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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

new files

This commit is contained in:
Michał W. Urbańczyk 2009-03-07 15:55:56 +00:00
parent 5ebb54ec59
commit 5816028322
4 changed files with 1009 additions and 0 deletions

425
client/NetPacksClient.cpp Normal file
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#include "../lib/NetPacks.h"
#include "../CCallback.h"
#include "../client/Client.h"
#include "../CPlayerInterface.h"
#include "../CGameInfo.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../map.h"
#include "../hch/CSpellHandler.h"
#include "../mapHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
if(vstd::contains(cl->playerint,player)) \
cl->playerint[player]->function(__VA_ARGS__);
CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
void SetResources::applyCl( CClient *cl )
{
cl->playerint[player]->receivedResource(-1,-1);
}
void SetResource::applyCl( CClient *cl )
{
cl->playerint[player]->receivedResource(resid,val);
}
void SetPrimSkill::applyCl( CClient *cl )
{
cl->playerint[GS(cl)->getHero(id)->tempOwner]->heroPrimarySkillChanged(GS(cl)->getHero(id),which,val);
}
void SetSecSkill::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void HeroVisitCastle::applyCl( CClient *cl )
{
if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
{
cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid));
}
}
void ChangeSpells::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void SetMana::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroManaPointsChanged(h);
}
void SetMovePoints::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroMovePointsChanged(h);
}
void FoWChange::applyCl( CClient *cl )
{
if(!vstd::contains(cl->playerint,player))
return;
if(mode)
cl->playerint[player]->tileRevealed(tiles);
else
cl->playerint[player]->tileHidden(tiles);
}
void SetAvailableHeroes::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void GiveBonus::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);
}
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);
}
void RemoveObject::applyFirstCl( CClient *cl )
{
CGI->mh->hideObject(cl->getObj(id));
}
void RemoveObject::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(id);
if(h)
{
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroKilled(h);
}
}
void TryMoveHero::applyFirstCl( CClient *cl )
{
if(result>1)
CGI->mh->removeObject(GS(cl)->getHero(id));
}
void TryMoveHero::applyCl( CClient *cl )
{
HeroMoveDetails hmd(start,end,GS(cl)->getHero(id));
hmd.style = result-1;
hmd.successful = result;
if(result>1)
CGI->mh->printObject(hmd.ho);
int player = hmd.ho->tempOwner;
if(vstd::contains(cl->playerint,player))
{
cl->playerint[player]->tileRevealed(fowRevealed);
}
//notify interfaces about move
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
if(GS(cl)->players[i->first].fogOfWarMap[start.x-1][start.y][start.z] || GS(cl)->players[i->first].fogOfWarMap[end.x-1][end.y][end.z])
{
i->second->heroMoved(hmd);
}
}
//add info for callback
if(result<2)
{
mess.mx->lock();
mess.res->insert(new TryMoveHero(*this));
mess.mx->unlock();
mess.cv->notify_all();
}
}
void SetGarrisons::applyCl( CClient *cl )
{
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
if(vstd::contains(cl->playerint,cl->getOwner(i->first)))
cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first));
}
void NewStructures::applyCl( CClient *cl )
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if(id==13) //fort or capitol
{
town->defInfo = GS(cl)->capitols[town->subID];
}
if(id ==7)
{
town->defInfo = GS(cl)->forts[town->subID];
}
if(vstd::contains(cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged(town,id,1);
}
}
void SetAvailableCreatures::applyCl( CClient *cl )
{
CGTownInstance *t = GS(cl)->getTown(tid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->availableCreaturesChanged(t);
}
void SetHeroesInTown::applyCl( CClient *cl )
{
CGTownInstance *t = GS(cl)->getTown(tid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
}
void SetHeroArtifacts::applyCl( CClient *cl )
{
CGHeroInstance *t = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->heroArtifactSetChanged(t);
}
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);
if(vstd::contains(cl->playerint,h->tempOwner))
{
cl->playerint[h->tempOwner]->heroCreated(h);
cl->playerint[h->tempOwner]->heroInGarrisonChange(GS(cl)->getTown(tid));
}
}
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++)
{
comps.push_back(&components[i]);
}
std::string str = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showInfoDialog(str,comps);
else
tlog2 << "We received InfoWindow for not our player...\n";
}
void HeroLevelUp::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(heroid);
if(vstd::contains(cl->playerint,h->tempOwner))
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
cl->playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)primskill,skills, callback);
}
}
void SelectionDialog::applyCl( CClient *cl )
{
std::vector<Component*> comps;
for(size_t i=0; i < components.size(); ++i) {
comps.push_back(&components[i]);
}
std::string str = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showSelDialog(str,comps,id);
else
tlog2 << "We received SelectionDialog for not our player...\n";
}
void YesNoDialog::applyCl( CClient *cl )
{
std::vector<Component*> comps;
for(size_t i=0; i < components.size(); ++i) {
comps.push_back(&components[i]);
}
std::string str = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showYesNoDialog(str,comps,id);
else
tlog2 << "We received YesNoDialog for not our player...\n";
}
void BattleStart::applyCl( CClient *cl )
{
if(vstd::contains(cl->playerint,info->side1))
cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 0);
if(vstd::contains(cl->playerint,info->side2))
cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 1);
}
void BattleNextRound::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleNewRound(round);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleNewRound(round);
}
void BattleSetActiveStack::applyCl( CClient *cl )
{
int owner = GS(cl)->curB->getStack(stack)->owner;
if(vstd::contains(cl->playerint,owner))
boost::thread(boost::bind(&CClient::waitForMoveAndSend,cl,owner));
}
void BattleResult::applyFirstCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleEnd(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleEnd(this);
}
void BattleStackMoved::applyFirstCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStackMoved(stack,tile);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStackMoved(stack,tile);
}
void BattleStackAttacked::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(this);
}
void BattleAttack::applyFirstCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleAttack(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleAttack(this);
}
void BattleAttack::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(&bsa);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(&bsa);
}
void StartAction::applyFirstCl( CClient *cl )
{
cl->curbaction = new BattleAction(ba);
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->actionStarted(&ba);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
}
void SpellCasted::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
}
void SetStackEffect::applyCl( CClient *cl )
{
SpellCasted sc;
sc.id = effect.id;
sc.side = 3; //doesn't matter
sc.skill = effect.level;
sc.tile = GS(cl)->curB->getStack(stack)->position;
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
}
CGameState* CPackForClient::GS( CClient *cl )
{
return cl->gs;
}
void EndAction::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,actionFinished,cl->curbaction);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,actionFinished,cl->curbaction);
delete cl->curbaction;
cl->curbaction = NULL;
}
void SystemMessage::applyCl( CClient *cl )
{
tlog4 << "System message from server: " << text << std::endl;
}
void YourTurn::applyCl( CClient *cl )
{
boost::thread(boost::bind(&CGameInterface::yourTurn,cl->playerint[player]));
}
void PlayerMessage::applyCl(CClient *cl)
{
tlog4 << "Player "<<(int)player<<" sends a message: " << text << std::endl;
}
void ShowInInfobox::applyCl(CClient *cl)
{
SComponent sc(c);
sc.description = toString(text);
if(cl->playerint[player]->human)
{
static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
}
}

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#define VCMI_DLL
#include "../lib/NetPacks.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../map.h"
#include "../hch/CSpellHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
DLL_EXPORT void SetResource::applyGs( CGameState *gs )
{
gs->players[player].resources[resid] = val;
}
DLL_EXPORT void SetResources::applyGs( CGameState *gs )
{
for(int i=0;i<res.size();i++)
gs->players[player].resources[i] = res[i];
}
DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(which <4)
{
if(abs)
hero->primSkills[which] = val;
else
hero->primSkills[which] += val;
}
else if(which == 4) //XP
{
if(abs)
hero->exp = val;
else
hero->exp += val;
}
}
DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(hero->getSecSkillLevel(which) == 0)
{
hero->secSkills.push_back(std::pair<int,int>(which, val));
}
else
{
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].first == which)
{
if(abs)
hero->secSkills[i].second = val;
else
hero->secSkills[i].second += val;
}
}
}
}
DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
if(start())
{
if(garrison())
{
t->garrisonHero = h;
h->visitedTown = t;
h->inTownGarrison = true;
}
else
{
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
}
else
{
if(garrison())
{
t->garrisonHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
else
{
t->visitingHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
}
}
DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
BOOST_FOREACH(ui32 sid, spells)
hero->spells.insert(sid);
else
BOOST_FOREACH(ui32 sid, spells)
hero->spells.erase(sid);
}
DLL_EXPORT void SetMana::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
hero->mana = val;
}
DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
hero->movement = val;
}
DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
{
BOOST_FOREACH(int3 t, tiles)
gs->players[player].fogOfWarMap[t.x][t.y][t.z] = mode;
}
DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
{
gs->players[player].availableHeroes.clear();
CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
gs->players[player].availableHeroes.push_back(h);
if(h && flags & 1)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
gs->players[player].availableHeroes.push_back(h);
if(flags & 2)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
}
DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
h->bonuses.push_back(bonus);
h->bonuses.back().description = toString(bdescr);
}
DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[objid];
if(!obj)
{
tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(obj->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
gs->map->heroes.erase(nitr);
int player = h->tempOwner;
nitr = std::find(gs->players[player].heroes.begin(), gs->players[player].heroes.end(), h);
gs->players[player].heroes.erase(nitr);
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
//TODO: add to the pool?
}
gs->map->objects[id] = NULL;
//unblock tiles
if(obj->defInfo)
{
gs->map->removeBlockVisTiles(obj);
}
}
void TryMoveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
h->movement = movePoints;
if(start!=end && result)
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
gs->map->addBlockVisTiles(h);
}
BOOST_FOREACH(int3 t, fowRevealed)
gs->players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
}
DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
{
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
{
CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
ai->army = i->second;
if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
else if(ai->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
if(h->visitedTown && h->inTownGarrison)
h->visitedTown->army = i->second;
}
}
}
DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
{
CGTownInstance*t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
t->builtBuildings.insert(id);
t->builded = builded;
}
DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
{
gs->getTown(tid)->strInfo.creatures = creatures;
}
DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
CGHeroInstance *v = gs->getHero(visiting),
*g = gs->getHero(garrison);
t->visitingHero = v;
t->garrisonHero = g;
if(v)
{
v->visitedTown = t;
v->inTownGarrison = false;
gs->map->addBlockVisTiles(v);
}
if(g)
{
g->visitedTown = t;
g->inTownGarrison = true;
gs->map->removeBlockVisTiles(g);
}
}
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
h->artifacts = artifacts;
h->artifWorn = artifWorn;
}
DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->hpool.heroesPool[hid];
CGTownInstance *t = gs->getTown(tid);
h->setOwner(player);
h->pos = tile;
h->movement = h->maxMovePoints(true);
gs->hpool.heroesPool.erase(hid);
if(h->id < 0)
{
h->id = gs->map->objects.size();
gs->map->objects.push_back(h);
}
else
gs->map->objects[h->id] = h;
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
gs->players[h->tempOwner].heroes.push_back(h);
gs->map->addBlockVisTiles(h);
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
gs->map->removeBlockVisTiles(h,true);
h->setOwner(player);
h->movement = h->maxMovePoints(true);
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
gs->players[h->tempOwner].heroes.push_back(h);
gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}
DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
{
gs->day = day;
BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
{
static_cast<CGHeroInstance*>(gs->map->objects[h.id])->movement = h.move;
static_cast<CGHeroInstance*>(gs->map->objects[h.id])->mana = h.mana;
}
BOOST_FOREACH(SetResources h, res) //give resources
h.applyGs(gs);
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
h.applyGs(gs);
if(resetBuilded) //reset amount of structures set in this turn in towns
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
t->builded = 0;
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(HeroBonus::OneDay);
if(gs->getDate(1) == 7) //new week
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(HeroBonus::OneWeek);
}
DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(!obj)
tlog1 << "Wrong object ID - property cannot be set!\n";
else
obj->setProperty(what,val);
}
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
{
gs->map->objects[id]->hoverName = toString(name);
}
DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
{
gs->getHero(heroid)->level = level;
}
DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
{
gs->curB = info;
}
DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
{
gs->curB->castedSpells[0] = gs->curB->castedSpells[1] = 0;
gs->curB->round = round;
BOOST_FOREACH(CStack *s, gs->curB->stacks)
{
s->state -= DEFENDING;
s->state -= WAITING;
s->state -= MOVED;
s->state -= HAD_MORALE;
s->counterAttacks = 1;
}
}
DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
{
gs->curB->activeStack = stack;
CStack *st = gs->curB->getStack(stack);
if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
st->state.insert(HAD_MORALE);
}
void BattleResult::applyqGs( CGameState *gs )
{
for(unsigned i=0;i<gs->curB->stacks.size();i++)
delete gs->curB->stacks[i];
//remove any "until next battle" bonuses
CGHeroInstance *h;
h = gs->getHero(gs->curB->hero1);
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
h = gs->getHero(gs->curB->hero2);
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
delete gs->curB;
gs->curB = NULL;
}
void BattleStackMoved::applyqGs( CGameState *gs )
{
gs->curB->getStack(stack)->position = tile;
}
DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
{
CStack * at = gs->curB->getStack(stackAttacked);
at->amount = newAmount;
at->firstHPleft = newHP;
if(killed())
at->state -= ALIVE;
}
DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
attacker->counterAttacks--;
if(shot())
attacker->shots--;
bsa.applyGs(gs);
}
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{
CStack *st = gs->curB->getStack(ba.stackNumber);
switch(ba.actionType)
{
case 3:
st->state.insert(DEFENDING);
break;
case 8:
st->state.insert(WAITING);
break;
case 2: case 6: case 7: case 9: case 10: case 11:
st->state.insert(MOVED);
break;
}
}
DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
{
CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
if(h)
{
h->mana -= VLC->spellh->spells[id].costs[skill];
if(h->mana < 0) h->mana = 0;
}
if(side >= 0 && side < 2)
{
gs->curB->castedSpells[side]++;
}
}
DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
{
CStack *s = gs->curB->getStack(stack);
s->effects.push_back(effect);
}
DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
}
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
{
gs->players[player].currentSelection = id;
}

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lib/RegisterTypes.cpp Normal file
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#define VCMI_DLL
#include "Connection.h"
#include "NetPacks.h"
#include "VCMI_Lib.h"
#include "../hch./CObjectHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CTownHandler.h"
#include "RegisterTypes.h"
void foofoofoo()
{
//never called function to force instantation of templates
int *ccc = NULL;
registerTypes((CISer<CConnection>&)*ccc);
registerTypes((COSer<CConnection>&)*ccc);
registerTypes((CSaveFile&)*ccc);
registerTypes((CLoadFile&)*ccc);
}

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lib/RegisterTypes.h Normal file
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#pragma once
//templates for registering object types
//first set of types - derivatives of CGObjectInstance
template<typename Serializer> DLL_EXPORT void registerTypes1(Serializer &s)
{
s.registerType<CGHeroInstance>();
s.registerType<CGTownInstance>();
s.registerType<CGEvent>();
s.registerType<CGVisitableOPH>();
s.registerType<CGVisitableOPW>();
s.registerType<CGTeleport>();
s.registerType<CGPickable>();
s.registerType<CGCreature>();
s.registerType<CGSignBottle>();
s.registerType<CGSeerHut>();
s.registerType<CGWitchHut>();
s.registerType<CGScholar>();
s.registerType<CGGarrison>();
s.registerType<CGArtifact>();
s.registerType<CGResource>();
s.registerType<CGMine>();
s.registerType<CGShrine>();
s.registerType<CGPandoraBox>();
s.registerType<CGQuestGuard>();
s.registerType<CGBonusingObject>();
s.registerType<CGMagicWell>();
s.registerType<CGObjectInstance>();
}
//second set of types - derivatives of CPack (network VCMI packages)
template<typename Serializer> DLL_EXPORT void registerTypes2(Serializer &s)
{
s.registerType<SystemMessage>();
s.registerType<YourTurn>();
s.registerType<SetResource>();
s.registerType<SetResources>();
s.registerType<SetPrimSkill>();
s.registerType<SetSecSkill>();
s.registerType<HeroVisitCastle>();
s.registerType<ChangeSpells>();
s.registerType<SetMana>();
s.registerType<SetMovePoints>();
s.registerType<FoWChange>();
s.registerType<SetAvailableHeroes>();
s.registerType<GiveBonus>();
s.registerType<ChangeObjPos>();
s.registerType<RemoveObject>();
s.registerType<TryMoveHero>();
s.registerType<SetGarrisons>();
s.registerType<NewStructures>();
s.registerType<SetAvailableCreatures>();
s.registerType<SetHeroesInTown>();
s.registerType<SetHeroArtifacts>();
s.registerType<SetSelection>();
s.registerType<HeroRecruited>();
s.registerType<GiveHero>();
s.registerType<NewTurn>();
s.registerType<InfoWindow>();
s.registerType<SetObjectProperty>();
s.registerType<SetHoverName>();
s.registerType<HeroLevelUp>();
s.registerType<SelectionDialog>();
s.registerType<YesNoDialog>();
s.registerType<BattleStart>();
s.registerType<BattleNextRound>();
s.registerType<BattleSetActiveStack>();
s.registerType<BattleResult>();
s.registerType<BattleStackMoved>();
s.registerType<BattleStackAttacked>();
s.registerType<BattleAttack>();
s.registerType<StartAction>();
s.registerType<EndAction>();
s.registerType<SpellCasted>();
s.registerType<SetStackEffect>();
s.registerType<ShowInInfobox>();
}
//register all
template<typename Serializer> DLL_EXPORT void registerTypes(Serializer &s)
{
registerTypes1(s);
registerTypes2(s);
}