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https://github.com/vcmi/vcmi.git
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This commit is contained in:
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425
client/NetPacksClient.cpp
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425
client/NetPacksClient.cpp
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#include "../lib/NetPacks.h"
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#include "../CCallback.h"
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#include "../client/Client.h"
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../map.h"
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#include "../hch/CSpellHandler.h"
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#include "../mapHandler.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
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#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
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if(vstd::contains(cl->playerint,player)) \
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cl->playerint[player]->function(__VA_ARGS__);
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CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
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void SetResources::applyCl( CClient *cl )
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{
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cl->playerint[player]->receivedResource(-1,-1);
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}
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void SetResource::applyCl( CClient *cl )
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{
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cl->playerint[player]->receivedResource(resid,val);
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}
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void SetPrimSkill::applyCl( CClient *cl )
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{
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cl->playerint[GS(cl)->getHero(id)->tempOwner]->heroPrimarySkillChanged(GS(cl)->getHero(id),which,val);
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}
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void SetSecSkill::applyCl( CClient *cl )
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{
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//TODO: inform interface?
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}
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void HeroVisitCastle::applyCl( CClient *cl )
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{
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if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
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{
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cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid));
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}
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}
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void ChangeSpells::applyCl( CClient *cl )
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{
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//TODO: inform interface?
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}
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void SetMana::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroManaPointsChanged(h);
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}
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void SetMovePoints::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroMovePointsChanged(h);
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}
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void FoWChange::applyCl( CClient *cl )
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{
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if(!vstd::contains(cl->playerint,player))
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return;
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if(mode)
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cl->playerint[player]->tileRevealed(tiles);
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else
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cl->playerint[player]->tileHidden(tiles);
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}
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void SetAvailableHeroes::applyCl( CClient *cl )
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{
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//TODO: inform interface?
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}
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void GiveBonus::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);
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}
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void ChangeObjPos::applyFirstCl( CClient *cl )
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{
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CGObjectInstance *obj = GS(cl)->map->objects[objid];
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if(flags & 1)
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CGI->mh->hideObject(obj);
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}
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void ChangeObjPos::applyCl( CClient *cl )
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{
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CGObjectInstance *obj = GS(cl)->map->objects[objid];
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if(flags & 1)
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CGI->mh->printObject(obj);
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}
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void RemoveObject::applyFirstCl( CClient *cl )
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{
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CGI->mh->hideObject(cl->getObj(id));
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}
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void RemoveObject::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(id);
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if(h)
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{
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroKilled(h);
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}
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}
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void TryMoveHero::applyFirstCl( CClient *cl )
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{
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if(result>1)
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CGI->mh->removeObject(GS(cl)->getHero(id));
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}
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void TryMoveHero::applyCl( CClient *cl )
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{
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HeroMoveDetails hmd(start,end,GS(cl)->getHero(id));
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hmd.style = result-1;
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hmd.successful = result;
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if(result>1)
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CGI->mh->printObject(hmd.ho);
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int player = hmd.ho->tempOwner;
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if(vstd::contains(cl->playerint,player))
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{
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cl->playerint[player]->tileRevealed(fowRevealed);
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}
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//notify interfaces about move
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for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
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{
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if(i->first >= PLAYER_LIMIT) continue;
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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])
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{
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i->second->heroMoved(hmd);
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}
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}
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//add info for callback
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if(result<2)
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{
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mess.mx->lock();
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mess.res->insert(new TryMoveHero(*this));
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mess.mx->unlock();
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mess.cv->notify_all();
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}
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}
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void SetGarrisons::applyCl( CClient *cl )
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{
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for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
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if(vstd::contains(cl->playerint,cl->getOwner(i->first)))
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cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first));
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}
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void NewStructures::applyCl( CClient *cl )
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{
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CGTownInstance *town = GS(cl)->getTown(tid);
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BOOST_FOREACH(si32 id, bid)
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{
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if(id==13) //fort or capitol
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{
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town->defInfo = GS(cl)->capitols[town->subID];
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}
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if(id ==7)
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{
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town->defInfo = GS(cl)->forts[town->subID];
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}
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if(vstd::contains(cl->playerint,town->tempOwner))
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cl->playerint[town->tempOwner]->buildChanged(town,id,1);
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}
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}
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void SetAvailableCreatures::applyCl( CClient *cl )
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{
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CGTownInstance *t = GS(cl)->getTown(tid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->availableCreaturesChanged(t);
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}
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void SetHeroesInTown::applyCl( CClient *cl )
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{
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CGTownInstance *t = GS(cl)->getTown(tid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
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}
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void SetHeroArtifacts::applyCl( CClient *cl )
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{
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CGHeroInstance *t = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->heroArtifactSetChanged(t);
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}
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void HeroRecruited::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->map->heroes.back();
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if(h->subID != hid)
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{
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tlog1 << "Something wrong with hero recruited!\n";
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}
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CGI->mh->initHeroDef(h);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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cl->playerint[h->tempOwner]->heroCreated(h);
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cl->playerint[h->tempOwner]->heroInGarrisonChange(GS(cl)->getTown(tid));
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}
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}
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void GiveHero::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(id);
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CGI->mh->initHeroDef(h);
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CGI->mh->printObject(h);
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cl->playerint[h->tempOwner]->heroCreated(h);
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}
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void GiveHero::applyFirstCl( CClient *cl )
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{
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CGI->mh->hideObject(GS(cl)->getHero(id));
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}
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void InfoWindow::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0;i<components.size();i++)
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{
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showInfoDialog(str,comps);
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else
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tlog2 << "We received InfoWindow for not our player...\n";
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}
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void HeroLevelUp::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(heroid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
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cl->playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)primskill,skills, callback);
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}
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}
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void SelectionDialog::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0; i < components.size(); ++i) {
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showSelDialog(str,comps,id);
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else
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tlog2 << "We received SelectionDialog for not our player...\n";
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}
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void YesNoDialog::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0; i < components.size(); ++i) {
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showYesNoDialog(str,comps,id);
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else
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tlog2 << "We received YesNoDialog for not our player...\n";
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}
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void BattleStart::applyCl( CClient *cl )
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{
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if(vstd::contains(cl->playerint,info->side1))
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cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 0);
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if(vstd::contains(cl->playerint,info->side2))
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cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 1);
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}
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void BattleNextRound::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleNewRound(round);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleNewRound(round);
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}
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void BattleSetActiveStack::applyCl( CClient *cl )
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{
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int owner = GS(cl)->curB->getStack(stack)->owner;
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if(vstd::contains(cl->playerint,owner))
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boost::thread(boost::bind(&CClient::waitForMoveAndSend,cl,owner));
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}
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void BattleResult::applyFirstCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleEnd(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleEnd(this);
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}
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void BattleStackMoved::applyFirstCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStackMoved(stack,tile);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStackMoved(stack,tile);
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}
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void BattleStackAttacked::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(this);
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}
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void BattleAttack::applyFirstCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleAttack(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleAttack(this);
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}
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void BattleAttack::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(&bsa);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(&bsa);
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}
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void StartAction::applyFirstCl( CClient *cl )
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{
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cl->curbaction = new BattleAction(ba);
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->actionStarted(&ba);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
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}
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void SpellCasted::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
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}
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void SetStackEffect::applyCl( CClient *cl )
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{
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SpellCasted sc;
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sc.id = effect.id;
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sc.side = 3; //doesn't matter
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sc.skill = effect.level;
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sc.tile = GS(cl)->curB->getStack(stack)->position;
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
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}
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CGameState* CPackForClient::GS( CClient *cl )
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{
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return cl->gs;
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}
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void EndAction::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,actionFinished,cl->curbaction);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,actionFinished,cl->curbaction);
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delete cl->curbaction;
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cl->curbaction = NULL;
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}
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void SystemMessage::applyCl( CClient *cl )
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{
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tlog4 << "System message from server: " << text << std::endl;
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}
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void YourTurn::applyCl( CClient *cl )
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{
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boost::thread(boost::bind(&CGameInterface::yourTurn,cl->playerint[player]));
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}
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void PlayerMessage::applyCl(CClient *cl)
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{
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tlog4 << "Player "<<(int)player<<" sends a message: " << text << std::endl;
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}
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void ShowInInfobox::applyCl(CClient *cl)
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{
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SComponent sc(c);
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sc.description = toString(text);
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if(cl->playerint[player]->human)
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{
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static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
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}
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}
|
480
lib/NetPacksLib.cpp
Normal file
480
lib/NetPacksLib.cpp
Normal file
@ -0,0 +1,480 @@
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#define VCMI_DLL
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#include "../lib/NetPacks.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../map.h"
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#include "../hch/CSpellHandler.h"
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#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;
|
||||
}
|
19
lib/RegisterTypes.cpp
Normal file
19
lib/RegisterTypes.cpp
Normal file
@ -0,0 +1,19 @@
|
||||
#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);
|
||||
}
|
85
lib/RegisterTypes.h
Normal file
85
lib/RegisterTypes.h
Normal file
@ -0,0 +1,85 @@
|
||||
#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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user