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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 "windows/CAdvmapInterface.h"#include "battle/CBattleInterface.h"#include "battle/CBattleInterfaceClasses.h"#include "../CCallback.h"#include "windows/CCastleInterface.h"#include "gui/CCursorHandler.h"#include "windows/CKingdomInterface.h"#include "CGameInfo.h"#include "windows/CHeroWindow.h"#include "windows/CCreatureWindow.h"#include "windows/CQuestLog.h"#include "CMessage.h"#include "CPlayerInterface.h"#include "gui/SDL_Extensions.h"#include "widgets/CComponent.h"#include "windows/CTradeWindow.h"#include "windows/CSpellWindow.h"#include "../lib/CConfigHandler.h"#include "battle/CCreatureAnimation.h"#include "Graphics.h"#include "windows/GUIClasses.h"#include "../lib/CArtHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/serializer/CTypeList.h"#include "../lib/serializer/BinaryDeserializer.h"#include "../lib/serializer/BinarySerializer.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/CTownHandler.h"#include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects#include "../lib/CStack.h"#include "../lib/JsonNode.h"#include "CMusicHandler.h"#include "../lib/CondSh.h"#include "../lib/NetPacksBase.h"#include "../lib/NetPacks.h"//todo: remove#include "../lib/mapping/CMap.h"#include "../lib/VCMIDirs.h"#include "mapHandler.h"#include "../lib/CStopWatch.h"#include "../lib/StartInfo.h"#include "../lib/CGameState.h"#include "../lib/CPlayerState.h"#include "../lib/GameConstants.h"#include "gui/CGuiHandler.h"#include "windows/InfoWindows.h"#include "../lib/UnlockGuard.h"#include <SDL.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_COMBATusing namespace CSDL_Ext;void processCommand(const std::string &message, CClient *&client);extern std::queue<SDL_Event> events;extern boost::mutex eventsM;boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;CPlayerInterface * LOCPLINT;CBattleInterface * CPlayerInterface::battleInt;enum  EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movementint CPlayerInterface::howManyPeople = 0;static bool objectBlitOrderSorter(const TerrainTileObject  & a, const TerrainTileObject & b){	return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);}struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>{	const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const	{		return h;	}	const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const	{		return nullptr;	}};CPlayerInterface::CPlayerInterface(PlayerColor Player){	logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());	destinationTeleport = ObjectInstanceID();	destinationTeleportPos = int3(-1);	howManyPeople++;	GH.defActionsDef = 0;	LOCPLINT = this;	curAction = nullptr;	playerID=Player;	human=true;	currentSelection = nullptr;	castleInt = nullptr;	battleInt = nullptr;	makingTurn = false;	showingDialog = new CondSh<bool>(false);	cingconsole = new CInGameConsole();	GH.terminate_cond->set(false);	firstCall = 1; //if loading will be overwritten in serialize	autosaveCount = 0;	isAutoFightOn = false;	duringMovement = false;	ignoreEvents = false;}CPlayerInterface::~CPlayerInterface(){	CCS->soundh->ambientStopAllChannels();	logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());	//howManyPeople--;	delete showingDialog;	delete cingconsole;	if (LOCPLINT == this)		LOCPLINT = nullptr;}void CPlayerInterface::init(std::shared_ptr<CCallback> CB){	cb = CB;	if (!towns.size() && !wanderingHeroes.size())		initializeHeroTownList();	// always recreate advmap interface to avoid possible memory-corruption bugs	if (adventureInt)		delete adventureInt;	adventureInt = new CAdvMapInt();}void CPlayerInterface::yourTurn(){	EVENT_HANDLER_CALLED_BY_CLIENT;	{		boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready		LOCPLINT = this;		GH.curInt = this;		adventureInt->selection = nullptr;		std::string prefix = settings["session"]["saveprefix"].String();		if (firstCall)		{			if (howManyPeople == 1)				adventureInt->setPlayer(playerID);			autosaveCount = getLastIndex(prefix + "Autosave_");			if (firstCall > 0) //new game, not loaded			{				int index = getLastIndex(prefix + "Newgame_");				index %= SAVES_COUNT;				cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));			}			firstCall = 0;		}		else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)		{			LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));			autosaveCount %= 5;		}		if (adventureInt->player != playerID)			adventureInt->setPlayer(playerID);		if (howManyPeople > 1) //hot seat message		{			adventureInt->startHotSeatWait(playerID);			makingTurn = true;			std::string msg = CGI->generaltexth->allTexts[13];			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);			std::vector<CComponent*> cmp;			cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));			showInfoDialog(msg, cmp);		}		else		{			makingTurn = true;			adventureInt->startTurn();		}	}	acceptTurn();}STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid){	TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];	for (auto & elem : hlp.objects)		if (elem.obj && elem.obj->id == hid)		{			elem.rect = r;			return;		}}STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid){	TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];	for (int h=0; h<hlp.objects.size(); ++h)		if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)		{			hlp.objects.erase(hlp.objects.begin()+h);			return;		}}void CPlayerInterface::heroMoved(const TryMoveHero & details){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	if (LOCPLINT != this)		return;	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())		return;	const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero	int3 hp = details.start;	if (!hero)	{		//AI hero left the visible area (we can't obtain info)		//TODO very evil workaround -> retrieve pointer to hero so we could animate it		// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)		const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];		for (auto & elem : tile.objects)			if (elem.obj && elem.obj->id == details.id)				hero = dynamic_cast<const CGHeroInstance *>(elem.obj);		if (!hero) //still nothing...			return;	}	bool directlyAttackingCreature =		details.attackedFrom		&& adventureInt->terrain.currentPath					//in case if movement has been canceled in the meantime and path was already erased		&& adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...	if (makingTurn  &&  hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path	{		updateAmbientSounds();		//We may need to change music - select new track, music handler will change it if needed		CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);		if (details.result == TryMoveHero::TELEPORTATION)		{			if (adventureInt->terrain.currentPath)			{				assert(adventureInt->terrain.currentPath->nodes.size() >= 2);				std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;				if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)					&& (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))				{					//path was between entrance and exit of teleport -> OK, erase node as usual					removeLastNodeFromPath(hero);				}				else				{					//teleport was not along current path, it'll now be invalid (hero is somewhere else)					eraseCurrentPathOf(hero);				}			}			adventureInt->centerOn(hero, true); //actualizing screen pos			adventureInt->minimap.redraw();			adventureInt->heroList.update(hero);			return;	//teleport - no fancy moving animation					//TODO: smooth disappear / appear effect		}		if (hero->pos != details.end //hero didn't change tile but visit succeeded			|| directlyAttackingCreature) // or creature was attacked from endangering tile.		{			eraseCurrentPathOf(hero, false);		}		else if (adventureInt->terrain.currentPath  &&  hero->pos == details.end) //&& hero is moving		{			if (details.start != details.end) //so we don't touch path when revisiting with spacebar				removeLastNodeFromPath(hero);		}	}	if(details.stopMovement()) //hero failed to move	{		hero->isStanding = true;		stillMoveHero.setn(STOP_MOVE);		GH.totalRedraw();		adventureInt->heroList.update(hero);		return;	}	ui32 speed = 0;	if(settings["session"]["spectate"].Bool())	{		if(!settings["session"]["spectate-hero-speed"].isNull())			speed = settings["session"]["spectate-hero-speed"].Integer();	}	else if (makingTurn) // our turn, our hero moves		speed = settings["adventure"]["heroSpeed"].Float();	else		speed = settings["adventure"]["enemySpeed"].Float();	if (speed == 0)	{		//FIXME: is this a proper solution?		CGI->mh->hideObject(hero);		CGI->mh->printObject(hero);		return; // no animation	}	adventureInt->centerOn(hero); //actualizing screen pos	adventureInt->minimap.redraw();	adventureInt->heroList.redraw();	initMovement(details, hero, hp);	//first initializing done	GH.mainFPSmng->framerateDelay(); // after first move	//main moving	for (int i=1; i<32; i+=2*speed)	{		movementPxStep(details, i, hp, hero);#ifndef VCMI_ANDROID		// currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;		// most likely this is connected with the way that this manual animation+framerate handling is solved		adventureInt->updateScreen = true;#endif		adventureInt->show(screen);		{			//evil returns here ...			//todo: get rid of it			logGlobal->trace("before [un]locks in %s", __FUNCTION__);			auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered			GH.mainFPSmng->framerateDelay(); //for animation purposes			logGlobal->trace("after [un]locks in %s", __FUNCTION__);		}		//CSDL_Ext::update(screen);	} //for (int i=1; i<32; i+=4)	//main moving done	//finishing move	finishMovement(details, hp, hero);	hero->isStanding = true;	//move finished	adventureInt->minimap.redraw();	adventureInt->heroList.update(hero);	//check if user cancelled movement	{		boost::unique_lock<boost::mutex> un(eventsM);		while(!events.empty())		{			SDL_Event ev = events.front();			events.pop();			switch(ev.type)			{			case SDL_MOUSEBUTTONDOWN:				stillMoveHero.setn(STOP_MOVE);				break;			case SDL_KEYDOWN:				if (ev.key.keysym.sym < SDLK_F1  ||  ev.key.keysym.sym > SDLK_F15)					stillMoveHero.setn(STOP_MOVE);				break;			}		}	}	if (stillMoveHero.get() == WAITING_MOVE)		stillMoveHero.setn(DURING_MOVE);	// Hero attacked creature directly, set direction to face it.	if (directlyAttackingCreature) {		// Get direction to attacker.		int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);		static const ui8 dirLookup[3][3] = {			{ 1, 2, 3 },			{ 8, 0, 4 },			{ 7, 6, 5 }		};		// FIXME: Avoid const_cast, make moveDir mutable in some other way?		const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];	}}void CPlayerInterface::heroKilled(const CGHeroInstance* hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);	const CArmedInstance *newSelection = nullptr;	if (makingTurn)	{		//find new object for selection: either hero		int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));		if (next >= 0)			newSelection = wanderingHeroes[next];		//or town		if (!newSelection || newSelection == hero)		{			if (towns.empty())				newSelection = nullptr;			else				newSelection = towns.front();		}	}	wanderingHeroes -= hero;	if (vstd::contains(paths, hero))		paths.erase(hero);	adventureInt->heroList.update(hero);	if (makingTurn && newSelection)		adventureInt->select(newSelection, true);	else if (adventureInt->selection == hero)		adventureInt->selection = nullptr;}void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(start && visitedObj->getVisitSound())	{		CCS->soundh->playSound(visitedObj->getVisitSound().get());	}}void CPlayerInterface::heroCreated(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	wanderingHeroes.push_back(hero);	adventureInt->heroList.update(hero);}void CPlayerInterface::openTownWindow(const CGTownInstance * town){	if (castleInt)		castleInt->close();	castleInt = new CCastleInterface(town);	GH.pushInt(castleInt);}int3 CPlayerInterface::repairScreenPos(int3 pos){	if (pos.x<-CGI->mh->frameW)		pos.x = -CGI->mh->frameW;	if (pos.y<-CGI->mh->frameH)		pos.y = -CGI->mh->frameH;	if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)		pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;	if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)		pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;	return pos;}void CPlayerInterface::activateForSpectator(){	adventureInt->state = CAdvMapInt::INGAME;	adventureInt->activate();	adventureInt->minimap.activate();}void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (which == 4)	{		if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))			ctw->setExpToLevel();	}	else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)		updateInfo(hero);}void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){	EVENT_HANDLER_CALLED_BY_CLIENT;	CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());	if (cuw) //university window is open	{		GH.totalRedraw();	}}void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	updateInfo(hero);	if (makingTurn && hero->tempOwner == playerID)		adventureInt->heroList.update(hero);}void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (makingTurn && hero->tempOwner == playerID)		adventureInt->heroList.update(hero);}void CPlayerInterface::receivedResource(){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))		mw->resourceChanged();	GH.totalRedraw();}void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->soundh->playSound(soundBase::heroNewLevel);	CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,										[=](ui32 selection){ cb->selectionMade(selection, queryID); });	GH.pushInt(lw);}void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->soundh->playSound(soundBase::heroNewLevel);	GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)	{		cb->selectionMade(selection, queryID);	}));}void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town){	EVENT_HANDLER_CALLED_BY_CLIENT;	updateInfo(town);	if (town->garrisonHero) //wandering hero moved to the garrison	{		CGI->mh->hideObject(town->garrisonHero);		if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero			wanderingHeroes -= town->garrisonHero;	}	if (town->visitingHero) //hero leaves garrison	{		CGI->mh->printObject(town->visitingHero);		if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero			wanderingHeroes.push_back(town->visitingHero);	}	adventureInt->heroList.update();	adventureInt->updateNextHero(nullptr);	if (CCastleInterface *c = castleInt)	{		c->garr->selectSlot(nullptr);		c->garr->setArmy(town->getUpperArmy(), 0);		c->garr->setArmy(town->visitingHero, 1);		c->garr->recreateSlots();		c->heroes->update();	}	for (IShowActivatable *isa : GH.listInt)	{		CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);		if (ki)		{			ki->townChanged(town);			ki->updateGarrisons();		}	}	GH.totalRedraw();}void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (hero->tempOwner != playerID )		return;	waitWhileDialog();	openTownWindow(town);}void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs){	boost::unique_lock<boost::recursive_mutex> un(*pim);	for (auto object : objs)		updateInfo(object);	for (auto & elem : GH.listInt)	{		CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);		if (cgh)			cgh->updateGarrisons();		if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))		{			if (vstd::contains(objs, cmw->hero))				cmw->garrisonChanged();		}	}	GH.totalRedraw();}void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj){	garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));}void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished{	EVENT_HANDLER_CALLED_BY_CLIENT;	switch (buildingID)	{	case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:	case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:	case BuildingID::RESOURCE_SILO:		updateInfo(town);		break;	}	if (castleInt)	{		castleInt->townlist->update(town);		if (castleInt->town == town)		{			switch(what)			{			case 1:				CCS->soundh->playSound(soundBase::newBuilding);				castleInt->addBuilding(buildingID);				break;			case 2:				castleInt->removeBuilding(buildingID);				break;			}		}	}	adventureInt->townList.update(town);}void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2){	//Don't wait for dialogs when we are non-active hot-seat player	if (LOCPLINT == this)		waitForAllDialogs();}void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (settings["adventure"]["quickCombat"].Bool())	{		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());		autofightingAI->init(cb);		autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);		isAutoFightOn = true;		cb->registerBattleInterface(autofightingAI);		// Player shouldn't be able to move on adventure map if quick combat is going		adventureInt->quickCombatLock();	}	//Don't wait for dialogs when we are non-active hot-seat player	if (LOCPLINT == this)		waitForAllDialogs();	BATTLE_EVENT_POSSIBLE_RETURN;}void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	for(auto & info : units)	{		switch(info.operation)		{		case UnitChanges::EOperation::RESET_STATE:			{				const battle::Unit * unit = cb->battleGetUnitByID(info.id);				if(!unit)				{					logGlobal->error("Invalid unit ID %d", info.id);					continue;				}				auto iter = battleInt->creAnims.find(info.id);				if(iter == battleInt->creAnims.end())				{					logGlobal->error("Unit %d have no animation", info.id);					continue;				}				CCreatureAnimation * animation = iter->second;				if(unit->alive() && animation->isDead())					animation->setType(CCreatureAnim::HOLDING);				//TODO: handle more cases			}			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->unitAdded(unit);			}			break;		default:			logGlobal->error("Unknown unit operation %d", (int)info.operation);			break;		}	}	battleInt->displayCustomEffects(customEffects);	battleInt->displayBattleLog(battleLog);}void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	bool needUpdate = false;	for(auto & change : obstacles)	{		if(change.operation == BattleChanges::EOperation::ADD)		{			auto instance = cb->battleGetObstacleByID(change.id);			if(instance)				battleInt->obstaclePlaced(*instance);			else				logNetwork->error("Invalid obstacle instance %d", change.id);		}		else		{			needUpdate = true;		}	}	if(needUpdate)		//update accessible hexes		battleInt->redrawBackgroundWithHexes(battleInt->activeStack);}void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->stackIsCatapulting(ca);}void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn{	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->newRound(round);}void CPlayerInterface::actionStarted(const BattleAction &action){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	curAction = new BattleAction(action);	battleInt->startAction(curAction);}void CPlayerInterface::actionFinished(const BattleAction &action){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->endAction(curAction);	delete curAction;	curAction = nullptr;}BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack{	THREAD_CREATED_BY_CLIENT;	logGlobal->trace("Awaiting command for %s", stack->nodeName());	auto stackId = stack->ID;	auto stackName = stack->nodeName();	if (autofightingAI)	{		if (isAutoFightOn)		{			auto ret = autofightingAI->activeStack(stack);			if (isAutoFightOn)			{				return ret;			}		}		cb->unregisterBattleInterface(autofightingAI);		autofightingAI.reset();	}	CBattleInterface *b = battleInt;	if(CBattleInterface::givenCommand.get())	{		logGlobal->error("Command buffer must be clean! (we don't want to use old command)");		vstd::clear_pointer(CBattleInterface::givenCommand.data);	}	{		boost::unique_lock<boost::recursive_mutex> un(*pim);		b->stackActivated(stack);		//Regeneration & mana drain go there	}	//wait till BattleInterface sets its command	boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);	while(!CBattleInterface::givenCommand.data)	{		CBattleInterface::givenCommand.cond.wait(lock);		if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)			throw boost::thread_interrupted(); //will shut the thread peacefully	}	//tidy up	BattleAction ret = *(CBattleInterface::givenCommand.data);	vstd::clear_pointer(CBattleInterface::givenCommand.data);	if(ret.actionType == EActionType::CANCEL)	{		if(stackId != ret.stackNumber)			logGlobal->error("Not current active stack action canceled");		logGlobal->trace("Canceled command for %s", stackName);	}	else		logGlobal->trace("Giving command for %s", stackName);	return ret;}void CPlayerInterface::battleEnd(const BattleResult *br){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (isAutoFightOn)	{		isAutoFightOn = false;		cb->unregisterBattleInterface(autofightingAI);		autofightingAI.reset();		adventureInt->quickCombatUnlock();		if (!battleInt)		{			SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);			auto   resWindow = new CBattleResultWindow(*br, temp_rect, *this);			GH.pushInt(resWindow);			// #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);}void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->stackMoved(stack, dest, distance);}void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc ){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->spellCast(sc);}void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse ){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->battleStacksEffectsSet(sse);}void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte){	EVENT_HANDLER_CALLED_BY_CLIENT;	//TODO why is this different (no return on LOPLINT != this) ?	RETURN_IF_QUICK_COMBAT;	battleInt->battleTriggerEffect(bte);}void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog){	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);		if(elem.isEffect())		{			if(defender && !elem.isSecondary())				battleInt->displayEffect(elem.effect, defender->getPosition());		}		if(elem.isSpell())		{			if(defender)				battleInt->displaySpellEffect(elem.spellID, defender->getPosition());		}		//FIXME: why action is deleted during enchanter cast?		bool remoteAttack = false;		if(LOCPLINT->curAction)			remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;		StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};		arg.push_back(to_put);	}	battleInt->stacksAreAttacked(arg, battleLog);}void CPlayerInterface::battleAttack(const BattleAttack * ba){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	assert(curAction);	const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);	if(!attacker)	{		logGlobal->error("Attacking stack not found");		return;	}	if(ba->lucky()) //lucky hit	{		battleInt->console->addText(attacker->formatGeneralMessage(-45));		battleInt->displayEffect(18, attacker->getPosition());		CCS->soundh->playSound(soundBase::GOODLUCK);	}	if(ba->unlucky()) //unlucky hit	{		battleInt->console->addText(attacker->formatGeneralMessage(-44));		battleInt->displayEffect(48, attacker->getPosition());		CCS->soundh->playSound(soundBase::BADLUCK);	}	if(ba->deathBlow())	{		battleInt->console->addText(attacker->formatGeneralMessage(365));		for(auto & elem : ba->bsa)		{			const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);			battleInt->displayEffect(73, attacked->getPosition());		}		CCS->soundh->playSound(soundBase::deathBlow);	}	battleInt->displayCustomEffects(ba->customEffects);	battleInt->waitForAnims();	auto actionTarget = curAction->getTarget(cb.get());	if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))	{		logNetwork->error("Invalid current action: no destination.");		return;	}	if(ba->shot())	{		for(auto & elem : ba->bsa)		{			if(!elem.isSecondary()) //display projectile only for primary target			{				const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);				battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);			}		}	}	else	{		auto attackFrom = actionTarget.at(0).hexValue;		auto attackTarget = actionTarget.at(1).hexValue;		//TODO: use information from BattleAttack but not curAction		int shift = 0;		if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)		{			int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());			int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());			if(distp < distm)				shift = 1;			else				shift = -1;		}		const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);		battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);	}	//battleInt->waitForAnims(); //FIXME: freeze	if(ba->spellLike())	{		//TODO: use information from BattleAttack but not curAction		auto destination = actionTarget.at(0).hexValue;		//display hit animation		SpellID spellID = ba->spellID;		battleInt->displaySpellHit(spellID, destination);	}}void CPlayerInterface::battleGateStateChanged(const EGateState state){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->gateStateChanged(state);}void CPlayerInterface::yourTacticPhase(int distance){	THREAD_CREATED_BY_CLIENT;	while(battleInt && battleInt->tacticsMode)		boost::this_thread::sleep(boost::posix_time::millisec(1));}void CPlayerInterface::showComp(const Component &comp, std::string message){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog(); //Fix for mantis #98	CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);	adventureInt->infoBar.showComponent(comp, message);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())	{		return;	}	std::vector<CComponent*> intComps;	for (auto & component : components)		intComps.push_back(new CComponent(*component));	showInfoDialog(text,intComps,soundID);}void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component){	std::vector<CComponent*> intComps;	intComps.push_back(component);	showInfoDialog(text, intComps, soundBase::sound_todo, true);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps){	LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));	waitWhileDialog();	if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())	{		return;	}	CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);	temp->setDelComps(delComps);	if (makingTurn && GH.listInt.size() && LOCPLINT == this)	{		CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));		showingDialog->set(true);		stopMovement(); // interrupt movement to show dialog		GH.pushInt(temp);	}	else	{		dialogs.push_back(temp);	}}void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text){	EVENT_HANDLER_CALLED_BY_CLIENT;	std::vector<Component*> comps;	for (auto & elem : components)	{		comps.push_back(&elem);	}	std::string str;	text.toString(str);	showInfoDialog(str,comps, 0);	waitWhileDialog();}void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components){	boost::unique_lock<boost::recursive_mutex> un(*pim);	stopMovement();	LOCPLINT->showingDialog->setn(true);	CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);}void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk){	boost::unique_lock<boost::recursive_mutex> un(*pim);	std::vector<Component*> comps;	for (auto & elem : components)	{		comps.push_back(&elem);	}	std::string str;	text.toString(str);	stopMovement();	showingDialog->setn(true);	std::vector<CComponent*> intComps;	for (auto & component : comps)		intComps.push_back(new CComponent(*component));	CInfoWindow::showOkDialog(str, &intComps, onOk, true, 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<CComponent*> intComps;		for (auto & component : components)			intComps.push_back(new CComponent(component)); //will be deleted by close in window		showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, true, intComps);	}	else if (selection)	{		std::vector<CSelectableComponent*> intComps;		for (auto & component : components)			intComps.push_back(new 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;		auto   temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);		GH.pushInt(temp);		intComps[0]->clickLeft(true, false);	}}void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID){	EVENT_HANDLER_CALLED_BY_CLIENT;	int choosenExit = -1;	auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);	if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))		choosenExit = vstd::find_pos(exits, neededExit);	cb->selectionMade(choosenExit, askID);}void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto selectCallback = [=](int selection)	{		JsonNode reply(JsonNode::JsonType::DATA_INTEGER);		reply.Integer() = selection;		cb->sendQueryReply(reply, askID);	};	auto cancelCallback = [=]()	{		JsonNode reply(JsonNode::JsonType::DATA_NULL);		cb->sendQueryReply(reply, askID);	};	const std::string localTitle = title.toString();	const std::string localDescription = description.toString();	std::vector<int> tempList;	tempList.reserve(objects.size());	for(auto item : objects)		tempList.push_back(item.getNum());	CComponent * localIconC = new CComponent(icon);	CIntObject * localIcon = localIconC->image;	localIconC->removeChild(localIcon, false);	delete localIconC;	CObjectListWindow * wnd = new CObjectListWindow(tempList, localIcon, localTitle, localDescription, selectCallback);	wnd->onExit = cancelCallback;	GH.pushInt(wnd);}void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos){	EVENT_HANDLER_CALLED_BY_CLIENT;	//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas	for (auto & po : pos)		adventureInt->minimap.showTile(po);	if (!pos.empty())		GH.totalRedraw();}void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos){	EVENT_HANDLER_CALLED_BY_CLIENT;	for (auto & po : pos)		adventureInt->minimap.hideTile(po);	if (!pos.empty())		GH.totalRedraw();}void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	GH.pushInt(new CHeroWindow(hero));}/*void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if (adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened	{		adventureInt->heroWindow->deactivate();		adventureInt->heroWindow->setHero(hero);		adventureInt->heroWindow->activate();	}	else if (CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open	{		cew->deactivate();		for (int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)		{			if (cew->heroInst[g]->id == hero->id)			{				cew->heroInst[g] = hero;				cew->artifs[g]->updateState = true;				cew->artifs[g]->setHero(hero);				cew->artifs[g]->updateState = false;			}		}		cew->prepareBackground();		cew->activate();	}	else if (CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))	{		if (caw->arts)		{			caw->deactivate();			caw->arts->updateState = true;			caw->arts->setHero(hero);			caw->arts->updateState = false;			caw->activate();		}	}	updateInfo(hero);}*/void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))	{		CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());		if (fs)			fs->creaturesChanged();		for (IShowActivatable *isa : GH.listInt)		{			CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);			if (ki && townObj)				ki->townChanged(townObj);		}	}	else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1		||  town->ID == Obj::CREATURE_GENERATOR4  ||  town->ID == Obj::WAR_MACHINE_FACTORY))	{		CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());		if (crw && crw->dwelling == town)			crw->availableCreaturesChanged();	}}void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (bonus.type == Bonus::NONE)		return;	updateInfo(hero);	if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)	{		//recalculate paths because hero has lost bonus influencing pathfinding		eraseCurrentPathOf(hero, false);	}}template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version ){	if(version < 774 && !h.saving)	{		bool observerInDuelMode;		h & observerInDuelMode;	}	h & wanderingHeroes;	h & towns;	h & sleepingHeroes;	std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest	if (h.saving)	{		for (auto &p : paths)		{			if (p.second.nodes.size())				pathsMap[p.first] = p.second.endPos();			else				logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);		}		h & pathsMap;	}	else	{		h & pathsMap;		if (cb)			for (auto &p : pathsMap)			{				CGPath path;				cb->getPathsInfo(p.first)->getPath(path, p.second);				paths[p.first] = path;				logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());			}	}	h & spellbookSettings;}void CPlayerInterface::saveGame( BinarySerializer & h, const int version ){	EVENT_HANDLER_CALLED_BY_CLIENT;	serializeTempl(h,version);}void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version ){	EVENT_HANDLER_CALLED_BY_CLIENT;	serializeTempl(h,version);	firstCall = -1;}void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path ){	LOG_TRACE(logGlobal);	if (!LOCPLINT->makingTurn)		return;	if (!h)		return; //can't find hero	//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)	if (showingDialog->get() || !dialogs.empty())		return;	setMovementStatus(true);	if (adventureInt && adventureInt->isHeroSleeping(h))	{		adventureInt->sleepWake->clickLeft(true, false);		adventureInt->sleepWake->clickLeft(false, true);		//could've just called		//adventureInt->fsleepWake();		//but no authentic button click/sound ;-)	}	boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));}bool CPlayerInterface::shiftPressed() const{	return isShiftKeyDown();}bool CPlayerInterface::altPressed() const{	return isAltKeyDown();}void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto onEnd = [=](){ cb->selectionMade(0, queryID); };	if (stillMoveHero.get() == DURING_MOVE  && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons	{		onEnd();		return;	}	waitForAllDialogs();	auto  cgw = new CGarrisonWindow(up,down,removableUnits);	cgw->quit->addCallback(onEnd);	GH.pushInt(cgw);}/** * Shows the dialog that appears when right-clicking an artifact that can be assembled * into a combinational one on an artifact screen. Does not require the combination of * artifacts to be legal. * @param artifactID ID of a constituent artifact. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble * is false. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled. */void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo){	const CArtifact &artifact = *CGI->arth->artifacts[artifactID];	std::string text = artifact.Description();	text += "\n\n";	std::vector<CComponent*> scs;	if (assemble) {		const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];		// You possess all of the components to...		text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());		// Picture of assembled artifact at bottom.		auto   sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);		//sc->description = assembledArtifact.Description();		//sc->subtitle = assembledArtifact.Name();		scs.push_back(sc);	} else {		// Do you wish to disassemble this artifact?		text += CGI->generaltexth->allTexts[733];	}	showYesNoDialog(text, onYes, onNo, true, scs);}void CPlayerInterface::requestRealized( PackageApplied *pa ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (pa->packType == typeList.getTypeID<MoveHero>()  &&  stillMoveHero.get() == DURING_MOVE	   && destinationTeleport == ObjectInstanceID())		stillMoveHero.setn(CONTINUE_MOVE);	if (destinationTeleport != ObjectInstanceID()	   && pa->packType == typeList.getTypeID<QueryReply>()	   && stillMoveHero.get() == DURING_MOVE)	{ // After teleportation via CGTeleport object is finished		destinationTeleport = ObjectInstanceID();		destinationTeleportPos = int3(-1);		stillMoveHero.setn(CONTINUE_MOVE);	}}void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query){	EVENT_HANDLER_CALLED_BY_CLIENT;	GH.pushInt(new CExchangeWindow(hero1, hero2, query));}void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop){	EVENT_HANDLER_CALLED_BY_CLIENT;	//redraw minimap if owner changed	if (sop->what == ObjProperty::OWNER)	{		const CGObjectInstance * obj = cb->getObj(sop->id);		std::set<int3> pos = obj->getBlockedPos();		for (auto & po : pos)		{			if (cb->isVisible(po))				adventureInt->minimap.showTile(po);		}		if (obj->ID == Obj::TOWN)		{			if (obj->tempOwner == playerID)				towns.push_back(static_cast<const CGTownInstance *>(obj));			else				towns -= obj;			adventureInt->townList.update();		}		assert(cb->getTownsInfo().size() == towns.size());	}}void CPlayerInterface::initializeHeroTownList(){	std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();	/*	std::vector <const CGHeroInstance *> newWanderingHeroes;	//applying current heroes order to new heroes info	int j;	for (int i = 0; i < wanderingHeroes.size(); i++)		if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)			if (!allHeroes[j]->inTownGarrison)			{				newWanderingHeroes += allHeroes[j];				allHeroes -= allHeroes[j];			}	//all the rest of new heroes go the end of the list	wanderingHeroes.clear();	wanderingHeroes = newWanderingHeroes;	newWanderingHeroes.clear();*/	for (auto & allHeroe : allHeroes)		if (!allHeroe->inTownGarrison)			wanderingHeroes.push_back(allHeroe);	std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();	/*	std::vector<const CGTownInstance*> newTowns;	for (int i = 0; i < towns.size(); i++)		if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)		{			newTowns += allTowns[j];			allTowns -= allTowns[j];		}	towns.clear();	towns = newTowns;	newTowns.clear();*/	for (auto & allTown : allTowns)		towns.push_back(allTown);	if (adventureInt)		adventureInt->updateNextHero(nullptr);}void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };	CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);	GH.pushInt(cr);}void CPlayerInterface::waitWhileDialog(bool unlockPim){	if (GH.amIGuiThread())	{		logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");		return;	}	auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);	boost::unique_lock<boost::mutex> un(showingDialog->mx);	while(showingDialog->data)		showingDialog->cond.wait(un);}void CPlayerInterface::showShipyardDialog(const IShipyard *obj){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto state = obj->shipyardStatus();	std::vector<si32> cost;	obj->getBoatCost(cost);	CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });	GH.pushInt(csw);}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->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())	{		CCS->soundh->playSound(soundBase::newBuilding);		LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);	}}void CPlayerInterface::centerView (int3 pos, int focusTime){	EVENT_HANDLER_CALLED_BY_CLIENT;	waitWhileDialog();	CCS->curh->hide();	adventureInt->centerOn (pos);	if (focusTime)	{		GH.totalRedraw();		{			auto unlockPim = vstd::makeUnlockGuard(*pim);			IgnoreEvents ignore(*this);			SDL_Delay(focusTime);		}	}	CCS->curh->show();}void CPlayerInterface::objectRemoved(const CGObjectInstance * obj){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())	{		waitWhileDialog();		CCS->soundh->playSound(obj->getRemovalSound().get());	}	if(obj->ID == Obj::HERO && obj->tempOwner == playerID)	{		const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);		heroKilled(h);	}}bool CPlayerInterface::ctrlPressed() const{	return isCtrlKeyDown();}const CArmedInstance * CPlayerInterface::getSelection(){	return currentSelection;}void CPlayerInterface::setSelection(const CArmedInstance * obj){	currentSelection = obj;	updateAmbientSounds(true);}void CPlayerInterface::update(){	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);	// While mutexes were locked away we may be have stopped being the active interface	if (LOCPLINT != this)		return;	//if there are any waiting dialogs, show them	if ((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())	{		showingDialog->set(true);		GH.pushInt(dialogs.front());		dialogs.pop_front();	}	//in some conditions we may receive calls before selection is initialized - we must ignore them	if(adventureInt && GH.topInt() == adventureInt		&& (!adventureInt->selection && !settings["session"]["spectate"].Bool()))	{		return;	}	// Handles mouse and key input	GH.updateTime();	GH.handleEvents();	if (!adventureInt || adventureInt->isActive())		GH.simpleRedraw();	else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)		GH.totalRedraw(); //player forces map scrolling though interface is disabled	else		GH.simpleRedraw();}int CPlayerInterface::getLastIndex( std::string namePrefix){	using namespace boost::filesystem;	using namespace boost::algorithm;	path gamesDir = VCMIDirs::get().userSavePath();	std::map<std::time_t, int> dates; //save number => datestamp	const directory_iterator enddir;	if (!exists(gamesDir))		create_directory(gamesDir);	else	for (directory_iterator dir(gamesDir); dir != enddir; ++dir)	{		if (is_regular(dir->status()))		{			std::string name = dir->path().filename().string();			if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))			{				char nr = name[namePrefix.size()];				if (std::isdigit(nr))					dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);			}		}	}	if (!dates.empty())		return (--dates.end())->second; //return latest file number	return 0;}void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp ){	if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl	{		//ho->moveDir = 1;		ho->isStanding = false;		CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));		CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));		CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);		CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t	{		//ho->moveDir = 2;		ho->isStanding = false;		CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr	{		//ho->moveDir = 3;		ho->isStanding = false;		CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));		CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r	{		//ho->moveDir = 4;		ho->isStanding = false;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br	{		//ho->moveDir = 5;		ho->isStanding = false;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);		CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));		CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));		CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b	{		//ho->moveDir = 6;		ho->isStanding = false;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);		CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl	{		//ho->moveDir = 7;		ho->isStanding = false;		CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);		CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);		CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));		CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);	}	else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l	{		//ho->moveDir = 8;		ho->isStanding = false;		CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);		CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);		std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);	}}void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho ){	if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl	{		//setting advmap shift		adventureInt->terrain.moveX = i-32;		adventureInt->terrain.moveY = i-32;		subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);		subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);		subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);		subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);		subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);		subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);	}	else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t	{		//setting advmap shift		adventureInt->terrain.moveY = i-32;		subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);		subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);		subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr	{		//setting advmap shift		adventureInt->terrain.moveX = -i+32;		adventureInt->terrain.moveY = i-32;		subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);		subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);		subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);		subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);		subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);		subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r	{		//setting advmap shift		adventureInt->terrain.moveX = -i+32;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);		subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);		subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br	{		//setting advmap shift		adventureInt->terrain.moveX = -i+32;		adventureInt->terrain.moveY = -i+32;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);		subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);		subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);		subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);		subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);		subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);		subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);	}	else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b	{		//setting advmap shift		adventureInt->terrain.moveY = -i+32;		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);		subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);		subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);		subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);	}	else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl	{		//setting advmap shift		adventureInt->terrain.moveX = i-32;		adventureInt->terrain.moveY = -i+32;		subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);		subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);		subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);		subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);		subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);		subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);	}	else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l	{		//setting advmap shift		adventureInt->terrain.moveX = i-32;		subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);		subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);		subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);		subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);		subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);		subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);		subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);		subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);	}}void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ){	adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;	if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl	{		delObjRect(hp.x, hp.y-2, hp.z, ho->id);		delObjRect(hp.x, hp.y-1, hp.z, ho->id);		delObjRect(hp.x, hp.y, hp.z, ho->id);		delObjRect(hp.x-1, hp.y, hp.z, ho->id);		delObjRect(hp.x-2, hp.y, hp.z, ho->id);		delObjRect(hp.x-3, hp.y, hp.z, ho->id);	}	else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t	{		delObjRect(hp.x, hp.y, hp.z, ho->id);		delObjRect(hp.x-1, hp.y, hp.z, ho->id);		delObjRect(hp.x-2, hp.y, hp.z, ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr	{		delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);		delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);		delObjRect(hp.x+1, hp.y, hp.z, ho->id);		delObjRect(hp.x, hp.y, hp.z, ho->id);		delObjRect(hp.x-1, hp.y, hp.z, ho->id);		delObjRect(hp.x-2, hp.y, hp.z, ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r	{		delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-2, hp.y, hp.z, ho->id);	}	else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br	{		delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);		delObjRect(hp.x-2, hp.y, hp.z, ho->id);		delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);		delObjRect(hp.x, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);	}	else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b	{		delObjRect(hp.x, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);	}	else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl	{		delObjRect(hp.x, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);		delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);		delObjRect(hp.x, hp.y, hp.z, ho->id);		delObjRect(hp.x, hp.y+1, hp.z, ho->id);	}	else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l	{		delObjRect(hp.x, hp.y-1, hp.z, ho->id);		delObjRect(hp.x, hp.y, hp.z, ho->id);	}	//restoring good rects	subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);	subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);	subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);	subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);	subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);	subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);	//restoring good order of objects	std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);	std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);	std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);	std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);	std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);	std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);}void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult ){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (player == playerID)	{		if (victoryLossCheckResult.loss())			showInfoDialog(CGI->generaltexth->allTexts[95]);		if (LOCPLINT == this)		{			GH.curInt = this; //waiting for dialogs requires this to get events			waitForAllDialogs(); //wait till all dialogs are displayed and closed		}		--howManyPeople;		if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated		{			if (adventureInt)			{				GH.terminate_cond->setn(true);				adventureInt->deactivate();				if (GH.topInt() == adventureInt)					GH.popInt(adventureInt);				delete adventureInt;				adventureInt = nullptr;			}		}		if (cb->getStartInfo()->mode == StartInfo::CAMPAIGN)		{			// if you lose the campaign go back to the main menu			// campaign wins are handled in proposeNextMission			if (victoryLossCheckResult.loss()) requestReturningToMainMenu();		}		else		{			if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated			{				requestReturningToMainMenu();			}			else if (victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won			{				requestReturningToMainMenu();			}		}		if (GH.curInt == this) GH.curInt = nullptr;	}	else	{		if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost		{			std::string str = victoryLossCheckResult.messageToSelf;			boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);			showInfoDialog(str, std::vector<CComponent*>(1, new 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.pushInt(new CPuzzleWindow(grailPos, ratio));}void CPlayerInterface::viewWorldMap(){	adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);}void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID){	EVENT_HANDLER_CALLED_BY_CLIENT;	if(dynamic_cast<CSpellWindow *>(GH.topInt()))		GH.popIntTotally(GH.topInt());	if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)		eraseCurrentPathOf(caster, false);	const CSpell * spell = CGI->spellh->objects.at(spellID);	if(spellID == SpellID::VIEW_EARTH)	{		//TODO: implement on server side		int level = caster->getSpellSchoolLevel(spell);		adventureInt->worldViewOptions.showAllTerrain = (level>2);	}	auto castSoundPath = spell->getCastSound();	if(!castSoundPath.empty())		CCS->soundh->playSound(castSoundPath);}void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath){	if (checkForExistanceOfPath)	{		assert(vstd::contains(paths, ho));	}	else if (!vstd::contains(paths, ho))	{		return;	}	assert(ho == adventureInt->selection);	paths.erase(ho);	adventureInt->terrain.currentPath = nullptr;	adventureInt->updateMoveHero(ho, false);}void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho){	adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);	if (adventureInt->terrain.currentPath->nodes.size() < 2)  //if it was the last one, remove entire path and path with only one tile is not a real path		eraseCurrentPathOf(ho);}CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h){	if (vstd::contains(paths,h)) //hero has assigned path	{		CGPath &path = paths[h];		if (!path.nodes.size())		{			logGlobal->warn("Warning: empty path found...");			paths.erase(h);		}		else		{			assert(h->getPosition(false) == path.startPos());			//update the hero path in case of something has changed on map			if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))				return &path;			else				paths.erase(h);		}	}	return nullptr;}void CPlayerInterface::acceptTurn(){	bool centerView = true;	if (settings["session"]["autoSkip"].Bool())	{		centerView = false;		while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))			iw->close();	}	waitWhileDialog();	if (howManyPeople > 1)		adventureInt->startTurn();	adventureInt->heroList.update();	adventureInt->townList.update();	const CGHeroInstance * heroToSelect = nullptr;	// find first non-sleeping hero	for (auto hero : wanderingHeroes)	{		if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())		{			heroToSelect = hero;			break;		}	}	//select first hero if available.	if (heroToSelect != nullptr)	{		adventureInt->select(heroToSelect, centerView);	}	else if (towns.size())		adventureInt->select(towns.front(), centerView);	else		adventureInt->select(wanderingHeroes.front());	//show new day animation and sound on infobar	adventureInt->infoBar.showDate();	adventureInt->updateNextHero(nullptr);	adventureInt->showAll(screen);	if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())	{		if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))			iw->close();		adventureInt->fendTurn();	}	// warn player if he has no town	if (cb->howManyTowns() == 0)	{		auto playerColor = *cb->getPlayerID();		std::vector<Component> components;		components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));		MetaString text;		const auto & optDaysWithoutCastle = cb->getPlayer(playerColor)->daysWithoutCastle;		if(optDaysWithoutCastle)		{			auto daysWithoutCastle = optDaysWithoutCastle.get();			if (daysWithoutCastle < 6)			{				text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.				text.addReplacement(MetaString::COLOR, playerColor.getNum());				text.addReplacement(7 - daysWithoutCastle);			}			else if (daysWithoutCastle == 6)			{				text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.				text.addReplacement(MetaString::COLOR, playerColor.getNum());			}			showInfoDialogAndWait(components, text);		}		else			logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");	}}void CPlayerInterface::tryDiggging(const CGHeroInstance *h){	std::string hlp;	CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);	auto isDiggingPossible = h->diggingStatus();	if (hlp.length())		isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig	int msgToShow = -1;	switch(isDiggingPossible)	{	case EDiggingStatus::CAN_DIG:		break;	case EDiggingStatus::LACK_OF_MOVEMENT:		msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."		break;	case EDiggingStatus::TILE_OCCUPIED:		msgToShow = 97; //Try searching on clear ground.		break;	case EDiggingStatus::WRONG_TERRAIN:		msgToShow = 60; ////Try looking on land!		break;	default:		assert(0);	}	if (msgToShow < 0)		cb->dig(h);	else		showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);}void CPlayerInterface::updateInfo(const CGObjectInstance * specific){	adventureInt->infoBar.showSelection();}void CPlayerInterface::battleNewRoundFirst( int round ){	EVENT_HANDLER_CALLED_BY_CLIENT;	BATTLE_EVENT_POSSIBLE_RETURN;	battleInt->newRoundFirst(round);}void CPlayerInterface::stopMovement(){	if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement		stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped}void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)	{		//EEMarketMode mode = market->availableModes().front();		if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)			GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));		else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)			GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));	}	else		GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));}void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto  cuw = new CUniversityWindow(visitor, market);	GH.pushInt(cuw);}void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto  chfw = new CHillFortWindow(visitor, object);	GH.pushInt(chfw);}void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))		cmw->artifactsChanged(false);}void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto  tv = new CTavernWindow(townOrTavern);	GH.pushInt(tv);}void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj){	EVENT_HANDLER_CALLED_BY_CLIENT;	auto  tgw = new CThievesGuildWindow(obj);	GH.pushInt(tgw);}void CPlayerInterface::showQuestLog(){	EVENT_HANDLER_CALLED_BY_CLIENT;	CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());	GH.pushInt (ql);}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(){	sendCustomEvent(RETURN_TO_MAIN_MENU);	CCS->soundh->ambientStopAllChannels();	cb->unregisterAllInterfaces();}void CPlayerInterface::sendCustomEvent( int code ){	CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);}void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){	EVENT_HANDLER_CALLED_BY_CLIENT;	garrisonChanged(location.army);}void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType){	EVENT_HANDLER_CALLED_BY_CLIENT;	garrisonChanged(location.army);}void CPlayerInterface::stacksErased(const StackLocation &location){	EVENT_HANDLER_CALLED_BY_CLIENT;	garrisonChanged(location.army);}void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){	EVENT_HANDLER_CALLED_BY_CLIENT;	std::vector<const CGObjectInstance *> objects;	objects.push_back(loc1.army);	if (loc2.army != loc1.army)		objects.push_back(loc2.army);	garrisonsChanged(objects);}void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack){	EVENT_HANDLER_CALLED_BY_CLIENT;	garrisonChanged(location.army);}void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){	EVENT_HANDLER_CALLED_BY_CLIENT;	std::vector<const CGObjectInstance *> objects;	objects.push_back(src.army);	if (src.army != dst.army)		objects.push_back(dst.army);	garrisonsChanged(objects);}void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al){	auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);	if(hero)	{		auto art = hero->getArt(al.slot);		if(art == nullptr)		{			logGlobal->error("artifact location %d points to nothing",			                 al.slot.num);			return;		}		CHeroArtPlace::askToAssemble(art, al.slot, hero);	}}void CPlayerInterface::artifactPut(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->infoBar.showSelection();	askToAssembleArtifact(al);}void CPlayerInterface::artifactRemoved(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->infoBar.showSelection();	for (IShowActivatable *isa : GH.listInt)	{		auto artWin = dynamic_cast<CArtifactHolder*>(isa);		if (artWin)			artWin->artifactRemoved(al);	}}void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->infoBar.showSelection();	for (IShowActivatable *isa : GH.listInt)	{		auto artWin = dynamic_cast<CArtifactHolder*>(isa);		if (artWin)			artWin->artifactMoved(src, dst);	}	askToAssembleArtifact(dst);}void CPlayerInterface::artifactAssembled(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->infoBar.showSelection();	for (IShowActivatable *isa : GH.listInt)	{		auto artWin = dynamic_cast<CArtifactHolder*>(isa);		if (artWin)			artWin->artifactAssembled(al);	}}void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al){	EVENT_HANDLER_CALLED_BY_CLIENT;	adventureInt->infoBar.showSelection();	for (IShowActivatable *isa : GH.listInt)	{		auto artWin = dynamic_cast<CArtifactHolder*>(isa);		if (artWin)			artWin->artifactDisassembled(al);	}}void CPlayerInterface::playerStartsTurn(PlayerColor player){	EVENT_HANDLER_CALLED_BY_CLIENT;	if (!vstd::contains (GH.listInt, adventureInt))	{		GH.popInts (GH.listInt.size()); //after map load - remove everything else		GH.pushInt (adventureInt);	}	else	{		adventureInt->infoBar.showSelection();		while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer			GH.popInts(1);	}	if (howManyPeople == 1)	{		GH.curInt = this;		adventureInt->startTurn();	}	if (player != playerID && this == LOCPLINT)	{		waitWhileDialog();		adventureInt->aiTurnStarted();	}}void CPlayerInterface::waitForAllDialogs(bool unlockPim){	while(!dialogs.empty())	{		auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);		SDL_Delay(5);	}	waitWhileDialog(unlockPim);}void CPlayerInterface::proposeLoadingGame(){	showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);}CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting(){	spellbookLastPageBattle = spellbokLastPageAdvmap = 0;	spellbookLastTabBattle = spellbookLastTabAdvmap = 4;}bool CPlayerInterface::capturedAllEvents(){	if (duringMovement)	{		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.		return true;	}	if (ignoreEvents)	{		boost::unique_lock<boost::mutex> un(eventsM);		while(!events.empty())		{			events.pop();		}		return true;	}	return false;}void CPlayerInterface::setMovementStatus(bool value){	duringMovement = value;	if (value)	{		CCS->curh->hide();	}	else	{		CCS->curh->show();	}}void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path){	int i = 1;	auto getObj = [&](int3 coord, bool ignoreHero)	{		return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);	};	auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool	{		if (action != CGPathNode::TELEPORT_NORMAL &&			action != CGPathNode::TELEPORT_BLOCKING_VISIT &&			action != CGPathNode::TELEPORT_BATTLE)		{			return false;		}		return true;	};	auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *	{		if (CGTeleport::isConnected(currentObject, nextObjectTop))			return nextObjectTop;		if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&			CGTeleport::isConnected(currentObject, nextObject))		{			return nextObject;		}		return nullptr;	};	boost::unique_lock<boost::mutex> un(stillMoveHero.mx);	stillMoveHero.data = CONTINUE_MOVE;	auto doMovement = [&](int3 dst, bool transit)	{		stillMoveHero.data = WAITING_MOVE;		cb->moveHero(h, dst, transit);		while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)			stillMoveHero.cond.wait(un);	};	{		path.convert(0);		ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet		ETerrainType newTerrain;		int sh = -1;		auto canStop = [&](CGPathNode * node) -> bool		{			if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)				return true;			if (node->accessible == CGPathNode::ACCESSIBLE)				return true;			return false;		};		for (i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)		{			int3 currentCoord = path.nodes[i].coord;			int3 nextCoord = path.nodes[i-1].coord;			auto currentObject = getObj(currentCoord, currentCoord == h->pos);			auto nextObjectTop = getObj(nextCoord, false);			auto nextObject = getObj(nextCoord, true);			auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);			if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)			{				CCS->soundh->stopSound(sh);				destinationTeleport = destTeleportObj->id;				destinationTeleportPos = nextCoord;				doMovement(h->pos, false);				if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)				{					destinationTeleport = ObjectInstanceID();					destinationTeleportPos = int3(-1);				}				sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);				continue;			}			if (path.nodes[i-1].turns)			{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)				stillMoveHero.data = STOP_MOVE;				break;			}			// Start a new sound for the hero movement or let the existing one carry on.#if 0			// TODO			if (hero is flying && sh == -1)				sh = CCS->soundh->playSound(soundBase::horseFlying, -1);#endif			{				newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;				if (newTerrain != currentTerrain)				{					CCS->soundh->stopSound(sh);					sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);					currentTerrain = newTerrain;				}			}			assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all			int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);			logGlobal->trace("Requesting hero movement to %s", endpos.toString());			bool useTransit = false;			if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless				&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))					|| CGTeleport::isTeleport(nextObjectTop)))			{ // Hero should be able to go through object if it's allow transit				useTransit = true;			}			else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)				useTransit = true;			doMovement(endpos, useTransit);			logGlobal->trace("Resuming %s", __FUNCTION__);			bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));			if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)				break;		}		CCS->soundh->stopSound(sh);	}	//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement	if (!showingDialog->get())		GH.fakeMouseMove();	//todo: this should be in main thread	if (adventureInt)	{		// (i == 0) means hero went through all the path		adventureInt->updateMoveHero(h, (i != 0));		adventureInt->updateNextHero(h);	}	setMovementStatus(false);}void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions){	EVENT_HANDLER_CALLED_BY_CLIENT;	//TODO: showWorldViewEx	std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));	viewWorldMap();}void CPlayerInterface::updateAmbientSounds(bool resetAll){	if(castleInt || battleInt || !makingTurn || !currentSelection)	{		CCS->soundh->ambientStopAllChannels();		return;	}	else if(!dynamic_cast<CAdvMapInt *>(GH.topInt()))	{		return;	}	if(resetAll)		CCS->soundh->ambientStopAllChannels();	std::map<std::string, int> currentSounds;	auto updateSounds = [&](std::string soundId, int distance) -> void	{		if(vstd::contains(currentSounds, soundId))			currentSounds[soundId] = std::max(currentSounds[soundId], distance);		else			currentSounds.insert(std::make_pair(soundId, distance));	};	int3 pos = currentSelection->getSightCenter();	std::unordered_set<int3, ShashInt3> tiles;	cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);	for(int3 tile : tiles)	{		int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);		// We want sound for every special terrain on tile and not just one on top		for(auto & ttObj : CGI->mh->ttiles[tile.x][tile.y][tile.z].objects)		{			if(ttObj.ambientSound)				updateSounds(ttObj.ambientSound.get(), dist);		}		if(CGI->mh->map->isCoastalTile(tile))			updateSounds("LOOPOCEA", dist);	}	CCS->soundh->ambientUpdateChannels(currentSounds);}
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