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| #include "../stdafx.h"#include "CAdvmapInterface.h"#include "CBattleInterface.h"#include "../CCallback.h"#include "CCastleInterface.h"#include "CKingdomInterface.h"#include "CCursorHandler.h"#include "CGameInfo.h"#include "CHeroWindow.h"#include "CMessage.h"#include "CPlayerInterface.h"//#include "SDL_Extensions.h"#include "SDL_Extensions.h"//#include "SDL_framerate.h"#include "SDL_framerate.h"#include "CConfigHandler.h"#include "CCreatureAnimation.h"#include "Graphics.h"#include "../hch/CArtHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CLodHandler.h"#include "../hch/CObjectHandler.h"#include "../lib/Connection.h"#include "../hch/CSpellHandler.h"#include "../hch/CTownHandler.h"#include "../lib/CondSh.h"#include "../lib/NetPacks.h"#include "../lib/map.h"#include "../lib/VCMIDirs.h"#include "../mapHandler.h"#include "../timeHandler.h"#include <boost/lexical_cast.hpp>#include <boost/format.hpp>#include <boost/algorithm/string.hpp>#include <boost/algorithm/string/replace.hpp>#include <boost/assign/std/vector.hpp>#include <boost/assign/list_of.hpp>#include <boost/date_time/posix_time/posix_time.hpp>#include <boost/thread.hpp>#include <cmath>#include <queue>#include <sstream>#include <boost/filesystem.hpp>#include "../StartInfo.h"#ifdef min#undef min#endif#ifdef max#undef max#endif/* * 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 * */using namespace boost::assign;using namespace CSDL_Ext;void processCommand(const std::string &message, CClient *&client);extern std::queue<SDL_Event*> events;extern boost::mutex eventsM;CPlayerInterface * LOCPLINT;CBattleInterface * CPlayerInterface::battleInt;enum  EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};CondSh<EMoveState> stillMoveHero; //used during hero movementint howManyPeople = 0;struct OCM_HLP_CGIN{	bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect>  & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const	{		return (*a.first)<(*b.first);	}} ocmptwo_cgin ;CPlayerInterface::CPlayerInterface(int Player, int serial){	howManyPeople++;	GH.defActionsDef = 0;	LOCPLINT = this;	curAction = NULL;	playerID=Player;	serialID=serial;	human=true;	castleInt = NULL;	battleInt = NULL;	pim = new boost::recursive_mutex;	makingTurn = false;	showingDialog = new CondSh<bool>(false);	sysOpts = GDefaultOptions;	//initializing framerate keeper	mainFPSmng = new FPSmanager;	SDL_initFramerate(mainFPSmng);	SDL_setFramerate(mainFPSmng, 48);	//framerate keeper initialized	cingconsole = new CInGameConsole;	terminate_cond.set(false);	firstCall = 1; //if loading will be overwritten in serialize	autosaveCount = 0;}CPlayerInterface::~CPlayerInterface(){	howManyPeople--;	delete pim;	delete showingDialog;	delete mainFPSmng;	if(adventureInt)	{		if(adventureInt->active & CIntObject::KEYBOARD)			adventureInt->deactivateKeys();		delete adventureInt;		adventureInt = NULL;	}	if(cingconsole->active) //TODO		cingconsole->deactivate();	delete cingconsole;	for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!= graphics->heroWins.end(); i++)		SDL_FreeSurface(i->second);	graphics->heroWins.clear();	for(std::map<int,SDL_Surface*>::iterator i=graphics->townWins.begin(); i!= graphics->townWins.end(); i++)		SDL_FreeSurface(i->second);	graphics->townWins.clear();	LOCPLINT = NULL;}void CPlayerInterface::init(ICallback * CB){	cb = dynamic_cast<CCallback*>(CB);	if(!adventureInt)		adventureInt = new CAdvMapInt();	std::vector<const CGTownInstance*> tt = cb->getTownsInfo(false);	for(int i=0;i<tt.size();i++)	{		SDL_Surface * pom = infoWin(tt[i]);		graphics->townWins.insert(std::pair<int,SDL_Surface*>(tt[i]->id,pom));	}	if(!towns.size() && !wanderingHeroes.size())	{		recreateHeroTownList();	}}void CPlayerInterface::yourTurn(){	{		boost::unique_lock<boost::recursive_mutex> un(*pim);		boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready		LOCPLINT = this;		GH.curInt = this;		adventureInt->selection = NULL;		if(firstCall)		{			if(howManyPeople == 1)				adventureInt->setPlayer(playerID);			autosaveCount = getLastIndex("Autosave_");			if(!GH.listInt.size())			{				GH.pushInt(adventureInt);				adventureInt->activateKeys();			}			if(firstCall > 0) //new game, not loaded			{				int index = getLastIndex("Newgame_Autosave_");				index %= SAVES_COUNT;				cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));			}			firstCall = 0;		}		else		{			LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));			autosaveCount %= 5;		}		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[serialID].name);			std::vector<SComponent*> cmp;			cmp.push_back(new SComponent(SComponent::flag, playerID, 0));			showInfoDialog(msg, cmp);		}		else		{			makingTurn = true;			adventureInt->startTurn();		}	}	acceptTurn();}inline void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid){	TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];	for(int h=0; h<hlp.objects.size(); ++h)		if(hlp.objects[h].first->id==hid)		{			hlp.objects[h].second = r;			return;		}}inline void delObjRect(const int & x, const int & y, const int & z, const int & hid){	TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];	for(int h=0; h<hlp.objects.size(); ++h)		if(hlp.objects[h].first->id==hid)		{			hlp.objects.erase(hlp.objects.begin()+h);			return;		}}void CPlayerInterface::heroMoved(const TryMoveHero & details){	if(LOCPLINT != this)		return;	boost::unique_lock<boost::recursive_mutex> un(*pim);	const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero	int3 hp = details.start;	adventureInt->centerOn(ho->pos); //actualizing screen pos	adventureInt->minimap.draw(screen2);	adventureInt->heroList.draw(screen2);	if(makingTurn  &&  ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path	{		if(details.result == TryMoveHero::TELEPORTATION	||  details.start == details.end)		{			if(adventureInt->terrain.currentPath)				eraseCurrentPathOf(ho);			return; //teleport - no fancy moving animation					//TODO: smooth disappear / appear effect		}		if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED) //hero didn't change tile but visit succeeded		{			eraseCurrentPathOf(ho);		}		else if(adventureInt->terrain.currentPath  &&  details.result == TryMoveHero::SUCCESS) //&& hero is moving		{			//remove one node from the path (the one we went)			adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);			if(!adventureInt->terrain.currentPath->nodes.size())  //if it was the last one, remove entire path				eraseCurrentPathOf(ho);		}	}	if (details.result != TryMoveHero::SUCCESS) //hero failed to move	{		ho->isStanding = true;		stillMoveHero.setn(STOP_MOVE);		GH.totalRedraw();		return;	}	initMovement(details, ho, hp);	//first initializing done	SDL_framerateDelay(mainFPSmng); // after first move	//main moving	for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)	{		movementPxStep(details, i, hp, ho);		adventureInt->updateScreen = true;		adventureInt->show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(mainFPSmng); //for animation purposes	} //for(int i=1; i<32; i+=4)	//main moving done	//finishing move	finishMovement(details, hp, ho);	ho->isStanding = true;	//move finished	adventureInt->minimap.draw(screen2);	adventureInt->heroList.updateMove(ho);	//check if user cancelled movement	{		boost::unique_lock<boost::mutex> un(eventsM);		while(events.size())		{			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;			}			delete ev;		}	}	if(stillMoveHero.get() == WAITING_MOVE)		stillMoveHero.setn(DURING_MOVE);}void CPlayerInterface::heroKilled(const CGHeroInstance* hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	graphics->heroWins.erase(hero->ID);	wanderingHeroes -= hero;	adventureInt->heroList.updateHList(hero);}void CPlayerInterface::heroCreated(const CGHeroInstance * hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(graphics->heroWins.find(hero->subID)==graphics->heroWins.end())		graphics->heroWins.insert(std::pair<int,SDL_Surface*>(hero->subID,infoWin(hero)));	wanderingHeroes.push_back(hero);	adventureInt->heroList.updateHList();}void CPlayerInterface::openTownWindow(const CGTownInstance * town){	castleInt = new CCastleInterface(town);	GH.pushInt(castleInt);}SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero{	if (specific)	{		switch (specific->ID)		{		case HEROI_TYPE:			return graphics->drawHeroInfoWin(dynamic_cast<const CGHeroInstance*>(specific));			break;		case TOWNI_TYPE:			return graphics->drawTownInfoWin(dynamic_cast<const CGTownInstance*>(specific));			break;		default:			return NULL;			break;		}	}	else	{		switch (adventureInt->selection->ID)		{		case HEROI_TYPE:			{				const CGHeroInstance * curh = (const CGHeroInstance *)adventureInt->selection;				return graphics->drawHeroInfoWin(curh);			}		case TOWNI_TYPE:			{				return graphics->drawTownInfoWin((const CGTownInstance *)adventureInt->selection);			}		default:			tlog1 << "Strange... selection is neither hero nor town\n";			return NULL;		}	}}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->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW)		pos.x = CGI->mh->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW;	if(pos.y>CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH)		pos.y = CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH;	return pos;}void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){	if(which >= PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)		return;	boost::unique_lock<boost::recursive_mutex> un(*pim);	redrawHeroWin(hero);}void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	redrawHeroWin(hero);}void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(makingTurn && hero->tempOwner == playerID)		adventureInt->heroList.redraw();}void CPlayerInterface::receivedResource(int type, int val){	boost::unique_lock<boost::recursive_mutex> un(*pim);	GH.totalRedraw();}void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback){	waitWhileDialog();	CGI->soundh->playSound(soundBase::heroNewLevel);	boost::unique_lock<boost::recursive_mutex> un(*pim);	CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);	GH.pushInt(lw);}void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town){	boost::unique_lock<boost::recursive_mutex> un(*pim);	//redraw infowindow	SDL_FreeSurface(graphics->townWins[town->id]);	graphics->townWins[town->id] = infoWin(town);	if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison	{		CGI->mh->hideObject(town->garrisonHero);		wanderingHeroes -= town->garrisonHero;	}	if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison	{		CGI->mh->printObject(town->visitingHero);		wanderingHeroes.push_back(town->visitingHero);	}	//adventureInt->heroList.updateHList();	CCastleInterface *c = castleInt;	if(c)	{		c->garr->highlighted = NULL;		c->hslotup.hero = town->garrisonHero;		c->garr->odown = c->hslotdown.hero = town->visitingHero;		c->garr->set2 = town->visitingHero ? &town->visitingHero->army : NULL;		c->garr->recreateSlots();	}	GH.totalRedraw();}void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){	if(hero->tempOwner != town->tempOwner)		return;	boost::unique_lock<boost::recursive_mutex> un(*pim);	openTownWindow(town);}void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(obj->ID == HEROI_TYPE) //hero	{		const CGHeroInstance * hh;		if(hh = dynamic_cast<const CGHeroInstance*>(obj))		{			SDL_FreeSurface(graphics->heroWins[hh->subID]);			graphics->heroWins[hh->subID] = infoWin(hh);		}	}	else if (obj->ID == TOWNI_TYPE) //town	{		const CGTownInstance * tt;		if(tt = static_cast<const CGTownInstance*>(obj))		{			SDL_FreeSurface(graphics->townWins[tt->id]);			graphics->townWins[tt->id] = infoWin(tt);		}		if(tt->visitingHero)		{			SDL_FreeSurface(graphics->heroWins[tt->visitingHero->subID]);			graphics->heroWins[tt->visitingHero->subID] = infoWin(tt->visitingHero);		}	}	bool wasGarrison = false;	for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)	{		if((*i)->type & IShowActivable::WITH_GARRISON)		{			CWindowWithGarrison *wwg = static_cast<CWindowWithGarrison*>(*i);			wwg->garr->recreateSlots();			wasGarrison = true;		}		else		{//a cheat for Kingdom Overview window (it has CWindowWithGarrison-childrens which are not present in ListInt)			CKingdomInterface *cki = dynamic_cast<CKingdomInterface*>(*i);//need to create "Garrison Holder" class thingy			if (cki)				cki->updateAllGarrisons();		}	}	GH.totalRedraw();}void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished{	boost::unique_lock<boost::recursive_mutex> un(*pim);	switch (buildingID)	{	case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:		{			SDL_FreeSurface(graphics->townWins[town->id]);			graphics->townWins[town->id] = infoWin(town);			break;		}	}	if(!castleInt)		return;	if(castleInt->town!=town)		return;	switch(what)	{	case 1:		CGI->soundh->playSound(soundBase::newBuilding);		castleInt->addBuilding(buildingID);		break;	case 2:		castleInt->removeBuilding(buildingID);		break;	}}void CPlayerInterface::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) //called by engine when battle starts; side=0 - left, side=1 - right{	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	while(showingDialog->get())		SDL_Delay(20);	boost::unique_lock<boost::recursive_mutex> un(*pim);	CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);	GH.pushInt(battleInt);}void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning{}void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	for(int b=0; b<healedStacks.size(); ++b)	{		const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);		if(battleInt->creAnims[healed->ID]->getType() == 5)		{			//stack has been resurrected			battleInt->creAnims[healed->ID]->setType(2);		}	}}void CPlayerInterface::battleNewStackAppeared(int stackID){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	//changing necessary things in battle interface	battleInt->newStack(stackID);}void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)	{		for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)		{			if(itBat->first == *it) //remove this obstacle			{				battleInt->idToObstacle.erase(itBat);				break;			}		}	}	//update accessible hexes	battleInt->redrawBackgroundWithHexes(battleInt->activeStack);}void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	battleInt->stackIsCatapulting(ca);}void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack	{		battleInt->stackRemoved(*it);	}}void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn{	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	battleInt->newRound(round);}void CPlayerInterface::actionStarted(const BattleAction* action){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	curAction = new BattleAction(*action);	battleInt->startAction(action);}void CPlayerInterface::actionFinished(const BattleAction* action){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	delete curAction;	curAction = NULL;	battleInt->endAction(action);}BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack{	CBattleInterface *b = battleInt;	{		boost::unique_lock<boost::recursive_mutex> un(*pim);		const CStack *stack = cb->battleGetStackByID(stackID);		if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale		{			std::string hlp = CGI->generaltexth->allTexts[33];			boost::algorithm::replace_first(hlp,"%s",(stack->amount != 1) ? stack->creature->namePl : stack->creature->nameSing);			battleInt->displayEffect(20,stack->position);			battleInt->console->addText(hlp);		}		b->stackActivated(stackID);	}	//wait till BattleInterface sets its command	boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);	while(!b->givenCommand->data)		b->givenCommand->cond.wait(lock);	//tidy up	BattleAction ret = *(b->givenCommand->data);	delete b->givenCommand->data;	b->givenCommand->data = NULL;	//return command	return ret;}void CPlayerInterface::battleEnd(BattleResult *br){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	battleInt->battleFinished(*br);}void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	battleInt->stackMoved(ID, dest, end, distance);}void CPlayerInterface::battleSpellCast(SpellCast *sc){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	battleInt->spellCast(sc);}void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	battleInt->battleStacksEffectsSet(sse);}void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & bsa){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	tlog5 << "CPlayerInterface::battleStackAttacked - locking...";	boost::unique_lock<boost::recursive_mutex> un(*pim);	tlog5 << "done!\n";	std::vector<SStackAttackedInfo> arg;	for(std::vector<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)	{		if(i->isEffect() && i->effect != 12) //and not armageddon		{			const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);			if (stack != NULL)				battleInt->displayEffect(i->effect, stack->position);		}		SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};		arg.push_back(to_put);	}	if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough	{		battleInt->displayEffect(bsa.begin()->effect, -1);	}	battleInt->stacksAreAttacked(arg);}void CPlayerInterface::battleAttack(BattleAttack *ba){	if(LOCPLINT != this)	{ //another local interface should do this		return;	}	tlog5 << "CPlayerInterface::battleAttack - locking...";	boost::unique_lock<boost::recursive_mutex> un(*pim);	tlog5 << "done!\n";	assert(curAction);	if(ba->lucky()) //lucky hit	{		const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);		std::string hlp = CGI->generaltexth->allTexts[45];		boost::algorithm::replace_first(hlp,"%s",(stack->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str());		battleInt->console->addText(hlp);		battleInt->displayEffect(18,stack->position);	}	//TODO: bad luck?	if(ba->shot())	{		for(std::vector<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)			battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);	}	else	{//WARNING: does not support multiple attacked creatures		const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);		int shift = 0;		if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)		{			if( BattleInfo::mutualPosition(curAction->destinationTile + 1, attacker->position) >= 0 )				shift = 1;			else				shift = -1;		}		battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );	}}void CPlayerInterface::showComp(SComponent comp){	boost::unique_lock<boost::recursive_mutex> un(*pim);	CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);	adventureInt->infoBar.showComp(&comp,4000);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){	std::vector<SComponent*> intComps;	for(int i=0;i<components.size();i++)		intComps.push_back(new SComponent(*components[i]));	showInfoDialog(text,intComps,soundID);}void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID){	waitWhileDialog();	boost::unique_lock<boost::recursive_mutex> un(*pim);	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	std::vector<std::pair<std::string,CFunctionList<void()> > > pom;	pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));	CInfoWindow * temp = new CInfoWindow(text,playerID,0,components,pom,false);	if(makingTurn && GH.listInt.size() && LOCPLINT == this)	{		CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));		showingDialog->set(true);		GH.pushInt(temp);	}	else	{		dialogs.push_back(temp);	}}void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps){	boost::unique_lock<boost::recursive_mutex> un(*pim);	LOCPLINT->showingDialog->setn(true);	CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);}void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel ){	waitWhileDialog();	boost::unique_lock<boost::recursive_mutex> un(*pim);	CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));	if(!selection && cancel) //simple yes/no dialog	{		std::vector<SComponent*> intComps;		for(int i=0;i<components.size();i++)			intComps.push_back(new SComponent(components[i])); //will be deleted by close in window		showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);	}	else if(selection)	{		std::vector<CSelectableComponent*> intComps;		for(int i=0;i<components.size();i++)			intComps.push_back(new CSelectableComponent(components[i])); //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;		CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);		GH.pushInt(temp);		intComps[0]->clickLeft(true, false);	}}void CPlayerInterface::tileRevealed(const std::set<int3> &pos){	boost::unique_lock<boost::recursive_mutex> un(*pim);	for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)		adventureInt->minimap.showTile(*i);	if(pos.size())		GH.totalRedraw();}void CPlayerInterface::tileHidden(const std::set<int3> &pos){	boost::unique_lock<boost::recursive_mutex> un(*pim);	for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)		adventureInt->minimap.hideTile(*i);}void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	adventureInt->heroWindow->setHero(hero);	adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);	GH.pushInt(adventureInt->heroWindow);}void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(adventureInt->heroWindow->curHero) //hero window is opened	{		adventureInt->heroWindow->deactivate();		adventureInt->heroWindow->setHero(adventureInt->heroWindow->curHero);		adventureInt->heroWindow->activate();		return;	}	CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt());	if(cew) //exchange window is open	{		cew->deactivate();		for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)		{			if(cew->heroInst[g] == hero)			{				cew->artifs[g]->updateState = true;				cew->artifs[g]->setHero(hero);				cew->artifs[g]->updateState = false;			}		}		cew->prepareBackground();		cew->activate();	}}void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town ){	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(castleInt && town->ID == TOWNI_TYPE)	{		CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());		if(fs)			fs->draw(castleInt,false);	}	else if(GH.listInt.size() && (town->ID == 17  ||  town->ID == 20)) //external dwelling	{		CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());		if(crw)			crw->initCres();	}}void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const HeroBonus &bonus, bool gain ){	if(bonus.type == HeroBonus::NONE)	return;	boost::unique_lock<boost::recursive_mutex> un(*pim);	redrawHeroWin(hero);}template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version ){	h & playerID & serialID;	h & sysOpts;}void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version ){	serializeTempl(h,version);}void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version ){	serializeTempl(h,version);	sysOpts.apply();	firstCall = -1;}void CPlayerInterface::redrawHeroWin(const CGHeroInstance * hero){	if(!vstd::contains(graphics->heroWins,hero->subID))	{		tlog1 << "Cannot redraw infowindow for hero with subID=" << hero->subID << " - not present in our map\n";		return;	}	SDL_FreeSurface(graphics->heroWins[hero->subID]);	graphics->heroWins[hero->subID] = infoWin(hero);	if (adventureInt->selection == hero)		adventureInt->infoBar.draw(screen);}bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path ){	if (!h)		return false; //can't find hero	bool result = false;	path.convert(0);	boost::unique_lock<boost::mutex> un(stillMoveHero.mx);	stillMoveHero.data = CONTINUE_MOVE;	enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet	enum TerrainTile::EterrainType newTerrain;	int sh = -1;	for(int i=path.nodes.size()-1; i>0 && stillMoveHero.data == CONTINUE_MOVE; i--)	{		//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)		if(path.nodes[i-1].turns)		{			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 = CGI->soundh->playSound(soundBase::horseFlying, -1);#endif		{			newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;			if (newTerrain != currentTerrain) {				CGI->soundh->stopSound(sh);				sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);				currentTerrain = newTerrain;			}		}		stillMoveHero.data = WAITING_MOVE;		int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);		cb->moveHero(h,endpos);		eventsM.unlock();		while(stillMoveHero.data != STOP_MOVE  &&  stillMoveHero.data != CONTINUE_MOVE)			stillMoveHero.cond.wait(un);		eventsM.lock();	}	CGI->soundh->stopSound(sh);	//stillMoveHero = false;	cb->recalculatePaths();	return result;}bool CPlayerInterface::shiftPressed() const{	return SDL_GetKeyState(NULL)[SDLK_LSHIFT]  ||  SDL_GetKeyState(NULL)[SDLK_RSHIFT];}void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd ){	if(stillMoveHero.get() == DURING_MOVE  &&  adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons		return;	{		boost::unique_lock<boost::mutex> un(showingDialog->mx);		while(showingDialog->data)			showingDialog->cond.wait(un);	}	boost::unique_lock<boost::recursive_mutex> un(*pim);	while(dialogs.size())	{		pim->unlock();		SDL_Delay(20);		pim->lock();	}	CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);	cgw->quit->callback += 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<void()> onYes, CFunctionList<void()> onNo){	const CArtifact &artifact = CGI->arth->artifacts[artifactID];	std::string text = artifact.Description();	text += "\n\n";	std::vector<SComponent*> 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.		SComponent* sc = new SComponent;		sc->type = SComponent::artifact;		sc->subtype = assembledArtifact.id;		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, scs, onYes, onNo, true); }void CPlayerInterface::requestRealized( PackageApplied *pa ){	if(stillMoveHero.get() == DURING_MOVE)		stillMoveHero.setn(CONTINUE_MOVE);}void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2){	boost::unique_lock<boost::recursive_mutex> un(*pim);	GH.pushInt(new CExchangeWindow(hero2, hero1));}void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop){	//redraw minimap if owner changed	boost::unique_lock<boost::recursive_mutex> un(*pim);	if(sop->what == 1)	{		const CGObjectInstance * obj = cb->getObjectInfo(sop->id);		std::set<int3> pos = obj->getBlockedPos();		for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)		{			if(cb->isVisible(*it))				adventureInt->minimap.showTile(*it);		}		if(obj->ID == TOWNI_TYPE)			if(obj->tempOwner == playerID)				towns.push_back(static_cast<const CGTownInstance *>(obj));			else				towns -= obj;		assert(cb->getTownsInfo().size() == towns.size());	}}void CPlayerInterface::recreateHeroTownList(){	wanderingHeroes.clear();	std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();	for(size_t i = 0; i < heroes.size(); i++)		if(!heroes[i]->inTownGarrison)			wanderingHeroes.push_back(heroes[i]);	towns.clear();	std::vector<const CGTownInstance*> townInfo = cb->getTownsInfo();	for(size_t i = 0; i < townInfo.size(); i++)		towns.push_back(townInfo[i]);}const CGHeroInstance * CPlayerInterface::getWHero( int pos ){	if(pos < 0 || pos >= wanderingHeroes.size())		return NULL;	return wanderingHeroes[pos];}void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){	waitWhileDialog();	boost::unique_lock<boost::recursive_mutex> un(*pim);	CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2));	GH.pushInt(cr);}void CPlayerInterface::waitWhileDialog(){	boost::unique_lock<boost::mutex> un(showingDialog->mx);	while(showingDialog->data)		showingDialog->cond.wait(un);}void CPlayerInterface::showShipyardDialog(const IShipyard *obj){	boost::unique_lock<boost::recursive_mutex> un(*pim);	int state = obj->state();	std::vector<si32> cost;	obj->getBoatCost(cost);	CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));	GH.pushInt(csw);}void CPlayerInterface::newObject( const CGObjectInstance * obj ){	boost::unique_lock<boost::recursive_mutex> un(*pim);	CGI->mh->printObject(obj);	//we might have built a boat in shipyard in opened town screen	if(obj->ID == 8		&& LOCPLINT->castleInt		&&  obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())	{		CGI->soundh->playSound(soundBase::newBuilding);		LOCPLINT->castleInt->recreateBuildings();	}}void CPlayerInterface::centerView (int3 pos, int focusTime){	adventureInt->centerOn (pos);	if(focusTime)	{		bool activeAdv = (GH.topInt() == adventureInt  &&  adventureInt->isActive());		if(activeAdv)			adventureInt->deactivate();		SDL_Delay(focusTime);		if(activeAdv)			adventureInt->activate();	}}void CPlayerInterface::objectRemoved( const CGObjectInstance *obj ){	if(obj->ID == HEROI_TYPE  &&  obj->tempOwner == playerID)	{		const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);		heroKilled(h);	}}bool CPlayerInterface::ctrlPressed() const{	return SDL_GetKeyState(NULL)[SDLK_LCTRL]  ||  SDL_GetKeyState(NULL)[SDLK_RCTRL];}void CPlayerInterface::update(){	while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate		boost::this_thread::sleep(boost::posix_time::milliseconds(15));	if(terminate_cond.get())		return;	//if there are any waiting dialogs, show them	if(dialogs.size() && !showingDialog->get())	{		showingDialog->set(true);		GH.pushInt(dialogs.front());		dialogs.pop_front();	}	GH.updateTime();	GH.handleEvents();	if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled		GH.totalRedraw();	else		GH.simpleRedraw();	CGI->curh->draw1();	CSDL_Ext::update(screen);	CGI->curh->draw2();	pim->unlock();	SDL_framerateDelay(mainFPSmng);}int CPlayerInterface::getLastIndex( std::string namePrefix){	using namespace boost::filesystem;	using namespace boost::algorithm;	std::map<std::time_t, int> dates; //save number => datestamp	directory_iterator enddir;	for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)	{		if(is_regular(dir->status()))		{			std::string name = dir->path().leaf();			if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))			{				char nr = name[namePrefix.size()];				if(std::isdigit(nr))				{					dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);				}			}		}	}	if(dates.size())		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(std::make_pair(ho, genRect(32, 32, -31, -31)));		CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));		CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(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(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(ho, genRect(32, 32, 0, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(ho, genRect(32, 32, -1, -31)));		CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));		CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));		CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(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(std::make_pair(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(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(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(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(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(std::make_pair(ho, genRect(32, 32, 95, 31)));		CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));		CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(ho, genRect(32, 32, 0, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(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(std::make_pair(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(std::make_pair(ho, genRect(32, 32, -31, 63)));		CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));		CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));		CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}	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(std::make_pair(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(std::make_pair(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(), ocmptwo_cgin);		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(), ocmptwo_cgin);	}}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(), ocmptwo_cgin);	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(), ocmptwo_cgin);	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(), ocmptwo_cgin);	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(), ocmptwo_cgin);	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(), ocmptwo_cgin);	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(), ocmptwo_cgin);}void CPlayerInterface::gameOver(ui8 player, bool victory ){	if(LOCPLINT != this)		return;	if(player == playerID)	{		if(!victory)			showInfoDialog(CGI->generaltexth->allTexts[95]);// 		else// 			showInfoDialog("Placeholder message: you won!");		makingTurn = true;		while(showingDialog->get() || dialogs.size()); //wait till all dialogs are displayed and closed		makingTurn = false; 		//return to main menu 		SDL_Event event; 		event.type = SDL_USEREVENT; 		event.user.code = 2; 		SDL_PushEvent(&event);	}	else	{		if(!victory) //enemy has lost		{			std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!			boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);			showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));		}	}}void CPlayerInterface::playerBonusChanged( const HeroBonus &bonus, bool gain ){}void CPlayerInterface::showPuzzleMap(){	waitWhileDialog();	boost::unique_lock<boost::recursive_mutex> un(*pim);	//TODO: interface should not know the real position of Grail...	float ratio = 0;	int3 grailPos = cb->getGrailPos(ratio);	GH.pushInt(new CPuzzleWindow(grailPos, ratio));}void SystemOptions::setMusicVolume( int newVolume ){	musicVolume = newVolume;	CGI->musich->setVolume(newVolume);	settingsChanged();}void SystemOptions::setSoundVolume( int newVolume ){	soundVolume = newVolume;	CGI->soundh->setVolume(newVolume);	settingsChanged();}void SystemOptions::setHeroMoveSpeed( int newSpeed ){	heroMoveSpeed = newSpeed;	settingsChanged();}void SystemOptions::setMapScrollingSpeed( int newSpeed ){	mapScrollingSpeed = newSpeed;	settingsChanged();}void SystemOptions::settingsChanged(){	CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");	if(settings.sfile)		settings << *this;	else		tlog1 << "Cannot save settings to config/sysopts.bin!\n";}void SystemOptions::apply(){	if(CGI->musich->getVolume() != musicVolume)		CGI->musich->setVolume(musicVolume);	if(CGI->soundh->getVolume() != soundVolume)		CGI->soundh->setVolume(soundVolume);	settingsChanged();}SystemOptions::SystemOptions(){	heroMoveSpeed = 2;	mapScrollingSpeed = 2;	musicVolume = 88;	soundVolume = 88;	printCellBorders = true;	printStackRange = true;	animSpeed = 2;	printMouseShadow = true;	showQueue = true;}void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho ){	assert(vstd::contains(paths, ho));	assert(ho == adventureInt->selection);	paths.erase(ho);	adventureInt->terrain.currentPath = NULL;}CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h){	if(vstd::contains(paths,h)) //hero has assigned path	{		CGPath &path = paths[h];		if(!path.nodes.size())		{			tlog3 << "Warning: empty path found...\n";			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->getPath2(path.endPos(), path))				return &path;			else				paths.erase(h);		}	}	return NULL;}void CPlayerInterface::acceptTurn(){	waitWhileDialog();	if(howManyPeople > 1)		adventureInt->startTurn();	boost::unique_lock<boost::recursive_mutex> un(*pim);	for(std::map<int,SDL_Surface*>::iterator i=graphics->heroWins.begin(); i!=graphics->heroWins.end();i++) //redraw hero infoboxes		SDL_FreeSurface(i->second);	graphics->heroWins.clear();	std::vector <const CGHeroInstance *> hh = cb->getHeroesInfo(false);	for(int i=0;i<hh.size();i++)	{		SDL_Surface * pom = infoWin(hh[i]);		graphics->heroWins.insert(std::pair<int,SDL_Surface*>(hh[i]->subID,pom));	}	/* TODO: This isn't quite right. First day in game should play	 * NEWDAY. And we don't play NEWMONTH. */	int day = cb->getDate(1);	if (day != 1)		CGI->soundh->playSound(soundBase::newDay);	else		CGI->soundh->playSound(soundBase::newWeek);	adventureInt->infoBar.newDay(day);	//select first hero if available.	//TODO: check if hero is slept	if(wanderingHeroes.size())		adventureInt->select(wanderingHeroes.front());	else		adventureInt->select(towns.front());	adventureInt->showAll(screen);}void CPlayerInterface::tryDiggging(const CGHeroInstance *h){	std::string hlp;	if(h->movement < h->maxMovePoints(true))		showInfoDialog(CGI->generaltexth->allTexts[56]); //"Digging for artifacts requires a whole day, try again tomorrow."	else if(cb->getTileInfo(h->getPosition(false))->tertype == TerrainTile::water)		showInfoDialog(CGI->generaltexth->allTexts[60]); //Try looking on land!	else	{		const TerrainTile *t = cb->getTileInfo(h->getPosition());		CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);		if(hlp.length() || t->blockingObjects.size() > 1)			showInfoDialog(CGI->generaltexth->allTexts[97]); //Try searching on clear ground.		else			cb->dig(h);	}}
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