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							- /*
 
-  * CPlayerInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CPlayerInterface.h"
 
- #include <vcmi/Artifact.h>
 
- #include "adventureMap/AdventureMapInterface.h"
 
- #include "mapView/mapHandler.h"
 
- #include "adventureMap/CList.h"
 
- #include "battle/BattleInterface.h"
 
- #include "battle/BattleEffectsController.h"
 
- #include "battle/BattleFieldController.h"
 
- #include "battle/BattleInterfaceClasses.h"
 
- #include "battle/BattleWindow.h"
 
- #include "../CCallback.h"
 
- #include "windows/CCastleInterface.h"
 
- #include "eventsSDL/InputHandler.h"
 
- #include "gui/CursorHandler.h"
 
- #include "windows/CKingdomInterface.h"
 
- #include "CGameInfo.h"
 
- #include "PlayerLocalState.h"
 
- #include "CMT.h"
 
- #include "windows/CHeroWindow.h"
 
- #include "windows/CCreatureWindow.h"
 
- #include "windows/CQuestLog.h"
 
- #include "windows/CPuzzleWindow.h"
 
- #include "widgets/CComponent.h"
 
- #include "widgets/Buttons.h"
 
- #include "windows/CTradeWindow.h"
 
- #include "windows/CSpellWindow.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "windows/GUIClasses.h"
 
- #include "render/CAnimation.h"
 
- #include "render/IImage.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/bonuses/CBonusSystemNode.h"
 
- #include "../lib/bonuses/Limiters.h"
 
- #include "../lib/bonuses/Updaters.h"
 
- #include "../lib/bonuses/Propagators.h"
 
- #include "../lib/serializer/CTypeList.h"
 
- #include "../lib/serializer/BinaryDeserializer.h"
 
- #include "../lib/serializer/BinarySerializer.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/mapObjects/MiscObjects.h"
 
- #include "../lib/mapObjects/ObjectTemplate.h"
 
- #include "../lib/pathfinder/CGPathNode.h"
 
- #include "../lib/CStack.h"
 
- #include "../lib/JsonNode.h"
 
- #include "CMusicHandler.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/NetPacksBase.h"
 
- #include "../lib/NetPacks.h"//todo: remove
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/CStopWatch.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/GameConstants.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/WindowHandler.h"
 
- #include "windows/InfoWindows.h"
 
- #include "../lib/UnlockGuard.h"
 
- #include "../lib/RoadHandler.h"
 
- #include "../lib/TerrainHandler.h"
 
- #include "CServerHandler.h"
 
- // FIXME: only needed for CGameState::mutex
 
- #include "../lib/CGameState.h"
 
- #include "eventsSDL/NotificationHandler.h"
 
- #include "adventureMap/CInGameConsole.h"
 
- // The macro below is used to mark functions that are called by client when game state changes.
 
- // They all assume that CPlayerInterface::pim mutex is locked.
 
- #define EVENT_HANDLER_CALLED_BY_CLIENT
 
- // The macro marks functions that are run on a new thread by client.
 
- // They do not own any mutexes intiially.
 
- #define THREAD_CREATED_BY_CLIENT
 
- #define RETURN_IF_QUICK_COMBAT		\
 
- 	if (isAutoFightOn && !battleInt)	\
 
- 		return;
 
- #define BATTLE_EVENT_POSSIBLE_RETURN\
 
- 	if (LOCPLINT != this)			\
 
- 		return;						\
 
- 	RETURN_IF_QUICK_COMBAT
 
- boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
 
- CPlayerInterface * LOCPLINT;
 
- std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
 
- enum  EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
 
- CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
 
- struct HeroObjectRetriever
 
- {
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
 
- 	{
 
- 		return h;
 
- 	}
 
- 	const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- };
 
- CPlayerInterface::CPlayerInterface(PlayerColor Player):
 
- 	localState(std::make_unique<PlayerLocalState>(*this))
 
- {
 
- 	logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
 
- 	destinationTeleport = ObjectInstanceID();
 
- 	destinationTeleportPos = int3(-1);
 
- 	GH.defActionsDef = 0;
 
- 	LOCPLINT = this;
 
- 	curAction = nullptr;
 
- 	playerID=Player;
 
- 	human=true;
 
- 	battleInt = nullptr;
 
- 	castleInt = nullptr;
 
- 	makingTurn = false;
 
- 	showingDialog = new CondSh<bool>(false);
 
- 	cingconsole = new CInGameConsole();
 
- 	GH.terminate_cond->set(false);
 
- 	firstCall = 1; //if loading will be overwritten in serialize
 
- 	autosaveCount = 0;
 
- 	isAutoFightOn = false;
 
- 	duringMovement = false;
 
- 	ignoreEvents = false;
 
- 	numOfMovedArts = 0;
 
- }
 
- CPlayerInterface::~CPlayerInterface()
 
- {
 
- 	logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
 
- 	delete showingDialog;
 
- 	delete cingconsole;
 
- 	if (LOCPLINT == this)
 
- 		LOCPLINT = nullptr;
 
- }
 
- void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
 
- {
 
- 	cb = CB;
 
- 	env = ENV;
 
- 	CCS->musich->loadTerrainMusicThemes();
 
- 	initializeHeroTownList();
 
- 	// always recreate advmap interface to avoid possible memory-corruption bugs
 
- 	adventureInt.reset(new AdventureMapInterface());
 
- }
 
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(GH.windows().findWindows<AdventureMapInterface>().empty())
 
- 	{
 
- 		// after map load - remove all active windows and replace them with adventure map
 
- 		GH.windows().clear();
 
- 		GH.windows().pushWindow(adventureInt);
 
- 	}
 
- 	// remove all dialogs that do not expect query answer
 
- 	while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
 
- 		GH.windows().popWindows(1);
 
- 	if (player != playerID && LOCPLINT == this)
 
- 	{
 
- 		waitWhileDialog();
 
- 		adventureInt->onEnemyTurnStarted(player);
 
- 	}
 
- }
 
- void CPlayerInterface::performAutosave()
 
- {
 
- 	std::string prefix = settings["session"]["saveprefix"].String();
 
- 	int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
 
- 	if(firstCall)
 
- 	{
 
- 		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_" + std::to_string(index + 1));
 
- 		}
 
- 		firstCall = 0;
 
- 	}
 
- 	else if(frequency > 0 && cb->getDate() % frequency == 0)
 
- 	{
 
- 		cb->save("Saves/" + prefix + "Autosave_" + std::to_string(autosaveCount++ + 1));
 
- 		autosaveCount %= 5;
 
- 	}
 
- }
 
- void CPlayerInterface::yourTurn()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	{
 
- 		LOCPLINT = this;
 
- 		GH.curInt = this;
 
- 		NotificationHandler::notify("Your turn");
 
- 		performAutosave();
 
- 		if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
 
- 		{
 
- 			adventureInt->onHotseatWaitStarted(playerID);
 
- 			makingTurn = true;
 
- 			std::string msg = CGI->generaltexth->allTexts[13];
 
- 			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
 
- 			std::vector<std::shared_ptr<CComponent>> cmp;
 
- 			cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
 
- 			showInfoDialog(msg, cmp);
 
- 		}
 
- 		else
 
- 		{
 
- 			makingTurn = true;
 
- 			adventureInt->onPlayerTurnStarted(playerID);
 
- 		}
 
- 	}
 
- 	acceptTurn();
 
- }
 
- void CPlayerInterface::acceptTurn()
 
- {
 
- 	if (settings["session"]["autoSkip"].Bool())
 
- 	{
 
- 		while(auto iw = GH.windows().topWindow<CInfoWindow>())
 
- 			iw->close();
 
- 	}
 
- 	if(CSH->howManyPlayerInterfaces() > 1)
 
- 	{
 
- 		waitWhileDialog(); // wait for player to accept turn in hot-seat mode
 
- 		adventureInt->onPlayerTurnStarted(playerID);
 
- 	}
 
- 	// warn player if he has no town
 
- 	if (cb->howManyTowns() == 0)
 
- 	{
 
- 		auto playerColor = *cb->getPlayerID();
 
- 		std::vector<Component> components;
 
- 		components.emplace_back(Component::EComponentType::FLAG, playerColor.getNum(), 0, 0);
 
- 		MetaString text;
 
- 		const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
 
- 		if(optDaysWithoutCastle)
 
- 		{
 
- 			auto daysWithoutCastle = optDaysWithoutCastle.value();
 
- 			if (daysWithoutCastle < 6)
 
- 			{
 
- 				text.appendLocalString(EMetaText::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
 
- 				text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
 
- 				text.replaceNumber(7 - daysWithoutCastle);
 
- 			}
 
- 			else if (daysWithoutCastle == 6)
 
- 			{
 
- 				text.appendLocalString(EMetaText::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
 
- 				text.replaceLocalString(EMetaText::COLOR, playerColor.getNum());
 
- 			}
 
- 			showInfoDialogAndWait(components, text);
 
- 		}
 
- 		else
 
- 			logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
 
- 	}
 
- }
 
- void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	if(LOCPLINT != this)
 
- 		return;
 
- 	//FIXME: read once and store
 
- 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
 
- 		return;
 
- 	const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
 
- 	if (!hero)
 
- 		return;
 
- 	if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
 
- 	{
 
- 		if(hero->getRemovalSound() && hero->tempOwner == playerID)
 
- 			CCS->soundh->playSound(hero->getRemovalSound().value());
 
- 	}
 
- 	std::unordered_set<int3> changedTiles {
 
- 		hero->convertToVisitablePos(details.start),
 
- 		hero->convertToVisitablePos(details.end)
 
- 	};
 
- 	adventureInt->onMapTilesChanged(changedTiles);
 
- 	adventureInt->onHeroMovementStarted(hero);
 
- 	bool directlyAttackingCreature = details.attackedFrom && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
 
- 	if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
 
- 	{
 
- 		if(details.result == TryMoveHero::TELEPORTATION)
 
- 		{
 
- 			if(localState->hasPath(hero))
 
- 			{
 
- 				assert(localState->getPath(hero).nodes.size() >= 2);
 
- 				auto nodesIt = localState->getPath(hero).nodes.end() - 1;
 
- 				if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
 
- 					&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
 
- 				{
 
- 					//path was between entrance and exit of teleport -> OK, erase node as usual
 
- 					localState->removeLastNode(hero);
 
- 				}
 
- 				else
 
- 				{
 
- 					//teleport was not along current path, it'll now be invalid (hero is somewhere else)
 
- 					localState->erasePath(hero);
 
- 				}
 
- 			}
 
- 		}
 
- 		if(hero->pos != details.end //hero didn't change tile but visit succeeded
 
- 			|| directlyAttackingCreature) // or creature was attacked from endangering tile.
 
- 		{
 
- 			localState->erasePath(hero);
 
- 		}
 
- 		else if(localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
 
- 		{
 
- 			if(details.start != details.end) //so we don't touch path when revisiting with spacebar
 
- 				localState->removeLastNode(hero);
 
- 		}
 
- 	}
 
- 	if(details.stopMovement()) //hero failed to move
 
- 	{
 
- 		stillMoveHero.setn(STOP_MOVE);
 
- 		adventureInt->onHeroChanged(hero);
 
- 		return;
 
- 	}
 
- 	CGI->mh->waitForOngoingAnimations();
 
- 	//move finished
 
- 	adventureInt->onHeroChanged(hero);
 
- 	//check if user cancelled movement
 
- 	{
 
- 		if (GH.input().ignoreEventsUntilInput())
 
- 			stillMoveHero.setn(STOP_MOVE);
 
- 	}
 
- 	if (stillMoveHero.get() == WAITING_MOVE)
 
- 		stillMoveHero.setn(DURING_MOVE);
 
- 	// Hero attacked creature directly, set direction to face it.
 
- 	if (directlyAttackingCreature) {
 
- 		// Get direction to attacker.
 
- 		int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
 
- 		static const ui8 dirLookup[3][3] = {
 
- 			{ 1, 2, 3 },
 
- 			{ 8, 0, 4 },
 
- 			{ 7, 6, 5 }
 
- 		};
 
- 		// FIXME: Avoid const_cast, make moveDir mutable in some other way?
 
- 		const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
 
- 	}
 
- }
 
- void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
 
- 	localState->removeWanderingHero(hero);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	localState->erasePath(hero);
 
- }
 
- void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(start && visitedObj)
 
- 	{
 
- 		if(visitedObj->getVisitSound())
 
- 			CCS->soundh->playSound(visitedObj->getVisitSound().value());
 
- 	}
 
- }
 
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	localState->addWanderingHero(hero);
 
- 	adventureInt->onHeroChanged(hero);
 
- }
 
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
 
- {
 
- 	if(castleInt)
 
- 		castleInt->close();
 
- 	castleInt = nullptr;
 
- 	auto newCastleInt = std::make_shared<CCastleInterface>(town);
 
- 	GH.windows().pushWindow(newCastleInt);
 
- }
 
- void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (which == 4)
 
- 	{
 
- 		for (auto ctw : GH.windows().findWindows<CAltarWindow>())
 
- 			ctw->setExpToLevel();
 
- 	}
 
- 	else
 
- 		adventureInt->onHeroChanged(hero);
 
- }
 
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto cuw : GH.windows().findWindows<CUniversityWindow>())
 
- 		cuw->redraw();
 
- }
 
- void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onHeroChanged(hero);
 
- 	if (makingTurn && hero->tempOwner == playerID)
 
- 		adventureInt->onHeroChanged(hero);
 
- }
 
- void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (makingTurn && hero->tempOwner == playerID)
 
- 		adventureInt->onHeroChanged(hero);
 
- }
 
- void CPlayerInterface::receivedResource()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto mw : GH.windows().findWindows<CMarketplaceWindow>())
 
- 		mw->resourceChanged();
 
- 	GH.windows().totalRedraw();
 
- }
 
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	CCS->soundh->playSound(soundBase::heroNewLevel);
 
- 	GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
 
- 	{
 
- 		cb->selectionMade(selection, queryID);
 
- 	});
 
- }
 
- void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	CCS->soundh->playSound(soundBase::heroNewLevel);
 
- 	GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
 
- 	{
 
- 		cb->selectionMade(selection, queryID);
 
- 	});
 
- }
 
- void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(town->garrisonHero) //wandering hero moved to the garrison
 
- 	{
 
- 		// This method also gets called on hero recruitment -> garrisoned hero is already in garrison
 
- 		if(town->garrisonHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
 
- 			localState->removeWanderingHero(town->garrisonHero);
 
- 	}
 
- 	if(town->visitingHero) //hero leaves garrison
 
- 	{
 
- 		// This method also gets called on hero recruitment -> wandering heroes already contains new hero
 
- 		if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
 
- 			localState->addWanderingHero(town->visitingHero);
 
- 	}
 
- 	adventureInt->onHeroChanged(nullptr);
 
- 	adventureInt->onTownChanged(town);
 
- 	if(castleInt)
 
- 	{
 
- 		castleInt->garr->selectSlot(nullptr);
 
- 		castleInt->garr->setArmy(town->getUpperArmy(), 0);
 
- 		castleInt->garr->setArmy(town->visitingHero, 1);
 
- 		castleInt->garr->recreateSlots();
 
- 		castleInt->heroes->update();
 
- 		castleInt->redraw();
 
- 	}
 
- 	for (auto ki : GH.windows().findWindows<CKingdomInterface>())
 
- 	{
 
- 		ki->townChanged(town);
 
- 		ki->updateGarrisons();
 
- 		ki->redraw();
 
- 	}
 
- }
 
- void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (hero->tempOwner != playerID )
 
- 		return;
 
- 	waitWhileDialog();
 
- 	openTownWindow(town);
 
- }
 
- void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
 
- {
 
- 	std::vector<const CGObjectInstance *> instances;
 
- 	if(auto obj = cb->getObj(id1))
 
- 		instances.push_back(obj);
 
- 	if(id2 != ObjectInstanceID() && id2 != id1)
 
- 	{
 
- 		if(auto obj = cb->getObj(id2))
 
- 			instances.push_back(obj);
 
- 	}
 
- 	garrisonsChanged(instances);
 
- }
 
- void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	for (auto object : objs)
 
- 	{
 
- 		auto * hero = dynamic_cast<const CGHeroInstance*>(object);
 
- 		auto * town = dynamic_cast<const CGTownInstance*>(object);
 
- 		if (hero)
 
- 			adventureInt->onHeroChanged(hero);
 
- 		if (town)
 
- 			adventureInt->onTownChanged(town);
 
- 	}
 
- 	for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
 
- 		cgh->updateGarrisons();
 
- 	for (auto cmw : GH.windows().findWindows<CTradeWindow>())
 
- 	{
 
- 		if (vstd::contains(objs, cmw->hero))
 
- 			cmw->garrisonChanged();
 
- 	}
 
- 	GH.windows().totalRedraw();
 
- }
 
- void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	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->onTownChanged(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;
 
- 	bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
 
- 	lastBattleArmies.first = army1;
 
- 	lastBattleArmies.second = army2;
 
- 	//quick combat with neutral creatures only
 
- 	auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
 
- 	if((!autoBattleResultRefused && !allowBattleReplay && army2_object
 
- 		&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
 
- 		&& settings["adventure"]["quickCombat"].Bool())
 
- 		|| settings["adventure"]["alwaysSkipCombat"].Bool())
 
- 	{
 
- 		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 
- 		autofightingAI->initBattleInterface(env, cb);
 
- 		autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
 
- 		isAutoFightOn = true;
 
- 		cb->registerBattleInterface(autofightingAI);
 
- 		// Player shouldn't be able to move on adventure map if quick combat is going
 
- 		allowBattleReplay = true;
 
- 	}
 
- 	//Don't wait for dialogs when we are non-active hot-seat player
 
- 	if (LOCPLINT == this)
 
- 		waitForAllDialogs();
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- }
 
- void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	for(auto & info : units)
 
- 	{
 
- 		switch(info.operation)
 
- 		{
 
- 		case UnitChanges::EOperation::RESET_STATE:
 
- 			{
 
- 				const CStack * stack = cb->battleGetStackByID(info.id );
 
- 				if(!stack)
 
- 				{
 
- 					logGlobal->error("Invalid unit ID %d", info.id);
 
- 					continue;
 
- 				}
 
- 				battleInt->stackReset(stack);
 
- 			}
 
- 			break;
 
- 		case UnitChanges::EOperation::REMOVE:
 
- 			battleInt->stackRemoved(info.id);
 
- 			break;
 
- 		case UnitChanges::EOperation::ADD:
 
- 			{
 
- 				const CStack * unit = cb->battleGetStackByID(info.id);
 
- 				if(!unit)
 
- 				{
 
- 					logGlobal->error("Invalid unit ID %d", info.id);
 
- 					continue;
 
- 				}
 
- 				battleInt->stackAdded(unit);
 
- 			}
 
- 			break;
 
- 		default:
 
- 			logGlobal->error("Unknown unit operation %d", (int)info.operation);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
 
- 	std::vector<ObstacleChanges> removedObstacles;
 
- 	for(auto & change : obstacles)
 
- 	{
 
- 		if(change.operation == BattleChanges::EOperation::ADD)
 
- 		{
 
- 			auto instance = cb->battleGetObstacleByID(change.id);
 
- 			if(instance)
 
- 				newObstacles.push_back(instance);
 
- 			else
 
- 				logNetwork->error("Invalid obstacle instance %d", change.id);
 
- 		}
 
- 		if(change.operation == BattleChanges::EOperation::REMOVE)
 
- 			removedObstacles.push_back(change); //Obstacles are already removed, so, show animation based on json struct
 
- 	}
 
- 	if (!newObstacles.empty())
 
- 		battleInt->obstaclePlaced(newObstacles);
 
- 	if (!removedObstacles.empty())
 
- 		battleInt->obstacleRemoved(removedObstacles);
 
- 	battleInt->fieldController->redrawBackgroundWithHexes();
 
- }
 
- void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->stackIsCatapulting(ca);
 
- }
 
- void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->newRound(round);
 
- }
 
- void CPlayerInterface::actionStarted(const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	curAction = new BattleAction(action);
 
- 	battleInt->startAction(curAction);
 
- }
 
- void CPlayerInterface::actionFinished(const BattleAction &action)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->endAction(curAction);
 
- 	delete curAction;
 
- 	curAction = nullptr;
 
- }
 
- 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->unitId();
 
- 	auto stackName = stack->nodeName();
 
- 	if (autofightingAI)
 
- 	{
 
- 		if (isAutoFightOn)
 
- 		{
 
- 			auto ret = autofightingAI->activeStack(stack);
 
- 			if(cb->battleIsFinished())
 
- 			{
 
- 				return BattleAction::makeDefend(stack); // battle finished with spellcast
 
- 			}
 
- 			if (isAutoFightOn)
 
- 			{
 
- 				return ret;
 
- 			}
 
- 		}
 
- 		cb->unregisterBattleInterface(autofightingAI);
 
- 		autofightingAI.reset();
 
- 	}
 
- 	assert(battleInt);
 
- 	if(!battleInt)
 
- 	{
 
- 		return BattleAction::makeDefend(stack); // probably battle is finished already
 
- 	}
 
- 	if(BattleInterface::givenCommand.get())
 
- 	{
 
- 		logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
 
- 		vstd::clear_pointer(BattleInterface::givenCommand.data);
 
- 	}
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 		battleInt->stackActivated(stack);
 
- 		//Regeneration & mana drain go there
 
- 	}
 
- 	//wait till BattleInterface sets its command
 
- 	boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
 
- 	while(!BattleInterface::givenCommand.data)
 
- 	{
 
- 		BattleInterface::givenCommand.cond.wait(lock);
 
- 		if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
 
- 			throw boost::thread_interrupted(); //will shut the thread peacefully
 
- 	}
 
- 	//tidy up
 
- 	BattleAction ret = *(BattleInterface::givenCommand.data);
 
- 	vstd::clear_pointer(BattleInterface::givenCommand.data);
 
- 	if(ret.actionType == EActionType::CANCEL)
 
- 	{
 
- 		if(stackId != ret.stackNumber)
 
- 			logGlobal->error("Not current active stack action canceled");
 
- 		logGlobal->trace("Canceled command for %s", stackName);
 
- 	}
 
- 	else
 
- 		logGlobal->trace("Giving command for %s", stackName);
 
- 	return ret;
 
- }
 
- void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(isAutoFightOn || autofightingAI)
 
- 	{
 
- 		isAutoFightOn = false;
 
- 		cb->unregisterBattleInterface(autofightingAI);
 
- 		autofightingAI.reset();
 
- 		if(!battleInt)
 
- 		{
 
- 			bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
 
- 			allowBattleReplay = false;
 
- 			auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
 
- 			wnd->resultCallback = [=](ui32 selection)
 
- 			{
 
- 				cb->selectionMade(selection, queryID);
 
- 			};
 
- 			GH.windows().pushWindow(wnd);
 
- 			// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
 
- 			// Otherwise NewTurn causes freeze.
 
- 			waitWhileDialog();
 
- 			return;
 
- 		}
 
- 	}
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->battleFinished(*br, queryID);
 
- }
 
- void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->displayBattleLog(lines);
 
- }
 
- void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->stackMoved(stack, dest, distance, teleport);
 
- }
 
- void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->spellCast(sc);
 
- }
 
- void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->battleStacksEffectsSet(sse);
 
- }
 
- void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	RETURN_IF_QUICK_COMBAT;
 
- 	battleInt->effectsController->battleTriggerEffect(bte);
 
- }
 
- void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	std::vector<StackAttackedInfo> arg;
 
- 	for(auto & elem : bsa)
 
- 	{
 
- 		const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
 
- 		const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
 
- 		assert(defender);
 
- 		StackAttackedInfo     info;
 
- 		info.defender       = defender;
 
- 		info.attacker       = attacker;
 
- 		info.damageDealt    = elem.damageAmount;
 
- 		info.amountKilled   = elem.killedAmount;
 
- 		info.spellEffect    = SpellID::NONE;
 
- 		info.indirectAttack = ranged;
 
- 		info.killed         = elem.killed();
 
- 		info.rebirth        = elem.willRebirth();
 
- 		info.cloneKilled    = elem.cloneKilled();
 
- 		info.fireShield     = elem.fireShield();
 
- 		if (elem.isSpell())
 
- 			info.spellEffect = elem.spellID;
 
- 		arg.push_back(info);
 
- 	}
 
- 	battleInt->stacksAreAttacked(arg);
 
- }
 
- void CPlayerInterface::battleAttack(const BattleAttack * ba)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	assert(curAction);
 
- 	StackAttackInfo info;
 
- 	info.attacker = cb->battleGetStackByID(ba->stackAttacking);
 
- 	info.defender = nullptr;
 
- 	info.indirectAttack = ba->shot();
 
- 	info.lucky = ba->lucky();
 
- 	info.unlucky = ba->unlucky();
 
- 	info.deathBlow = ba->deathBlow();
 
- 	info.lifeDrain = ba->lifeDrain();
 
- 	info.tile = ba->tile;
 
- 	info.spellEffect = SpellID::NONE;
 
- 	if (ba->spellLike())
 
- 		info.spellEffect = ba->spellID;
 
- 	for(auto & elem : ba->bsa)
 
- 	{
 
- 		if(!elem.isSecondary())
 
- 		{
 
- 			assert(info.defender == nullptr);
 
- 			info.defender = cb->battleGetStackByID(elem.stackAttacked);
 
- 		}
 
- 		else
 
- 		{
 
- 			info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
 
- 		}
 
- 	}
 
- 	assert(info.defender != nullptr);
 
- 	assert(info.attacker != nullptr);
 
- 	battleInt->stackAttacking(info);
 
- }
 
- void CPlayerInterface::battleGateStateChanged(const EGateState state)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->gateStateChanged(state);
 
- }
 
- void CPlayerInterface::yourTacticPhase(int distance)
 
- {
 
- 	THREAD_CREATED_BY_CLIENT;
 
- 	while(battleInt && battleInt->tacticsMode)
 
- 		boost::this_thread::sleep(boost::posix_time::millisec(1));
 
- }
 
- void CPlayerInterface::forceEndTacticPhase()
 
- {
 
- 	if (battleInt)
 
- 		battleInt->tacticsMode = false;
 
- }
 
- void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &text, const std::vector<Component> & components, int soundID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	bool autoTryHover = settings["gameTweaks"]["infoBarPick"].Bool() && type == EInfoWindowMode::AUTO;
 
- 	auto timer = type == EInfoWindowMode::INFO ? 3000 : 4500; //Implement long info windows like in HD mod
 
- 	if(autoTryHover || type == EInfoWindowMode::INFO)
 
- 	{
 
- 		waitWhileDialog(); //Fix for mantis #98
 
- 		adventureInt->showInfoBoxMessage(components, text, timer);
 
- 		if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
 
- 			CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
 
- 		return;
 
- 	}
 
- 	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
 
- 	{
 
- 		return;
 
- 	}
 
- 	std::vector<Component> vect = components; //I do not know currently how to avoid copy here
 
- 	do
 
- 	{
 
- 		std::vector<Component> sender = {vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8))};
 
- 		std::vector<std::shared_ptr<CComponent>> intComps;
 
- 		for (auto & component : sender)
 
- 			intComps.push_back(std::make_shared<CComponent>(component));
 
- 		showInfoDialog(text,intComps,soundID);
 
- 		vect.erase(vect.begin(), vect.begin() + std::min(vect.size(), static_cast<size_t>(8)));
 
- 	}
 
- 	while(!vect.empty());
 
- }
 
- void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
 
- {
 
- 	std::vector<std::shared_ptr<CComponent>> intComps;
 
- 	intComps.push_back(component);
 
- 	showInfoDialog(text, intComps, soundBase::sound_todo);
 
- }
 
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
 
- {
 
- 	LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
 
- 	waitWhileDialog();
 
- 	if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
 
- 	{
 
- 		return;
 
- 	}
 
- 	std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
 
- 	if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
 
- 	{
 
- 		CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
 
- 		showingDialog->set(true);
 
- 		stopMovement(); // interrupt movement to show dialog
 
- 		GH.windows().pushWindow(temp);
 
- 	}
 
- 	else
 
- 	{
 
- 		dialogs.push_back(temp);
 
- 	}
 
- }
 
- void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	std::string str = text.toString();
 
- 	showInfoDialog(EInfoWindowMode::MODAL, str, components, 0);
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	stopMovement();
 
- 	LOCPLINT->showingDialog->setn(true);
 
- 	CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
 
- }
 
- void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	stopMovement();
 
- 	CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
 
- 	if (!selection && cancel) //simple yes/no dialog
 
- 	{
 
- 		std::vector<std::shared_ptr<CComponent>> intComps;
 
- 		for (auto & component : components)
 
- 			intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
 
- 		showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
 
- 	}
 
- 	else if (selection)
 
- 	{
 
- 		std::vector<std::shared_ptr<CSelectableComponent>> intComps;
 
- 		for (auto & component : components)
 
- 			intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
 
- 		std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
 
- 		pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
 
- 		if (cancel)
 
- 		{
 
- 			pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
 
- 		}
 
- 		int charperline = 35;
 
- 		if (pom.size() > 1)
 
- 			charperline = 50;
 
- 		GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
 
- 		intComps[0]->clickLeft(true, false);
 
- 	}
 
- }
 
- void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	int choosenExit = -1;
 
- 	auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
 
- 	if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
 
- 		choosenExit = vstd::find_pos(exits, neededExit);
 
- 	cb->selectionMade(choosenExit, askID);
 
- }
 
- void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto selectCallback = [=](int selection)
 
- 	{
 
- 		JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
 
- 		reply.Integer() = selection;
 
- 		cb->sendQueryReply(reply, askID);
 
- 	};
 
- 	auto cancelCallback = [=]()
 
- 	{
 
- 		JsonNode reply(JsonNode::JsonType::DATA_NULL);
 
- 		cb->sendQueryReply(reply, askID);
 
- 	};
 
- 	const std::string localTitle = title.toString();
 
- 	const std::string localDescription = description.toString();
 
- 	std::vector<int> tempList;
 
- 	tempList.reserve(objects.size());
 
- 	for(auto item : objects)
 
- 		tempList.push_back(item.getNum());
 
- 	CComponent localIconC(icon);
 
- 	std::shared_ptr<CIntObject> localIcon = localIconC.image;
 
- 	localIconC.removeChild(localIcon.get(), false);
 
- 	std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
 
- 	wnd->onExit = cancelCallback;
 
- 	GH.windows().pushWindow(wnd);
 
- }
 
- void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
 
- 	adventureInt->onMapTilesChanged(pos);
 
- }
 
- void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onMapTilesChanged(pos);
 
- }
 
- void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 
- 	GH.windows().createAndPushWindow<CHeroWindow>(hero);
 
- }
 
- void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
 
- 	{
 
- 		for (auto fortScreen : GH.windows().findWindows<CFortScreen>())
 
- 			fortScreen->creaturesChangedEventHandler();
 
- 		for (auto castleInterface : GH.windows().findWindows<CCastleInterface>())
 
- 			castleInterface->creaturesChangedEventHandler();
 
- 		if (townObj)
 
- 			for (auto ki : GH.windows().findWindows<CKingdomInterface>())
 
- 				ki->townChanged(townObj);
 
- 	}
 
- 	else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
 
- 		||  town->ID == Obj::CREATURE_GENERATOR4  ||  town->ID == Obj::WAR_MACHINE_FACTORY))
 
- 	{
 
- 		for (auto crw : GH.windows().findWindows<CRecruitmentWindow>())
 
- 			if (crw->dwelling == town)
 
- 				crw->availableCreaturesChanged();
 
- 	}
 
- }
 
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (bonus.type == BonusType::NONE)
 
- 		return;
 
- 	adventureInt->onHeroChanged(hero);
 
- 	if ((bonus.type == BonusType::FLYING_MOVEMENT || bonus.type == BonusType::WATER_WALKING) && !gain)
 
- 	{
 
- 		//recalculate paths because hero has lost bonus influencing pathfinding
 
- 		localState->erasePath(hero);
 
- 	}
 
- }
 
- void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	localState->serialize(h, version);
 
- }
 
- void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	localState->serialize(h, version);
 
- 	firstCall = -1;
 
- }
 
- void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	if (!LOCPLINT->makingTurn)
 
- 		return;
 
- 	if (!h)
 
- 		return; //can't find hero
 
- 	//It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
 
- 	if (showingDialog->get() || !dialogs.empty())
 
- 		return;
 
- 	setMovementStatus(true);
 
- 	if (localState->isHeroSleeping(h))
 
- 		localState->setHeroAwaken(h);
 
- 	boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
 
- }
 
- void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto onEnd = [=](){ cb->selectionMade(0, queryID); };
 
- 	if (stillMoveHero.get() == DURING_MOVE  && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
 
- 	{
 
- 		onEnd();
 
- 		return;
 
- 	}
 
- 	waitForAllDialogs();
 
- 	auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
 
- 	cgw->quit->addCallback(onEnd);
 
- 	GH.windows().pushWindow(cgw);
 
- }
 
- /**
 
-  * Shows the dialog that appears when right-clicking an artifact that can be assembled
 
-  * into a combinational one on an artifact screen. Does not require the combination of
 
-  * artifacts to be legal.
 
-  */
 
- void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
 
- {
 
- 	std::string text = artifact->getDescriptionTranslated();
 
- 	text += "\n\n";
 
- 	std::vector<std::shared_ptr<CComponent>> scs;
 
- 	if(assembledArtifact)
 
- 	{
 
- 		// You possess all of the components to...
 
- 		text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
 
- 		// Picture of assembled artifact at bottom.
 
- 		auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
 
- 		scs.push_back(sc);
 
- 	}
 
- 	else
 
- 	{
 
- 		// Do you wish to disassemble this artifact?
 
- 		text += CGI->generaltexth->allTexts[733];
 
- 	}
 
- 	showYesNoDialog(text, onYes, nullptr, scs);
 
- }
 
- void CPlayerInterface::requestRealized( PackageApplied *pa )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (pa->packType == typeList.getTypeID<MoveHero>()  &&  stillMoveHero.get() == DURING_MOVE
 
- 	   && destinationTeleport == ObjectInstanceID())
 
- 		stillMoveHero.setn(CONTINUE_MOVE);
 
- 	if (destinationTeleport != ObjectInstanceID()
 
- 	   && pa->packType == typeList.getTypeID<QueryReply>()
 
- 	   && stillMoveHero.get() == DURING_MOVE)
 
- 	{ // After teleportation via CGTeleport object is finished
 
- 		destinationTeleport = ObjectInstanceID();
 
- 		destinationTeleportPos = int3(-1);
 
- 		stillMoveHero.setn(CONTINUE_MOVE);
 
- 	}
 
- }
 
- void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
 
- {
 
- 	heroExchangeStarted(hero1, hero2, QueryID(-1));
 
- }
 
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
 
- }
 
- void CPlayerInterface::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);
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			auto town = static_cast<const CGTownInstance *>(obj);
 
- 			if(obj->tempOwner == playerID)
 
- 				localState->addOwnedTown(town);
 
- 			else
 
- 				localState->removeOwnedTown(town);
 
- 			adventureInt->onTownChanged(town);
 
- 		}
 
- 		std::set<int3> pos = obj->getBlockedPos();
 
- 		std::unordered_set<int3> upos(pos.begin(), pos.end());
 
- 		adventureInt->onMapTilesChanged(upos);
 
- 		assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
 
- 	}
 
- }
 
- void CPlayerInterface::initializeHeroTownList()
 
- {
 
- 	if(localState->getWanderingHeroes().empty())
 
- 	{
 
- 		for(auto & hero : cb->getHeroesInfo())
 
- 		{
 
- 			if(!hero->inTownGarrison)
 
- 				localState->addWanderingHero(hero);
 
- 		}
 
- 	}
 
- 	if(localState->getOwnedTowns().empty())
 
- 	{
 
- 		for(auto & town : cb->getTownsInfo())
 
- 			localState->addOwnedTown(town);
 
- 	}
 
- 	if(adventureInt)
 
- 		adventureInt->onHeroChanged(nullptr);
 
- }
 
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	auto recruitCb = [=](CreatureID id, int count)
 
- 	{
 
- 		LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
 
- 	};
 
- 	GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
 
- }
 
- void CPlayerInterface::waitWhileDialog(bool unlockPim)
 
- {
 
- 	if (GH.amIGuiThread())
 
- 	{
 
- 		logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
 
- 		return;
 
- 	}
 
- 	auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
 
- 	boost::unique_lock<boost::mutex> un(showingDialog->mx);
 
- 	while(showingDialog->data)
 
- 		showingDialog->cond.wait(un);
 
- }
 
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto state = obj->shipyardStatus();
 
- 	TResources cost;
 
- 	obj->getBoatCost(cost);
 
- 	GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
 
- }
 
- void CPlayerInterface::newObject( const CGObjectInstance * obj )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	//we might have built a boat in shipyard in opened town screen
 
- 	if (obj->ID == Obj::BOAT
 
- 		&& LOCPLINT->castleInt
 
- 		&&  obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
 
- 	{
 
- 		CCS->soundh->playSound(soundBase::newBuilding);
 
- 		LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
 
- 	}
 
- }
 
- void CPlayerInterface::centerView (int3 pos, int focusTime)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	CCS->curh->hide();
 
- 	adventureInt->centerOnTile(pos);
 
- 	if (focusTime)
 
- 	{
 
- 		GH.windows().totalRedraw();
 
- 		{
 
- 			auto unlockPim = vstd::makeUnlockGuard(*pim);
 
- 			IgnoreEvents ignore(*this);
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
 
- 		}
 
- 	}
 
- 	CCS->curh->show();
 
- }
 
- void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
 
- 	{
 
- 		waitWhileDialog();
 
- 		CCS->soundh->playSound(obj->getRemovalSound().value());
 
- 	}
 
- 	CGI->mh->waitForOngoingAnimations();
 
- 	if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
 
- 	{
 
- 		const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
 
- 		heroKilled(h);
 
- 	}
 
- 	GH.fakeMouseMove();
 
- }
 
- void CPlayerInterface::objectRemovedAfter()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->onMapTilesChanged(boost::none);
 
- }
 
- void CPlayerInterface::playerBlocked(int reason, bool start)
 
- {
 
- 	if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
 
- 	{
 
- 		if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
 
- 		{
 
- 			//one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
 
- 			LOCPLINT = this;
 
- 			GH.curInt = this;
 
- 			adventureInt->onCurrentPlayerChanged(playerID);
 
- 			std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
 
- 			boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
 
- 			std::vector<std::shared_ptr<CComponent>> cmp;
 
- 			cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
 
- 			makingTurn = true; //workaround for stiff showInfoDialog implementation
 
- 			showInfoDialog(msg, cmp);
 
- 			makingTurn = false;
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::update()
 
- {
 
- 	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
 
- 	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
 
- 	// While mutexes were locked away we may be have stopped being the active interface
 
- 	if (LOCPLINT != this)
 
- 		return;
 
- 	//if there are any waiting dialogs, show them
 
- 	if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
 
- 	{
 
- 		showingDialog->set(true);
 
- 		GH.windows().pushWindow(dialogs.front());
 
- 		dialogs.pop_front();
 
- 	}
 
- 	assert(adventureInt);
 
- 	// Handles mouse and key input
 
- 	GH.handleEvents();
 
- 	GH.windows().simpleRedraw();
 
- }
 
- int CPlayerInterface::getLastIndex( std::string namePrefix)
 
- {
 
- 	using namespace boost::filesystem;
 
- 	using namespace boost::algorithm;
 
- 	path gamesDir = VCMIDirs::get().userSavePath();
 
- 	std::map<std::time_t, int> dates; //save number => datestamp
 
- 	const directory_iterator enddir;
 
- 	if (!exists(gamesDir))
 
- 		create_directory(gamesDir);
 
- 	else
 
- 	for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
 
- 	{
 
- 		if (is_regular_file(dir->status()))
 
- 		{
 
- 			std::string name = dir->path().filename().string();
 
- 			if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
 
- 			{
 
- 				char nr = name[namePrefix.size()];
 
- 				if (std::isdigit(nr))
 
- 					dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
 
- 			}
 
- 		}
 
- 	}
 
- 	if (!dates.empty())
 
- 		return (--dates.end())->second; //return latest file number
 
- 	return 0;
 
- }
 
- void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if (player == playerID)
 
- 	{
 
- 		if (victoryLossCheckResult.loss())
 
- 			showInfoDialog(CGI->generaltexth->allTexts[95]);
 
- 		assert(GH.curInt == LOCPLINT);
 
- 		auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
 
- 		LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
 
- 		GH.curInt = this; //waiting for dialogs requires this to get events
 
- 		if(!makingTurn)
 
- 		{
 
- 			makingTurn = true; //also needed for dialog to show with current implementation
 
- 			waitForAllDialogs();
 
- 			makingTurn = false;
 
- 		}
 
- 		else
 
- 			waitForAllDialogs();
 
- 		GH.curInt = previousInterface;
 
- 		LOCPLINT = previousInterface;
 
- 		if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
 
- 		{
 
- 			if(adventureInt)
 
- 			{
 
- 				GH.terminate_cond->setn(true);
 
- 				GH.windows().popWindows(GH.windows().count());
 
- 				adventureInt.reset();
 
- 			}
 
- 		}
 
- 		if (victoryLossCheckResult.victory() && LOCPLINT == this)
 
- 		{
 
- 			// end game if current human player has won
 
- 			CSH->sendClientDisconnecting();
 
- 			requestReturningToMainMenu(true);
 
- 		}
 
- 		else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
 
- 		{
 
- 			//all human players eliminated
 
- 			CSH->sendClientDisconnecting();
 
- 			requestReturningToMainMenu(false);
 
- 		}
 
- 		if (GH.curInt == this)
 
- 			GH.curInt = nullptr;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
 
- 		{
 
- 			MetaString message = victoryLossCheckResult.messageToSelf;
 
- 			message.appendLocalString(EMetaText::COLOR, player.getNum());
 
- 			showInfoDialog(message.toString(), std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
 
- 		}
 
- 	}
 
- }
 
- void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- }
 
- void CPlayerInterface::showPuzzleMap()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	waitWhileDialog();
 
- 	//TODO: interface should not know the real position of Grail...
 
- 	double ratio = 0;
 
- 	int3 grailPos = cb->getGrailPos(&ratio);
 
- 	GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
 
- }
 
- void CPlayerInterface::viewWorldMap()
 
- {
 
- 	adventureInt->openWorldView();
 
- }
 
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(GH.windows().topWindow<CSpellWindow>())
 
- 		GH.windows().popWindows(1);
 
- 	if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
 
- 		localState->erasePath(caster);
 
- 	const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
 
- 	auto castSoundPath = spell->getCastSound();
 
- 	if(!castSoundPath.empty())
 
- 		CCS->soundh->playSound(castSoundPath);
 
- }
 
- void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
 
- {
 
- 	int msgToShow = -1;
 
- 	const auto diggingStatus = h->diggingStatus();
 
- 	switch(diggingStatus)
 
- 	{
 
- 	case EDiggingStatus::CAN_DIG:
 
- 		break;
 
- 	case EDiggingStatus::LACK_OF_MOVEMENT:
 
- 		msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
 
- 		break;
 
- 	case EDiggingStatus::TILE_OCCUPIED:
 
- 		msgToShow = 97; //Try searching on clear ground.
 
- 		break;
 
- 	case EDiggingStatus::WRONG_TERRAIN:
 
- 		msgToShow = 60; ////Try looking on land!
 
- 		break;
 
- 	case EDiggingStatus::BACKPACK_IS_FULL:
 
- 		msgToShow = 247; //Searching for the Grail is fruitless...
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 	}
 
- 	if(msgToShow < 0)
 
- 		cb->dig(h);
 
- 	else
 
- 		showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
 
- }
 
- void CPlayerInterface::battleNewRoundFirst( int round )
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	BATTLE_EVENT_POSSIBLE_RETURN;
 
- 	battleInt->newRoundFirst(round);
 
- }
 
- void CPlayerInterface::stopMovement()
 
- {
 
- 	if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
 
- 		stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
 
- }
 
- void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
 
- 		GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
 
- 	else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
 
- 		GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
 
- 	else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
 
- 		GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
 
- 	else if(!market->availableModes().empty())
 
- 		GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
 
- }
 
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
 
- }
 
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
 
- }
 
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	for (auto cmw : GH.windows().findWindows<CMarketplaceWindow>())
 
- 		cmw->artifactsChanged(false);
 
- }
 
- void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
 
- }
 
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
 
- }
 
- void CPlayerInterface::showQuestLog()
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
 
- }
 
- void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
 
- {
 
- 	if (obj->shipyardStatus() != IBoatGenerator::GOOD)
 
- 	{
 
- 		MetaString txt;
 
- 		obj->getProblemText(txt);
 
- 		showInfoDialog(txt.toString());
 
- 	}
 
- 	else
 
- 		showShipyardDialog(obj);
 
- }
 
- void CPlayerInterface::requestReturningToMainMenu(bool won)
 
- {
 
- 	if(won && cb->getStartInfo()->campState)
 
- 		CSH->startCampaignScenario(cb->getStartInfo()->campState);
 
- 	else
 
- 		GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
 
- }
 
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
 
- {
 
- 	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
 
- 	if(hero)
 
- 	{
 
- 		auto art = hero->getArt(al.slot);
 
- 		if(art == nullptr)
 
- 		{
 
- 			logGlobal->error("artifact location %d points to nothing",
 
- 							 al.slot.num);
 
- 			return;
 
- 		}
 
- 		ArtifactUtilsClient::askToAssemble(hero, al.slot);
 
- 	}
 
- }
 
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
 
- 	adventureInt->onHeroChanged(hero);
 
- }
 
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
 
- 		artWin->artifactRemoved(al);
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	bool redraw = true;
 
- 	// If a bulk transfer has arrived, then redrawing only the last art movement.
 
- 	if(numOfMovedArts != 0)
 
- 	{
 
- 		numOfMovedArts--;
 
- 		if(numOfMovedArts != 0)
 
- 			redraw = false;
 
- 	}
 
- 	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
 
- 		artWin->artifactMoved(src, dst, redraw);
 
- 	waitWhileDialog();
 
- }
 
- void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
 
- {
 
- 	numOfMovedArts = numOfArts;
 
- }
 
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
 
- 		artWin->artifactAssembled(al);
 
- }
 
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
 
- 	adventureInt->onHeroChanged(hero);
 
- 	for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
 
- 		artWin->artifactDisassembled(al);
 
- }
 
- void CPlayerInterface::waitForAllDialogs(bool unlockPim)
 
- {
 
- 	while(!dialogs.empty())
 
- 	{
 
- 		auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(5));
 
- 	}
 
- 	waitWhileDialog(unlockPim);
 
- }
 
- void CPlayerInterface::proposeLoadingGame()
 
- {
 
- 	showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
 
- }
 
- bool CPlayerInterface::capturedAllEvents()
 
- {
 
- 	if(duringMovement)
 
- 	{
 
- 		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
 
- 		return true;
 
- 	}
 
- 	bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
 
- 	if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
 
- 	{
 
- 		GH.input().ignoreEventsUntilInput();
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CPlayerInterface::setMovementStatus(bool value)
 
- {
 
- 	duringMovement = value;
 
- 	if (value)
 
- 	{
 
- 		CCS->curh->hide();
 
- 	}
 
- 	else
 
- 	{
 
- 		CCS->curh->show();
 
- 	}
 
- }
 
- void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
 
- {
 
- 	int i = 1;
 
- 	auto getObj = [&](int3 coord, bool ignoreHero)
 
- 	{
 
- 		return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
 
- 	};
 
- 	auto isTeleportAction = [&](EPathNodeAction action) -> bool
 
- 	{
 
- 		if (action != EPathNodeAction::TELEPORT_NORMAL &&
 
- 			action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
 
- 			action != EPathNodeAction::TELEPORT_BATTLE)
 
- 		{
 
- 			return false;
 
- 		}
 
- 		return true;
 
- 	};
 
- 	auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
 
- 	{
 
- 		if (CGTeleport::isConnected(currentObject, nextObjectTop))
 
- 			return nextObjectTop;
 
- 		if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
 
- 			CGTeleport::isConnected(currentObject, nextObject))
 
- 		{
 
- 			return nextObject;
 
- 		}
 
- 		return nullptr;
 
- 	};
 
- 	boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
 
- 	stillMoveHero.data = CONTINUE_MOVE;
 
- 	auto doMovement = [&](int3 dst, bool transit)
 
- 	{
 
- 		stillMoveHero.data = WAITING_MOVE;
 
- 		cb->moveHero(h, dst, transit);
 
- 		while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
 
- 			stillMoveHero.cond.wait(un);
 
- 	};
 
- 	{
 
- 		for (auto & elem : path.nodes)
 
- 			elem.coord = h->convertFromVisitablePos(elem.coord);
 
- 		int soundChannel = -1;
 
- 		std::string soundName;
 
- 		auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext) -> std::string
 
- 		{
 
- 			// flying movement sound
 
- 			if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
 
- 				return "HORSE10.wav";
 
- 			auto prevTile = cb->getTile(h->convertToVisitablePos(posPrev));
 
- 			auto nextTile = cb->getTile(h->convertToVisitablePos(posNext));
 
- 			auto prevRoad = prevTile->roadType;
 
- 			auto nextRoad = nextTile->roadType;
 
- 			bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
 
- 			if (movingOnRoad)
 
- 				return nextTile->terType->horseSound;
 
- 			else
 
- 				return nextTile->terType->horseSoundPenalty;
 
- 		};
 
- 		auto canStop = [&](CGPathNode * node) -> bool
 
- 		{
 
- 			if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
 
- 				return true;
 
- 			if (node->accessible == EPathAccessibility::ACCESSIBLE)
 
- 				return true;
 
- 			return false;
 
- 		};
 
- 		for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
 
- 		{
 
- 			int3 prevCoord = path.nodes[i].coord;
 
- 			int3 nextCoord = path.nodes[i-1].coord;
 
- 			auto prevObject = getObj(prevCoord, prevCoord == h->pos);
 
- 			auto nextObjectTop = getObj(nextCoord, false);
 
- 			auto nextObject = getObj(nextCoord, true);
 
- 			auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
 
- 			if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
 
- 			{
 
- 				CCS->soundh->stopSound(soundChannel);
 
- 				destinationTeleport = destTeleportObj->id;
 
- 				destinationTeleportPos = nextCoord;
 
- 				doMovement(h->pos, false);
 
- 				if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
 
- 					|| path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
 
- 				{
 
- 					destinationTeleport = ObjectInstanceID();
 
- 					destinationTeleportPos = int3(-1);
 
- 				}
 
- 				if(i != path.nodes.size() - 1)
 
- 				{
 
- 					soundName = getMovementSoundFor(h, prevCoord, nextCoord);
 
- 					soundChannel = CCS->soundh->playSound(soundName, -1);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			if (path.nodes[i-1].turns)
 
- 			{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
 
- 				stillMoveHero.data = STOP_MOVE;
 
- 				break;
 
- 			}
 
- 			{
 
- 				// Start a new sound for the hero movement or let the existing one carry on.
 
- 				std::string newSoundName = getMovementSoundFor(h, prevCoord, nextCoord);
 
- 				if(newSoundName != soundName)
 
- 				{
 
- 					soundName = newSoundName;
 
- 					CCS->soundh->stopSound(soundChannel);
 
- 					soundChannel = CCS->soundh->playSound(soundName, -1);
 
- 				}
 
- 			}
 
- 			assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
 
- 			int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
 
- 			logGlobal->trace("Requesting hero movement to %s", endpos.toString());
 
- 			bool useTransit = false;
 
- 			if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
 
- 				&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
 
- 					|| CGTeleport::isTeleport(nextObjectTop)))
 
- 			{ // Hero should be able to go through object if it's allow transit
 
- 				useTransit = true;
 
- 			}
 
- 			else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
 
- 				useTransit = true;
 
- 			doMovement(endpos, useTransit);
 
- 			logGlobal->trace("Resuming %s", __FUNCTION__);
 
- 			bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
 
- 			if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
 
- 				break;
 
- 		}
 
- 		CCS->soundh->stopSound(soundChannel);
 
- 	}
 
- 	//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
 
- 	if (!showingDialog->get())
 
- 		GH.fakeMouseMove();
 
- 	CGI->mh->waitForOngoingAnimations();
 
- 	setMovementStatus(false);
 
- }
 
- void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
 
- {
 
- 	EVENT_HANDLER_CALLED_BY_CLIENT;
 
- 	adventureInt->openWorldView(objectPositions, showTerrain );
 
- }
 
 
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