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vcmi/client/NetPacksClient.cpp

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#include "StdInc.h"
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#include "../lib/NetPacks.h"
#include "../lib/Filesystem/CResourceLoader.h"
#include "../lib/Filesystem/CFileInfo.h"
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#include "../CCallback.h"
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#include "Client.h"
#include "CPlayerInterface.h"
#include "CGameInfo.h"
#include "../lib/Connection.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CObjectHandler.h"
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#include "../lib/VCMI_Lib.h"
#include "../lib/Map/CMap.h"
#include "../lib/VCMIDirs.h"
#include "../lib/CSpellHandler.h"
#include "CSoundBase.h"
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#include "mapHandler.h"
#include "GUIClasses.h"
#include "../lib/CConfigHandler.h"
#include "UIFramework/SDL_Extensions.h"
#include "BattleInterface/CBattleInterface.h"
#include "../lib/Map/CCampaignHandler.h"
#include "../lib/CGameState.h"
#include "../lib/BattleState.h"
#include "../lib/GameConstants.h"
#include "UIFramework/CGuiHandler.h"
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//macros to avoid code duplication - calls given method with given arguments if interface for specific player is present
//awaiting variadic templates...
#define CALL_IN_PRIVILAGED_INTS(function, ...) \
do \
{ \
BOOST_FOREACH(IGameEventsReceiver *ger, cl->privilagedGameEventReceivers) \
ger->function(__VA_ARGS__); \
} while(0)
#define CALL_ONLY_THAT_INTERFACE(player, function, ...) \
do \
{ \
if(vstd::contains(cl->playerint,player)) \
cl->playerint[player]->function(__VA_ARGS__); \
}while(0)
#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
CALL_IN_PRIVILAGED_INTS(function, __VA_ARGS__); \
} while(0)
#define CALL_ONLY_THT_BATTLE_INTERFACE(player,function, ...) \
do \
{ \
if(vstd::contains(cl->battleints,player)) \
cl->battleints[player]->function(__VA_ARGS__); \
} while (0);
#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \
do \
{ \
BOOST_FOREACH(IBattleEventsReceiver *ber, cl->privilagedBattleEventReceivers)\
ber->function(__VA_ARGS__); \
} while(0)
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#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__); \
} while(0)
//calls all normal interfaces and privilaged ones, playerints may be updated when iterating over it, so we need a copy
#define CALL_IN_ALL_INTERFACES(function, ...) \
do \
{ \
std::map<ui8, CGameInterface*> ints = cl->playerint; \
for(std::map<ui8, CGameInterface*>::iterator i = ints.begin(); i != ints.end(); i++)\
CALL_ONLY_THAT_INTERFACE(i->first, function, __VA_ARGS__); \
} while(0)
#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[0], function, __VA_ARGS__) \
CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[1], function, __VA_ARGS__) \
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
/*
* NetPacksClient.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
*
*/
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void SetResources::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1);
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}
void SetResource::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val);
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}
void SetPrimSkill::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
tlog1 << "Cannot find hero with ID " << id << std::endl;
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
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}
void SetSecSkill::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
tlog1 << "Cannot find hero with ID " << id << std::endl;
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val);
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}
void HeroVisitCastle::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
if(start())
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{
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroVisitsTown, h, GS(cl)->getTown(tid));
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}
}
void ChangeSpells::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void SetMana::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroManaPointsChanged, h);
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}
void SetMovePoints::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
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cl->invalidatePaths(h);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
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}
void FoWChange::applyCl( CClient *cl )
{
BOOST_FOREACH(auto &i, cl->playerint)
if(cl->getPlayerRelations(i.first, player) > 0) //ally or the same player
{
if(mode)
i.second->tileRevealed(tiles);
else
i.second->tileHidden(tiles);
}
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cl->invalidatePaths();
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}
void SetAvailableHeroes::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void ChangeStackCount::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);
}
void SetStackType::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);
}
void EraseStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);
}
void SwapStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);
if(sl1.army->tempOwner != sl2.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);
}
void InsertNewStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
}
void RebalanceStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
if(src.army->tempOwner != dst.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
}
void PutArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactPut, al);
}
void EraseArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactRemoved, al);
}
void MoveArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);
if(src.owningPlayer() != dst.owningPlayer())
INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);
}
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void AssembledArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al);
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}
void DisassembledArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al);
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}
void HeroVisit::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(hero->tempOwner, heroVisit, hero, obj, starting);
}
void NewTurn::applyCl( CClient *cl )
{
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cl->invalidatePaths();
}
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void GiveBonus::applyCl( CClient *cl )
{
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cl->invalidatePaths();
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true);
}
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, *p->getBonusList().back(), true);
}
break;
}
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}
void ChangeObjPos::applyFirstCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
if(flags & 1)
CGI->mh->hideObject(obj);
}
void ChangeObjPos::applyCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
if(flags & 1)
CGI->mh->printObject(obj);
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cl->invalidatePaths();
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}
void PlayerEndsGame::applyCl( CClient *cl )
{
CALL_IN_ALL_INTERFACES(gameOver, player, victory);
}
void RemoveBonus::applyCl( CClient *cl )
{
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cl->invalidatePaths();
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false);
}
break;
case PLAYER:
{
//const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, bonus, false);
}
break;
}
}
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void UpdateCampaignState::applyCl( CClient *cl )
{
cl->stopConnection();
if(camp->mapsRemaining.size())
cl->proposeNextMission(camp);
else
cl->finishCampaign(camp);
}
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void RemoveObject::applyFirstCl( CClient *cl )
{
const CGObjectInstance *o = cl->getObj(id);
CGI->mh->hideObject(o);
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int3 pos = o->visitablePos();
//notify interfaces about removal
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
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{
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if(GS(cl)->isVisible(o, i->first))
i->second->objectRemoved(o);
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}
}
void RemoveObject::applyCl( CClient *cl )
{
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cl->invalidatePaths();
}
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void TryMoveHero::applyFirstCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(id);
//check if playerint will have the knowledge about movement - if not, directly update maphandler
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= GameConstants::PLAYER_LIMIT)
continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if((t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
&& GS(cl)->getPlayer(i->first)->human)
humanKnows = true;
}
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
CGI->mh->removeObject(h);
if(result == DISEMBARK)
CGI->mh->printObject(h->boat);
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}
void TryMoveHero::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
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cl->invalidatePaths();
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if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
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{
CGI->mh->printObject(h);
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}
if(result == EMBARK)
CGI->mh->hideObject(h->boat);
int player = h->tempOwner;
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BOOST_FOREACH(auto &i, cl->playerint)
if(cl->getPlayerRelations(i.first, player) > 0) //ally or the same player
i.second->tileRevealed(fowRevealed);
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//notify interfaces about move
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= GameConstants::PLAYER_LIMIT) continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if(t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
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{
i->second->heroMoved(*this);
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}
}
if(!humanKnows) //maphandler didn't get update from playerint, do it now
{ //TODO: restructure nicely
CGI->mh->printObject(h);
}
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}
void NewStructures::applyCl( CClient *cl )
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if(id== EBuilding::CAPITOL) //fort or capitol
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{
town->defInfo = GS(cl)->capitols[town->subID];
}
if(id == EBuilding::FORT)
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{
town->defInfo = GS(cl)->forts[town->subID];
}
if(vstd::contains(cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged(town,id,1);
}
}
void RazeStructures::applyCl (CClient *cl)
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if (id == 13) //fort or capitol
{
town->defInfo = GS(cl)->forts[town->subID];
}
if(vstd::contains (cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged (town,id,2);
}
}
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void SetAvailableCreatures::applyCl( CClient *cl )
{
const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
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//inform order about the change
int p = -1;
if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
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p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
else
p = dw->tempOwner;
INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw);
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}
void SetHeroesInTown::applyCl( CClient *cl )
{
CGTownInstance *t = GS(cl)->getTown(tid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
}
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// void SetHeroArtifacts::applyCl( CClient *cl )
// {
// tlog1 << "SetHeroArtifacts :(\n";
// //
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// // CGHeroInstance *h = GS(cl)->getHero(hid);
// // CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : NULL);
// // if(!player)
// // return;
//
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// //h->recreateArtBonuses();
// //player->heroArtifactSetChanged(h);
//
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// // BOOST_FOREACH(Bonus bonus, gained)
// // {
// // player->heroBonusChanged(h,bonus,true);
// // }
// // BOOST_FOREACH(Bonus bonus, lost)
// // {
// // player->heroBonusChanged(h,bonus,false);
// // }
// }
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void HeroRecruited::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->map->heroes.back();
if(h->subID != hid)
{
tlog1 << "Something wrong with hero recruited!\n";
}
CGI->mh->initHeroDef(h);
CGI->mh->printObject(h);
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if(vstd::contains(cl->playerint,h->tempOwner))
{
cl->playerint[h->tempOwner]->heroCreated(h);
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if(const CGTownInstance *t = GS(cl)->getTown(tid))
cl->playerint[h->tempOwner]->heroInGarrisonChange(t);
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}
}
void GiveHero::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(id);
CGI->mh->initHeroDef(h);
CGI->mh->printObject(h);
cl->playerint[h->tempOwner]->heroCreated(h);
}
void GiveHero::applyFirstCl( CClient *cl )
{
CGI->mh->hideObject(GS(cl)->getHero(id));
}
void InfoWindow::applyCl( CClient *cl )
{
std::vector<Component*> comps;
for(size_t i=0;i<components.size();i++)
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{
comps.push_back(&components[i]);
}
std::string str;
text.toString(str);
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if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showInfoDialog(str,comps,(soundBase::soundID)soundID);
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else
tlog2 << "We received InfoWindow for not our player...\n";
}
void SetObjectProperty::applyCl( CClient *cl )
{
//inform all players that see this object
for(std::map<ui8,CGameInterface *>::const_iterator it = cl->playerint.begin(); it != cl->playerint.end(); ++it)
{
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if(GS(cl)->isVisible(GS(cl)->map->objects[id], it->first))
INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
}
}
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void HeroLevelUp::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(heroid);
//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
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if(vstd::contains(cl->playerint,h->tempOwner))
{
cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID);
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}
}
void CommanderLevelUp::applyCl( CClient *cl )
{
CCommanderInstance * commander = GS(cl)->getHero(heroid)->commander;
assert (commander);
ui8 player = commander->armyObj->tempOwner;
if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance?
{
cl->playerint[player]->commanderGotLevel(commander, skills, queryID);
}
}
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void BlockingDialog::applyCl( CClient *cl )
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{
std::string str;
text.toString(str);
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if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel());
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else
tlog2 << "We received YesNoDialog for not our player...\n";
}
void GarrisonDialog::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
if(!vstd::contains(cl->playerint,h->getOwner()))
return;
cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,queryID);
}
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void BattleStart::applyCl( CClient *cl )
{
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cl->battleStarted(info);
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}
void BattleNextRound::applyFirstCl(CClient *cl)
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round);
}
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void BattleNextRound::applyCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round);
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}
void BattleSetActiveStack::applyCl( CClient *cl )
{
if(!askPlayerInterface)
return;
const CStack * activated = GS(cl)->curB->battleGetStackByID(stack);
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int playerToCall = -1; //player that will move activated stack
if( activated->hasBonusOfType(Bonus::HYPNOTIZED) )
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{
playerToCall = ( GS(cl)->curB->sides[0] == activated->owner ? GS(cl)->curB->sides[1] : GS(cl)->curB->sides[0] );
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}
else
{
playerToCall = activated->owner;
}
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if( vstd::contains(cl->battleints, playerToCall) )
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boost::thread( boost::bind(&CClient::waitForMoveAndSend, cl, playerToCall) );
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}
void BattleTriggerEffect::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleTriggerEffect, *this);
}
void BattleObstaclePlaced::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);
}
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void BattleResult::applyFirstCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
cl->battleFinished();
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}
void BattleStackMoved::applyFirstCl( CClient *cl )
{
const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tilesToMove,distance);
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}
//void BattleStackAttacked::( CClient *cl )
void BattleStackAttacked::applyFirstCl( CClient *cl )
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{
std::vector<BattleStackAttacked> bsa;
bsa.push_back(*this);
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
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}
void BattleAttack::applyFirstCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this);
for (int g=0; g<bsa.size(); ++g)
{
for (int z=0; z<bsa[g].healedStacks.size(); ++z)
{
bsa[g].healedStacks[z].applyCl(cl);
}
}
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}
void BattleAttack::applyCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
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}
void StartAction::applyFirstCl( CClient *cl )
{
cl->curbaction = new BattleAction(ba);
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, &ba);
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}
void BattleSpellCast::applyCl( CClient *cl )
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{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this);
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}
void SetStackEffect::applyCl( CClient *cl )
{
//informing about effects
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this);
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}
void StacksInjured::applyCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,stacks);
}
void BattleResultsApplied::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(254, battleResultsApplied);
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
{
cl->terminate = true;
CloseServer cs;
*cl->serv << &cs;
}
}
void StacksHealedOrResurrected::applyCl( CClient *cl )
{
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std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(int v=0; v<healedStacks.size(); ++v)
{
shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));
}
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);
}
void ObstaclesRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed obstacles
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles);
}
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void CatapultAttack::applyCl( CClient *cl )
{
//inform interfaces about catapult attack
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);
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}
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void BattleStacksRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed stacks
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);
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}
void BattleStackAdded::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back());
}
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CGameState* CPackForClient::GS( CClient *cl )
{
return cl->gs;
}
void EndAction::applyCl( CClient *cl )
{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionFinished, cl->curbaction);
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delete cl->curbaction;
cl->curbaction = NULL;
}
void PackageApplied::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
if(!cl->waitingRequest.tryRemovingElement(requestID))
tlog3 << "Surprising server message!\n";
}
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void SystemMessage::applyCl( CClient *cl )
{
std::ostringstream str;
str << "System message: " << text;
tlog4 << str.str() << std::endl;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
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}
void PlayerBlocked::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason);
}
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void YourTurn::applyCl( CClient *cl )
{
CALL_IN_ALL_INTERFACES(playerStartsTurn, player);
CALL_ONLY_THAT_INTERFACE(player,yourTurn);
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}
void SaveGame::applyCl(CClient *cl)
{
CFileInfo info(fname);
CResourceHandler::get()->createResource(info.getStem() + ".vcgm1");
//FIXME: Workaround for a file that was created by server and in future should be used only by server
CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
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try
{
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::CLIENT_SAVEGAME)));
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save << *cl;
}
catch(std::exception &e)
{
tlog1 << "Failed to save game:" << e.what() << std::endl;
}
}
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void PlayerMessage::applyCl(CClient *cl)
{
std::ostringstream str;
str << "Player "<<(int)player<<" sends a message: " << text;
tlog4 << str.str() << std::endl;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
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}
void SetSelection::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
return;
//CPackForClient::GS(cl)->calculatePaths(h, *cl->pathInfo);
}
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void ShowInInfobox::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());
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}
void AdvmapSpellCast::applyCl(CClient *cl)
{
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cl->invalidatePaths();
//consider notifying other interfaces that see hero?
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INTERFACE_CALL_IF_PRESENT(caster->getOwner(),advmapSpellCast, caster, spellID);
}
void OpenWindow::applyCl(CClient *cl)
{
switch(window)
{
case EXCHANGE_WINDOW:
{
const CGHeroInstance *h = cl->getHero(id1);
const CGObjectInstance *h2 = cl->getHero(id2);
assert(h && h2);
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, id1, id2);
}
break;
case RECRUITMENT_FIRST:
case RECRUITMENT_ALL:
{
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(id1));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(id2));
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INTERFACE_CALL_IF_PRESENT(dst->tempOwner,showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
}
break;
case SHIPYARD_WINDOW:
{
const IShipyard *sy = IShipyard::castFrom(cl->getObj(id1));
INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy);
}
break;
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case THIEVES_GUILD:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(id2);
INTERFACE_CALL_IF_PRESENT(id1, showThievesGuildWindow, obj);
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}
break;
case UNIVERSITY_WINDOW:
{
//displays University window (when hero enters University on adventure map)
const IMarket *market = IMarket::castFrom(cl->getObj(id1));
const CGHeroInstance *hero = cl->getHero(id2);
INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero);
}
break;
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case MARKET_WINDOW:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(id1);
const CGHeroInstance *hero = cl->getHero(id2);
const IMarket *market = IMarket::castFrom(obj);
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showMarketWindow, market, hero);
}
break;
case HILL_FORT_WINDOW:
{
//displays Hill fort window
const CGObjectInstance *obj = cl->getObj(id1);
const CGHeroInstance *hero = cl->getHero(id2);
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero);
}
break;
case PUZZLE_MAP:
{
INTERFACE_CALL_IF_PRESENT(id1, showPuzzleMap);
}
break;
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case TAVERN_WINDOW:
const CGObjectInstance *obj1 = cl->getObj(id1),
*obj2 = cl->getObj(id2);
INTERFACE_CALL_IF_PRESENT(obj1->tempOwner, showTavernWindow, obj2);
break;
}
}
void CenterView::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);
}
void NewObject::applyCl(CClient *cl)
{
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cl->updatePaths();
const CGObjectInstance *obj = cl->getObj(id);
CGI->mh->printObject(obj);
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
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if(GS(cl)->isVisible(obj, i->first))
i->second->newObject(obj);
}
}
void SetAvailableArtifacts::applyCl(CClient *cl)
{
if(id < 0) //artifact merchants globally
{
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
i->second->availableArtifactsChanged(NULL);
}
else
{
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(id));
assert(bm);
INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm);
}
}
void TradeComponents::applyCl(CClient *cl)
{///Shop handler
switch (CGI->mh->map->objects[objectid]->ID)
{
case Obj::BLACK_MARKET:
break;
case Obj::TAVERN:
break;
case Obj::DEN_OF_THIEVES:
break;
case Obj::TRADING_POST_SNOW:
break;
default:
tlog2 << "Shop type not supported! \n";
}
}