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vcmi/client/Client.cpp

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#include "Client.h"
#include "../lib/Connection.h"
#include "../StartInfo.h"
#include "../map.h"
#include "../CGameState.h"
#include "../CGameInfo.h"
#include "../mapHandler.h"
#include "../CCallback.h"
#include "../CPlayerInterface.h"
#include "../CConsoleHandler.h"
#include "../lib/NetPacks.h"
#include <boost/bind.hpp>
#include <boost/thread.hpp>
#include <boost/foreach.hpp>
#include "../hch/CObjectHandler.h"
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#include "../hch/CGeneralTextHandler.h"
#include "../hch/CArtHandler.h"
#include <boost/thread/shared_mutex.hpp>
#include "../lib/VCMI_Lib.h"
CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);
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std::string toString(MetaString &ms)
{
std::string ret;
for(int i=0;i<ms.message.size();i++)
{
if(ms.message[i]>0)
{
ret += ms.strings[ms.message[i]-1];
}
else
{
std::vector<std::string> *vec;
int type = ms.texts[-ms.message[i]-1].first,
ser = ms.texts[-ms.message[i]-1].second;
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if(type == 5)
{
ret += CGI->arth->artifacts[ser].name;
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continue;
}
else if(type == 7)
{
ret += CGI->creh->creatures[ser].namePl;
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continue;
}
else if(type == 9)
{
ret += CGI->objh->mines[ser].first;
continue;
}
else if(type == 10)
{
ret += CGI->objh->mines[ser].second;
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continue;
}
else
{
switch(type)
{
case 1:
vec = &CGI->generaltexth->allTexts;
break;
case 2:
vec = &CGI->objh->xtrainfo;
break;
case 3:
vec = &CGI->objh->names;
break;
case 4:
vec = &CGI->objh->restypes;
break;
case 6:
vec = &CGI->generaltexth->arraytxt;
break;
case 8:
vec = &CGI->objh->creGens;
break;
case 11:
vec = &CGI->objh->advobtxt;
break;
case 12:
vec = &CGI->generaltexth->artifEvents;
break;
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}
ret += (*vec)[ser];
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}
}
}
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for(int i=0;i<ms.replacements.size();i++)
{
ret.replace(ret.find("%s"),2,ms.replacements[i]);
}
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return ret;
}
CClient::CClient(void)
{
}
CClient::CClient(CConnection *con, StartInfo *si)
:serv(con)
{
timeHandler tmh;
CGI->state = new CGameState();
THC std::cout<<"\tGamestate: "<<tmh.getDif()<<std::endl;
CConnection &c(*con);
////////////////////////////////////////////////////
ui8 pom8;
c << ui8(2) << ui8(1); //new game; one client
c << *si;
c >> pom8;
if(pom8) throw "Server cannot open the map!";
c << ui8(si->playerInfos.size());
for(int i=0;i<si->playerInfos.size();i++)
c << ui8(si->playerInfos[i].color);
ui32 seed, sum;
std::string mapname;
c >> mapname >> sum >> seed;
THC std::cout<<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
Mapa * mapa = new Mapa(mapname);
THC std::cout<<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
std::cout << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
std::cout << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
if(mapa->checksum != sum)
{
#ifndef __GNUC__
throw std::exception("Wrong checksum");
#else
throw std::exception();
#endif
exit(-1);
}
std::cout << "\tUsing random seed: "<<seed << std::endl;
gs = CGI->state;
gs->scenarioOps = si;
gs->init(si,mapa,seed);
CGI->mh = new CMapHandler();
THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
CGI->mh->map = mapa;
THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
CGI->mh->init();
THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
for (int i=0; i<CGI->state->scenarioOps->playerInfos.size();i++) //initializing interfaces
{
ui8 color = gs->scenarioOps->playerInfos[i].color;
CCallback *cb = new CCallback(gs,color,this);
if(!gs->scenarioOps->playerInfos[i].human)
{
playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,"EmptyAI.dll"));
}
else
{
gs->currentPlayer = color;
playerint[color] = new CPlayerInterface(color,i);
playerint[color]->init(cb);
}
}
cb = CGI->consoleh->cb = new CCallback(gs,-1,this);
}
CClient::~CClient(void)
{
}
void CClient::process(int what)
{
switch (what)
{
case 100: //one of our interaces has turn
{
ui8 player;
*serv >> player;//who?
std::cout << "It's turn of "<<(unsigned)player<<" player."<<std::endl;
boost::thread(boost::bind(&CGameInterface::yourTurn,playerint[player]));
break;
}
case 101:
{
NewTurn n;
*serv >> n;
std::cout << "New day: "<<(unsigned)n.day<<". Applying changes... ";
gs->apply(&n);
std::cout << "done!"<<std::endl;
break;
}
case 102: //set resource amount
{
SetResource sr;
*serv >> sr;
std::cout << "Set amount of "<<CGI->objh->restypes[sr.resid]
<< " of player "<<(unsigned)sr.player <<" to "<<sr.val<<std::endl;
gs->apply(&sr);
playerint[sr.player]->receivedResource(sr.resid,sr.val);
break;
}
case 103: //show info dialog
{
InfoWindow iw;
*serv >> iw;
std::vector<Component*> comps;
for(int i=0;i<iw.components.size();i++)
comps.push_back(&iw.components[i]);
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std::string str = toString(iw.text);
playerint[iw.player]->showInfoDialog(str,comps);
break;
}
case 104:
{
SetResources sr;
*serv >> sr;
std::cout << "Set amount of resources of player "<<(unsigned)sr.player<<std::endl;
gs->apply(&sr);
playerint[sr.player]->receivedResource(-1,-1);
break;
}
case 105:
{
SetPrimSkill sps;
*serv >> sps;
std::cout << "Changing hero primary skill"<<std::endl;
gs->apply(&sps);
playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);
break;
}
case 106:
{
SetSecSkill sr;
*serv >> sr;
std::cout << "Changing hero secondary skill"<<std::endl;
gs->apply(&sr);
//TODO? - maybe inform interfaces
break;
}
case 107:
{
ShowInInfobox sii;
*serv >> sii;
SComponent sc(sii.c);
sc.description = toString(sii.text);
if(playerint[sii.player]->human)
static_cast<CPlayerInterface*>(playerint[sii.player])->showComp(sc);
break;
}
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case 108:
{
HeroVisitCastle vc;
*serv >> vc;
gs->apply(&vc);
if(vc.start() && !vc.garrison() && vstd::contains(playerint,gs->getHero(vc.hid)->tempOwner))
{
playerint[gs->getHero(vc.hid)->tempOwner]->heroVisitsTown(gs->getHero(vc.hid),gs->getTown(vc.tid));
}
break;
}
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case 500:
{
RemoveObject rh;
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*serv >> rh;
CGObjectInstance *obj = gs->map->objects[rh.id];
CGI->mh->removeObject(obj);
gs->apply(&rh);
if(obj->ID == 34)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
std::cout << "Removing hero with id = "<<(unsigned)rh.id<<std::endl;
playerint[h->tempOwner]->heroKilled(h);
}
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break;
}
case 501: //hero movement response - we have to notify interfaces and callback
{
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TryMoveHero *th = new TryMoveHero; //will be deleted by callback after processing
*serv >> *th;
std::cout << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
gs->apply(th);
int player = gs->map->objects[th->id]->getOwner();
if(playerint[player])
{
for(std::set<int3>::iterator i=th->fowRevealed.begin(); i != th->fowRevealed.end(); i++)
playerint[player]->tileRevealed(*i);
//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));
}
//notify interfacesabout move
int nn=0; //number of interfece of currently browsed player
for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
{
if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])
{
HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
hmd.successful = th->result;
i->second->heroMoved(hmd);
}
}
//add info for callback
mess.mx->lock();
mess.res->insert(th);
mess.mx->unlock();
mess.cv->notify_all();
break;
}
case 502:
{
SetGarrisons sg;
*serv >> sg;
std::cout << "Setting garrisons." << std::endl;
gs->apply(&sg);
for(std::map<ui32,CCreatureSet>::iterator i = sg.garrs.begin(); i!=sg.garrs.end(); i++)
playerint[gs->map->objects[i->first]->tempOwner]->garrisonChanged(gs->map->objects[i->first]);
break;
}
case 503:
{
//SetStrInfo ssi;
//*serv >> ssi;
//gs->apply(&ssi);
//TODO: notify interfaces
break;
}
case 504:
{
NewStructures ns;
*serv >> ns;
CGTownInstance *town = static_cast<CGTownInstance*>(gs->map->objects[ns.tid]);
std::cout << "New structure(s) in " << ns.tid <<" " << town->name << " - " << *ns.bid.begin() << std::endl;
gs->apply(&ns);
BOOST_FOREACH(si32 bid, ns.bid)
{
if(bid==13) //for or capitol
{
town->defInfo = gs->capitols[town->subID];
}
if(bid ==7)
{
town->defInfo = gs->forts[town->subID];
}
playerint[town->tempOwner]->buildChanged(town,bid,1);
}
break;
}
case 506:
{
SetAvailableCreatures ns;
*serv >> ns;
std::cout << "Setting available creatures in " << ns.tid << std::endl;
gs->apply(&ns);
//TODO: do we need to inform interface?
break;
}
case 508:
{
SetHeroesInTown inTown;
*serv >> inTown;
std::cout << "Setting heroes in town " << inTown.tid << std::endl;
gs->apply(&inTown);
CGTownInstance *t = gs->getTown(inTown.tid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->heroInGarrisonChange(t);
break;
}
case 509:
{
SetHeroArtifacts sha;
*serv >> sha;
std::cout << "Setting artifacts of hero " << sha.hid << std::endl;
gs->apply(&sha);
CGHeroInstance *t = gs->getHero(sha.hid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->heroArtifactSetChanged(t);
break;
}
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case 1001:
{
SetObjectProperty sop;
*serv >> sop;
std::cout << "Setting " << (unsigned)sop.what << " property of " << sop.id <<" object to "<<sop.val<<std::endl;
gs->apply(&sop);
break;
}
case 1002:
{
SetHoverName shn;
*serv >> shn;
std::cout << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;
gs->mx->lock();
gs->map->objects[shn.id]->hoverName = toString(shn.name);
gs->mx->unlock();
break;
}
case 2000:
{
HeroLevelUp bs;
*serv >> bs;
std::cout << "Hero levels up!" <<std::endl;
gs->apply(&bs);
CGHeroInstance *h = gs->getHero(bs.heroid);
if(vstd::contains(playerint,h->tempOwner))
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{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cb,_1,bs.id));
playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)bs.primskill,bs.skills, callback);
}
break;
}
case 2001:
{
SelectionDialog sd;
*serv >> sd;
std::cout << "Showing selection dialog " <<std::endl;
std::vector<Component*> comps;
for(int i=0;i<sd.components.size();i++)
comps.push_back(&sd.components[i]);
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std::string str = toString(sd.text);
playerint[sd.player]->showSelDialog(str,comps,sd.id);
break;
}
case 2002:
{
YesNoDialog ynd;
*serv >> ynd;
std::cout << "Showing yes/no dialog " <<std::endl;
std::vector<Component*> comps;
for(int i=0;i<ynd.components.size();i++)
comps.push_back(&ynd.components[i]);
std::string str = toString(ynd.text);
playerint[ynd.player]->showYesNoDialog(str,comps,ynd.id);
break;
}
case 3000:
{
BattleStart bs;
*serv >> bs; //uses new to allocate memory for battleInfo - must be deleted when battle is over
std::cout << "Starting battle!" <<std::endl;
gs->apply(&bs);
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 0);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 1);
break;
}
case 3001:
{
BattleNextRound bnr;
*serv >> bnr;
std::cout << "Round nr " << bnr.round <<std::endl;
gs->apply(&bnr);
//tell players about next round
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleNewRound(bnr.round);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleNewRound(bnr.round);
break;
}
case 3002:
{
BattleSetActiveStack sas;
*serv >> sas;
std::cout << "Active stack: " << sas.stack <<std::endl;
gs->apply(&sas);
int owner = gs->curB->getStack(sas.stack)->owner;
if(owner >= PLAYER_LIMIT) //ugly workaround to skip neutral creatures - should be replaced with AI
{
BattleAction ba;
ba.stackNumber = sas.stack;
ba.actionType = 3;
*serv << ui16(3002) << ba;
}
else
{
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));
}
break;
}
case 3003:
{
BattleResult br;
*serv >> br;
std::cout << "Battle ends. Winner: " << (unsigned)br.winner<< ". Type of end: "<< (unsigned)br.result <<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleEnd(&br);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleEnd(&br);
gs->apply(&br);
break;
}
case 3004:
{
BattleStackMoved br;
*serv >> br;
std::cout << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
gs->apply(&br);
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break;
}
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case 3006:
{
BattleAttack ba;
*serv >> ba;
std::cout << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;
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gs->apply(&ba);
LOCPLINT->battleAttack(&ba);
break;
}
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case 9999:
break;
default:
#ifndef __GNUC__
throw std::exception("Not supported server message!");
#else
throw std::exception();
#endif
break;
}
}
void CClient::waitForMoveAndSend(int color)
{
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
*serv << ui16(3002) << ba;
}
void CClient::run()
{
try
{
ui16 typ;
while(1)
{
*serv >> typ;
process(typ);
}
} HANDLE_EXCEPTION
}
void CClient::close()
{
boost::unique_lock<boost::mutex>(*serv->wmx);
*serv << ui16(99);
serv->close();
}