battleLogMessage(const 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;	BATTLE_EVENT_POSSIBLE_RETURN;	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){	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);		if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)			CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));		return;	}	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())	{		return;	}	std::vector<Component> vect = components; //I do not know currently how to avoid copy here	do	{		std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};		std::vector<std::shared_ptr<CComponent>> intComps;		for (auto & component : sender)			intComps.push_back(std::make_shared<CComponent>(component));		showInfoDialog(text,intComps,soundID);		vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));	}	while(!vect.empty());}void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component){	std::vector<std::shared_ptr<CComponent>> intComps;	intComps.push_back(component);	showInfoDialog(text, intComps, soundBase::sound_todo);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID){	LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));	waitWhileDialog();	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())	{		return;	}	std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);	if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)	{		CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));		showingDialog->set(true);		stopMovement(); // interrupt movement to show dialog		GH.windows().pushWindow(temp);	}	else	{		dialogs.push_back(temp);	}}void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text){	EVENT_HANDLER_CALLED_BY_CLIENT;	std::string str = text.toString();	showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);	waitWhileDialog();}void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components){	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.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);		intComps[0]->clickPressed(GH.getCursorPosition());		intComps[0]->clickReleased(GH.getCursorPosition());	}}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.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){	boost::unique_lock<boost::recursive_mutex> un(*pim);	GH.windows().createAndPushWindow<CHeroWindow>(hero);}void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))	{		for (auto fortScreen : GH.windows().findWindows<CFortScreen>())			fortScreen->creaturesChangedEventHandler();		for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())			castleInterface->creaturesChangedEventHandler();		if (townObj)			for (auto ki : GH.windows().findWindows<CKingdomInterface>())				ki->townChanged(townObj);	}	else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1		||  town->ID == Obj::CREATURE_GENERATOR4  ||  town->ID == Obj::WAR_MACHINE_FACTORY))	{		for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())			if (crw->dwelling == town)				crw->availableCreaturesChanged();	}}void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (bonus.type == BonusType::NONE)		return;	adventureInt->onHeroChanged(hero);	if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)	{		//recalculate paths because hero has lost bonus influencing pathfinding		localState->erasePath(hero);	}}void CPlayerInterface::saveGame( BinarySerializer & h, const int version ){	EVENT_HANDLER_CALLED_BY_CLIENT;	localState->serialize(h, version);}void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version ){	EVENT_HANDLER_CALLED_BY_CLIENT;	localState->serialize(h, version);	firstCall = -1;}void CPlayerInterface::moveHero( const CGHeroInstance *h, const 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 (localState->isHeroSleeping(h))		localState->setHeroAwaken(h);	boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,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 (stillMoveHero.get() == DURING_MOVE  && localState->hasPath(down) && localState->getPath(down).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.windows().pushWindow(cgw);}/** * Shows the dialog that appears when right-clicking an artifact that can be assembled * into a combinational one on an artifact screen. Does not require the combination of * artifacts to be legal. */void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes){	std::string text = artifact->getDescriptionTranslated();	text += "\n\n";	std::vector<std::shared_ptr<CComponent>> scs;	if(assembledArtifact)	{		// You possess all of the components to...		text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());		// Picture of assembled artifact at bottom.		auto sc = std::make_shared<CComponent>(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::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2){	heroExchangeStarted(hero1, hero2, QueryID(-1));}void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);}void CPlayerInterface::beforeObjectPropertyChanged(const SetObjectProperty * sop){	if (sop->what == ObjProperty::OWNER)	{		const CGObjectInstance * obj = cb->getObj(sop->id);		if(obj->ID == Obj::TOWN)		{			auto town = static_cast<const CGTownInstance *>(obj);			if(obj->tempOwner == playerID)			{				localState->removeOwnedTown(town);				adventureInt->onTownChanged(town);			}		}	}}void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (sop->what == ObjProperty::OWNER)	{		const CGObjectInstance * obj = cb->getObj(sop->id);		if(obj->ID == Obj::TOWN)		{			auto town = static_cast<const CGTownInstance *>(obj);			if(obj->tempOwner == playerID)			{				localState->addOwnedTown(town);				adventureInt->onTownChanged(town);			}		}		//redraw minimap if owner changed		std::set<int3> pos = obj->getBlockedPos();		std::unordered_set<int3> upos(pos.begin(), pos.end());		adventureInt->onMapTilesChanged(upos);		assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());	}}void CPlayerInterface::initializeHeroTownList(){	if(localState->getWanderingHeroes().empty())	{		for(auto & hero : cb->getHeroesInfo())		{			if(!hero->inTownGarrison)				localState->addWanderingHero(hero);		}	}	if(localState->getOwnedTowns().empty())	{		for(auto & town : cb->getTownsInfo())			localState->addOwnedTown(town);	}	if(adventureInt)		adventureInt->onHeroChanged(nullptr);}void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	auto recruitCb = [=](CreatureID id, int count)	{		LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);	};	GH.windows().createAndPushWindow<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();	TResources cost;	obj->getBoatCost(cost);	GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });}void CPlayerInterface::newObject( const CGObjectInstance * obj ){	EVENT_HANDLER_CALLED_BY_CLIENT;	//we might have built a boat in shipyard in opened town screen	if (obj->ID == Obj::BOAT		&& LOCPLINT->castleInt		&&  obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())	{		CCS->soundh->playSound(soundBase::newBuilding);		LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);	}}void CPlayerInterface::centerView (int3 pos, int focusTime){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->curh->hide();	adventureInt->centerOnTile(pos);	if (focusTime)	{		GH.windows().totalRedraw();		{			auto unlockPim = vstd::makeUnlockGuard(*pim);			IgnoreEvents ignore(*this);			boost::this_thread::sleep(boost::posix_time::milliseconds(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().value());	}	CGI->mh->waitForOngoingAnimations();	if(obj->ID == Obj::HERO && obj->tempOwner == playerID)	{		const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);		heroKilled(h);	}	GH.fakeMouseMove();}void CPlayerInterface::objectRemovedAfter(){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->onMapTilesChanged(boost::none);	// visiting or garrisoned hero removed - recreate castle window	if (castleInt)		openTownWindow(castleInt->town);	for (auto ki : GH.windows().findWindows<CKingdomInterface>())		ki->heroRemoved();}void CPlayerInterface::playerBlocked(int reason, bool start){	if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)	{		if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)		{			//one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)			LOCPLINT = this;			GH.curInt = this;			adventureInt->onCurrentPlayerChanged(playerID);			std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);			std::vector<std::shared_ptr<CComponent>> cmp;			cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));			makingTurn = true; //workaround for stiff showInfoDialog implementation			showInfoDialog(msg, cmp);			makingTurn = false;		}	}}void CPlayerInterface::update(){	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);	// While mutexes were locked away we may be have stopped being the active interface	if (LOCPLINT != this)		return;	//if there are any waiting dialogs, show them	if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())	{		showingDialog->set(true);		GH.windows().pushWindow(dialogs.front());		dialogs.pop_front();	}	assert(adventureInt);	// Handles mouse and key input	GH.handleEvents();	GH.windows().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_file(dir->status()))		{			std::string name = dir->path().filename().string();			if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))			{				char nr = name[namePrefix.size()];				if (std::isdigit(nr))					dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);			}		}	}	if (!dates.empty())		return (--dates.end())->second; //return latest file number	return 0;}void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (player == playerID)	{		if (victoryLossCheckResult.loss())			showInfoDialog(CGI->generaltexth->allTexts[95]);		assert(GH.curInt == LOCPLINT);		auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily		LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday		GH.curInt = this; //waiting for dialogs requires this to get events		if(!makingTurn)		{			makingTurn = true; //also needed for dialog to show with current implementation			waitForAllDialogs();			makingTurn = false;		}		else			waitForAllDialogs();		GH.curInt = previousInterface;		LOCPLINT = previousInterface;		if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated		{			if(adventureInt)			{				GH.terminate_cond->setn(true);				GH.windows().popWindows(GH.windows().count());				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		{			MetaString message = victoryLossCheckResult.messageToSelf;			message.appendLocalString(EMetaText::COLOR, player.getNum());			showInfoDialog(message.toString(), 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.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);}void CPlayerInterface::viewWorldMap(){	adventureInt->openWorldView();}void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(GH.windows().topWindow<CSpellWindow>())		GH.windows().popWindows(1);	if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)		localState->erasePath(caster);	const spells::Spell * spell = CGI->spells()->getByIndex(spellID);	auto castSoundPath = spell->getCastSound();	if(!castSoundPath.empty())		CCS->soundh->playSound(castSoundPath);}void CPlayerInterface::tryDigging(const CGHeroInstance * h){	int msgToShow = -1;	const auto diggingStatus = h->diggingStatus();	switch(diggingStatus)	{	case EDiggingStatus::CAN_DIG:		break;	case EDiggingStatus::LACK_OF_MOVEMENT:		msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."		break;	case EDiggingStatus::TILE_OCCUPIED:		msgToShow = 97; //Try searching on clear ground.		break;	case EDiggingStatus::WRONG_TERRAIN:		msgToShow = 60; ////Try looking on land!		break;	case EDiggingStatus::BACKPACK_IS_FULL:		msgToShow = 247; //Searching for the Grail is fruitless...		break;	default:		assert(0);	}	if(msgToShow < 0)		cb->dig(h);	else		showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);}void CPlayerInterface::battleNewRoundFirst( 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->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)		GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);	else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)		GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);	else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))		GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);	else if(!market->availableModes().empty())		GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());}void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);}void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);}void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())		cmw->artifactsChanged(false);}void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);}void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);}void CPlayerInterface::showQuestLog(){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());}void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj){	if (obj->shipyardStatus() != IBoatGenerator::GOOD)	{		MetaString txt;		obj->getProblemText(txt);		showInfoDialog(txt.toString());	}	else		showShipyardDialog(obj);}void CPlayerInterface::requestReturningToMainMenu(bool won){	if(won && cb->getStartInfo()->campState)		CSH->startCampaignScenario(cb->getStartInfo()->campState);	else	{		GH.dispatchMainThread(			[]()			{				CSH->endGameplay();				GH.defActionsDef = 63;				CMM->menu->switchToTab("main");			}		);	}}void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al){	auto hero = std::visit(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;		}		ArtifactUtilsClient::askToAssemble(hero, al.slot);	}}void CPlayerInterface::artifactPut(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);	adventureInt->onHeroChanged(hero);}void CPlayerInterface::artifactRemoved(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);	adventureInt->onHeroChanged(hero);	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())		artWin->artifactRemoved(al);	waitWhileDialog();}void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);	adventureInt->onHeroChanged(hero);	bool redraw = true;	// If a bulk transfer has arrived, then redrawing only the last art movement.	if(numOfMovedArts != 0)	{		numOfMovedArts--;		if(numOfMovedArts != 0)			redraw = false;	}	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())		artWin->artifactMoved(src, dst, redraw);	waitWhileDialog();}void CPlayerInterface::bulkArtMovementStart(size_t numOfArts){	numOfMovedArts = numOfArts;}void CPlayerInterface::artifactAssembled(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);	adventureInt->onHeroChanged(hero);	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())		artWin->artifactAssembled(al);}void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);	adventureInt->onHeroChanged(hero);	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())		artWin->artifactDisassembled(al);}void CPlayerInterface::waitForAllDialogs(bool unlockPim){	while(!dialogs.empty())	{		auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);		boost::this_thread::sleep(boost::posix_time::milliseconds(5));	}	waitWhileDialog(unlockPim);}void CPlayerInterface::proposeLoadingGame(){	showYesNoDialog(		CGI->generaltexth->allTexts[68],		[]()		{			GH.dispatchMainThread(				[]()				{					CSH->endGameplay();					GH.defActionsDef = 63;					CMM->menu->switchToTab("load");				}			);		},		nullptr	);}bool CPlayerInterface::capturedAllEvents(){	if(duringMovement)	{		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.		return true;	}	bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();	bool quickCombatOngoing = isAutoFightOn && !battleInt;	if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )	{		GH.input().ignoreEventsUntilInput();		return true;	}	return false;}void CPlayerInterface::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 = [&](EPathNodeAction action) -> bool	{		if (action != EPathNodeAction::TELEPORT_NORMAL &&			action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&			action != EPathNodeAction::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);		int soundChannel = -1;		std::string soundName;		auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> std::string		{			if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)				return "";			if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)				return "";			if (moveType == EPathNodeAction::BLOCKING_VISIT)				return "";			// flying movement sound			if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))				return "HORSE10.wav";			auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));			auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));			auto prevRoad = prevTile->roadType;			auto nextRoad = nextTile->roadType;			bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;			if (movingOnRoad)				return nextTile->terType->horseSound;			else				return nextTile->terType->horseSoundPenalty;		};		auto canStop = [&](CGPathNode * node) -> bool		{			if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)				return true;			if (node->accessible == EPathAccessibility::ACCESSIBLE)				return true;			return false;		};		for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)		{			int3 prevCoord = path.nodes[i].coord;			int3 nextCoord = path.nodes[i-1].coord;			auto prevObject = getObj(prevCoord, prevCoord == h->pos);			auto nextObjectTop = getObj(nextCoord, false);			auto nextObject = getObj(nextCoord, true);			auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);			if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)			{				CCS->soundh->stopSound(soundChannel);				destinationTeleport = destTeleportObj->id;				destinationTeleportPos = nextCoord;				doMovement(h->pos, false);				if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT					|| path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)				{					destinationTeleport = ObjectInstanceID();					destinationTeleportPos = int3(-1);				}				if(i != path.nodes.size() - 1)				{					soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);					if (!soundName.empty())						soundChannel = CCS->soundh->playSound(soundName, -1);					else						soundChannel = -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.				std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);				if(newSoundName != soundName)				{					soundName = newSoundName;					CCS->soundh->stopSound(soundChannel);					if (!soundName.empty())						soundChannel = CCS->soundh->playSound(soundName, -1);					else						soundChannel = -1;				}			}			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(soundChannel);	}	//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();	CGI->mh->waitForOngoingAnimations();	setMovementStatus(false);}void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->openWorldView(objectPositions, showTerrain );}
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