#include "StdInc.h" #include "../lib/NetPacks.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/CFileInfo.h" #include "../CCallback.h" #include "Client.h" #include "CPlayerInterface.h" #include "CGameInfo.h" #include "../lib/Connection.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/VCMI_Lib.h" #include "../lib/mapping/CMap.h" #include "../lib/VCMIDirs.h" #include "../lib/CSpellHandler.h" #include "../lib/CSoundBase.h" #include "../lib/StartInfo.h" #include "mapHandler.h" #include "GUIClasses.h" #include "../lib/CConfigHandler.h" #include "gui/SDL_Extensions.h" #include "battle/CBattleInterface.h" #include "../lib/mapping/CCampaignHandler.h" #include "../lib/CGameState.h" #include "../lib/BattleState.h" #include "../lib/GameConstants.h" #include "gui/CGuiHandler.h" #include "CMT.h" //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 \ { \ for(auto &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_THAT_BATTLE_INTERFACE(player,function, ...) \ do \ { \ if(vstd::contains(cl->battleints,player)) \ cl->battleints[player]->function(__VA_ARGS__); \ \ if(cl->additionalBattleInts.count(player)) \ { \ for(auto bInt : cl->additionalBattleInts[player])\ bInt->function(__VA_ARGS__); \ } \ } while (0); #define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \ do \ { \ for(auto & ber : cl->privilagedBattleEventReceivers)\ ber->function(__VA_ARGS__); \ } while(0) #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 \ { \ auto ints = cl->playerint; \ for(auto 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_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0].color, function, __VA_ARGS__) \ CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1].color, 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 * */ void SetResources::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1); } void SetResource::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val); } void SetPrimSkill::applyCl( CClient *cl ) { const CGHeroInstance *h = cl->getHero(id); if(!h) { logNetwork->errorStream() << "Cannot find hero with ID " << id.getNum(); return; } INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val); } void SetSecSkill::applyCl( CClient *cl ) { const CGHeroInstance *h = cl->getHero(id); if(!h) { logNetwork->errorStream() << "Cannot find hero with ID " << id; return; } INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val); } void HeroVisitCastle::applyCl( CClient *cl ) { const CGHeroInstance *h = cl->getHero(hid); if(start()) { INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroVisitsTown, h, GS(cl)->getTown(tid)); } } 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); } void SetMovePoints::applyCl( CClient *cl ) { const CGHeroInstance *h = cl->getHero(hid); cl->invalidatePaths(h); INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h); } void FoWChange::applyCl( CClient *cl ) { for(auto &i : cl->playerint) if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES) { if(mode) i.second->tileRevealed(tiles); else i.second->tileHidden(tiles); } cl->invalidatePaths(); } 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(dst.owningPlayer(), artifactMoved, src, dst); } void AssembledArtifact::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al); } void DisassembledArtifact::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al); } void HeroVisit::applyCl( CClient *cl ) { assert(hero); INTERFACE_CALL_IF_PRESENT(player, heroVisit, hero, obj, starting); } void NewTurn::applyCl( CClient *cl ) { cl->invalidatePaths(); } void GiveBonus::applyCl( CClient *cl ) { cl->invalidatePaths(); switch(who) { case HERO: { const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id)); INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true); } break; case PLAYER: { const PlayerState *p = GS(cl)->getPlayer(PlayerColor(id)); INTERFACE_CALL_IF_PRESENT(PlayerColor(id), playerBonusChanged, *p->getBonusList().back(), true); } break; } } void ChangeObjPos::applyFirstCl( CClient *cl ) { CGObjectInstance *obj = GS(cl)->getObjInstance(objid); if(flags & 1) CGI->mh->hideObject(obj); } void ChangeObjPos::applyCl( CClient *cl ) { CGObjectInstance *obj = GS(cl)->getObjInstance(objid); if(flags & 1) CGI->mh->printObject(obj); cl->invalidatePaths(); } void PlayerEndsGame::applyCl( CClient *cl ) { CALL_IN_ALL_INTERFACES(gameOver, player, victoryLossCheckResult); } void RemoveBonus::applyCl( CClient *cl ) { cl->invalidatePaths(); switch(who) { case HERO: { const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(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(PlayerColor(id), playerBonusChanged, bonus, false); } break; } } void UpdateCampaignState::applyCl( CClient *cl ) { cl->stopConnection(); cl->campaignMapFinished(camp); } void PrepareForAdvancingCampaign::applyCl(CClient *cl) { cl->serv->prepareForSendingHeroes(); } void RemoveObject::applyFirstCl( CClient *cl ) { const CGObjectInstance *o = cl->getObj(id); CGI->mh->hideObject(o); //notify interfaces about removal for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++) { if(GS(cl)->isVisible(o, i->first)) i->second->objectRemoved(o); } } void RemoveObject::applyCl( CClient *cl ) { cl->invalidatePaths(); } 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(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++) { if(i->first >= PlayerColor::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); } void TryMoveHero::applyCl( CClient *cl ) { const CGHeroInstance *h = cl->getHero(id); cl->invalidatePaths(); if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK) { CGI->mh->printObject(h); } if(result == EMBARK) CGI->mh->hideObject(h->boat); PlayerColor player = h->tempOwner; for(auto &i : cl->playerint) if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES) i.second->tileRevealed(fowRevealed); //notify interfaces about move for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++) { if(i->first >= PlayerColor::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]) { i->second->heroMoved(*this); } } if(!humanKnows) //maphandler didn't get update from playerint, do it now { //TODO: restructure nicely CGI->mh->printObject(h); } } void NewStructures::applyCl( CClient *cl ) { CGTownInstance *town = GS(cl)->getTown(tid); for(const auto & id : bid) { town->updateAppearance(); 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); for(const auto & id : bid) { town->updateAppearance(); if(vstd::contains (cl->playerint,town->tempOwner)) cl->playerint[town->tempOwner]->buildChanged (town,id,2); } } void SetAvailableCreatures::applyCl( CClient *cl ) { const CGDwelling *dw = static_cast(cl->getObj(tid)); //inform order about the change PlayerColor p; if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner; else p = dw->tempOwner; INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw); } void SetHeroesInTown::applyCl( CClient *cl ) { CGTownInstance *t = GS(cl)->getTown(tid); CGHeroInstance *hGarr = GS(cl)->getHero(this->garrison); CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting); std::set playersToNotify; if(vstd::contains(cl->playerint,t->tempOwner)) // our town playersToNotify.insert(t->tempOwner); if (hGarr && vstd::contains(cl->playerint, hGarr->tempOwner)) playersToNotify.insert(hGarr->tempOwner); if (hVisit && vstd::contains(cl->playerint, hVisit->tempOwner)) playersToNotify.insert(hVisit->tempOwner); for(auto playerID : playersToNotify) cl->playerint[playerID]->heroInGarrisonChange(t); } // void SetHeroArtifacts::applyCl( CClient *cl ) // { // // CGHeroInstance *h = GS(cl)->getHero(hid); // // CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : nullptr); // // if(!player) // // return; // // //h->recreateArtBonuses(); // //player->heroArtifactSetChanged(h); // // // for(Bonus bonus : gained) // // { // // player->heroBonusChanged(h,bonus,true); // // } // // for(Bonus bonus : lost) // // { // // player->heroBonusChanged(h,bonus,false); // // } // } void HeroRecruited::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->map->heroesOnMap.back(); if(h->subID != hid) { logNetwork->errorStream() << "Something wrong with hero recruited!"; } CGI->mh->printObject(h); if(vstd::contains(cl->playerint,h->tempOwner)) { cl->playerint[h->tempOwner]->heroCreated(h); if(const CGTownInstance *t = GS(cl)->getTown(tid)) cl->playerint[h->tempOwner]->heroInGarrisonChange(t); } } void GiveHero::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->getHero(id); 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 comps; for(auto & elem : components) { comps.push_back(&elem); } std::string str; text.toString(str); if(vstd::contains(cl->playerint,player)) cl->playerint.at(player)->showInfoDialog(str,comps,(soundBase::soundID)soundID); else logNetwork->warnStream() << "We received InfoWindow for not our player..."; } void SetObjectProperty::applyCl( CClient *cl ) { //inform all players that see this object for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it) { if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first)) INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this); } } void HeroLevelUp::applyCl( CClient *cl ) { //INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id); if(vstd::contains(cl->playerint,hero->tempOwner)) { cl->playerint[hero->tempOwner]->heroGotLevel(hero, primskill, skills, queryID); } //else // cb->selectionMade(0, queryID); } void CommanderLevelUp::applyCl( CClient *cl ) { const CCommanderInstance * commander = hero->commander; assert (commander); PlayerColor player = hero->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); } } void BlockingDialog::applyCl( CClient *cl ) { std::string str; text.toString(str); if(vstd::contains(cl->playerint,player)) cl->playerint.at(player)->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel()); else logNetwork->warnStream() << "We received YesNoDialog for not our player..."; } void GarrisonDialog::applyCl(CClient *cl) { const CGHeroInstance *h = cl->getHero(hid); const CArmedInstance *obj = static_cast(cl->getObj(objid)); if(!vstd::contains(cl->playerint,h->getOwner())) return; cl->playerint.at(h->getOwner())->showGarrisonDialog(obj,h,removableUnits,queryID); } void ExchangeDialog::applyCl(CClient *cl) { assert(heroes[0] && heroes[1]); INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID); } void BattleStart::applyFirstCl( CClient *cl ) { //Cannot use the usual macro because curB is not set yet CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[0].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject, info->tile, info->sides[0].hero, info->sides[1].hero); CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[1].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject, info->tile, info->sides[0].hero, info->sides[1].hero); BATTLE_INTERFACE_CALL_RECEIVERS(battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject, info->tile, info->sides[0].hero, info->sides[1].hero); } void BattleStart::applyCl( CClient *cl ) { cl->battleStarted(info); } void BattleNextRound::applyFirstCl(CClient *cl) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round); } void BattleNextRound::applyCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round); } void BattleSetActiveStack::applyCl( CClient *cl ) { if(!askPlayerInterface) return; const CStack * activated = GS(cl)->curB->battleGetStackByID(stack); PlayerColor playerToCall; //player that will move activated stack if( activated->hasBonusOfType(Bonus::HYPNOTIZED) ) { playerToCall = ( GS(cl)->curB->sides[0].color == activated->owner ? GS(cl)->curB->sides[1].color : GS(cl)->curB->sides[0].color ); } else { playerToCall = activated->owner; } if( vstd::contains(cl->battleints, playerToCall) ) boost::thread( boost::bind(&CClient::waitForMoveAndSend, cl, playerToCall) ); } 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); } void BattleResult::applyFirstCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this); cl->battleFinished(); } 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); } //void BattleStackAttacked::( CClient *cl ) void BattleStackAttacked::applyFirstCl( CClient *cl ) { std::vector bsa; bsa.push_back(*this); BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa); } void BattleAttack::applyFirstCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this); for (auto & elem : bsa) { for (int z=0; zcurbaction = ba; BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, ba); } void BattleSpellCast::applyCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this); } void SetStackEffect::applyCl( CClient *cl ) { //informing about effects BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this); } void StacksInjured::applyCl( CClient *cl ) { 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(PlayerColor::UNFLAGGABLE, battleResultsApplied); if(GS(cl)->initialOpts->mode == StartInfo::DUEL) { handleQuit(); } } void StacksHealedOrResurrected::applyCl( CClient *cl ) { std::vector > shiftedHealed; for(auto & elem : healedStacks) { shiftedHealed.push_back(std::make_pair(elem.stackID, elem.healedHP)); } BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom); } void ObstaclesRemoved::applyCl( CClient *cl ) { //inform interfaces about removed obstacles BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles); } void CatapultAttack::applyCl( CClient *cl ) { //inform interfaces about catapult attack BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this); } void BattleStacksRemoved::applyCl( CClient *cl ) { //inform interfaces about removed stacks BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this); } void BattleStackAdded::applyCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back()); } CGameState* CPackForClient::GS( CClient *cl ) { return cl->gs; } void EndAction::applyCl( CClient *cl ) { BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionFinished, *cl->curbaction); cl->curbaction.reset(); } void PackageApplied::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player, requestRealized, this); if(!cl->waitingRequest.tryRemovingElement(requestID)) logNetwork->warnStream() << "Surprising server message!"; } void SystemMessage::applyCl( CClient *cl ) { std::ostringstream str; str << "System message: " << text; logNetwork->errorStream() << str.str(); // usually used to receive error messages from server if(LOCPLINT) LOCPLINT->cingconsole->print(str.str()); } void PlayerBlocked::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason, startOrEnd==BLOCKADE_STARTED); } void YourTurn::applyCl( CClient *cl ) { CALL_IN_ALL_INTERFACES(playerStartsTurn, player); CALL_ONLY_THAT_INTERFACE(player,yourTurn); } void SaveGame::applyCl(CClient *cl) { CFileInfo info(fname); CResourceHandler::get("local")->createResource(info.getStem() + ".vcgm1"); try { CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::CLIENT_SAVEGAME))); cl->saveCommonState(save); save << *cl; } catch(std::exception &e) { logNetwork->errorStream() << "Failed to save game:" << e.what(); } } void PlayerMessage::applyCl(CClient *cl) { std::ostringstream str; str << "Player "<< player <<" sends a message: " << text; logNetwork->debugStream() << str.str(); if(LOCPLINT) LOCPLINT->cingconsole->print(str.str()); } void SetSelection::applyCl(CClient *cl) { const CGHeroInstance *h = cl->getHero(id); if(!h) return; //CPackForClient::GS(cl)->calculatePaths(h, *cl->pathInfo); } void ShowInInfobox::applyCl(CClient *cl) { INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString()); } void AdvmapSpellCast::applyCl(CClient *cl) { cl->invalidatePaths(); //consider notifying other interfaces that see hero? INTERFACE_CALL_IF_PRESENT(caster->getOwner(),advmapSpellCast, caster, spellID); } void OpenWindow::applyCl(CClient *cl) { switch(window) { case RECRUITMENT_FIRST: case RECRUITMENT_ALL: { const CGDwelling *dw = dynamic_cast(cl->getObj(ObjectInstanceID(id1))); const CArmedInstance *dst = dynamic_cast(cl->getObj(ObjectInstanceID(id2))); 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(ObjectInstanceID(id1))); INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy); } break; case THIEVES_GUILD: { //displays Thieves' Guild window (when hero enters Den of Thieves) const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2)); INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showThievesGuildWindow, obj); } break; case UNIVERSITY_WINDOW: { //displays University window (when hero enters University on adventure map) const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1))); const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2)); INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero); } break; case MARKET_WINDOW: { //displays Thieves' Guild window (when hero enters Den of Thieves) const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1)); const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(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(ObjectInstanceID(id1)); const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2)); INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero); } break; case PUZZLE_MAP: { INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showPuzzleMap); } break; case TAVERN_WINDOW: const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)), *obj2 = cl->getObj(ObjectInstanceID(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) { cl->updatePaths(); const CGObjectInstance *obj = cl->getObj(id); CGI->mh->printObject(obj); for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++) { if(GS(cl)->isVisible(obj, i->first)) i->second->newObject(obj); } } void SetAvailableArtifacts::applyCl(CClient *cl) { if(id < 0) //artifact merchants globally { for(auto & elem : cl->playerint) elem.second->availableArtifactsChanged(nullptr); } else { const CGBlackMarket *bm = dynamic_cast(cl->getObj(ObjectInstanceID(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.at(objectid)->ID) { case Obj::BLACK_MARKET: break; case Obj::TAVERN: break; case Obj::DEN_OF_THIEVES: break; case Obj::TRADING_POST_SNOW: break; default: logNetwork->warnStream() << "Shop type not supported!"; } }