/* * 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 * */ #include "StdInc.h" #include "ClientNetPackVisitors.h" #include "Client.h" #include "CPlayerInterface.h" #include "CGameInfo.h" #include "windows/GUIClasses.h" #include "mapView/mapHandler.h" #include "adventureMap/AdventureMapInterface.h" #include "adventureMap/CInGameConsole.h" #include "battle/BattleInterface.h" #include "battle/BattleWindow.h" #include "gui/CGuiHandler.h" #include "gui/WindowHandler.h" #include "widgets/MiscWidgets.h" #include "CMT.h" #include "GameChatHandler.h" #include "CServerHandler.h" #include "../CCallback.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/FileInfo.h" #include "../lib/serializer/BinarySerializer.h" #include "../lib/serializer/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/spells/CSpellHandler.h" #include "../lib/CSoundBase.h" #include "../lib/StartInfo.h" #include "../lib/CConfigHandler.h" #include "../lib/mapObjects/CGMarket.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/gameState/CGameState.h" #include "../lib/CStack.h" #include "../lib/battle/BattleInfo.h" #include "../lib/GameConstants.h" #include "../lib/CPlayerState.h" // TODO: as Tow suggested these template should all be part of CClient // This will require rework spectator interface properly though template bool callOnlyThatInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args) { if(vstd::contains(cl.playerint, player)) { ((*cl.playerint[player]).*ptr)(std::forward(args)...); return true; } return false; } template bool callInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args) { bool called = callOnlyThatInterface(cl, player, ptr, std::forward(args)...); return called; } template void callOnlyThatBattleInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args) { if(vstd::contains(cl.battleints,player)) ((*cl.battleints[player]).*ptr)(std::forward(args)...); if(cl.additionalBattleInts.count(player)) { for(auto bInt : cl.additionalBattleInts[player]) ((*bInt).*ptr)(std::forward(args)...); } } template void callBattleInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args) { callOnlyThatInterface(cl, player, ptr, std::forward(args)...); } //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy template void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args) { for(auto pInt : cl.playerint) ((*pInt.second).*ptr)(std::forward(args)...); } //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy template void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args) { assert(cl.gameState()->getBattle(battleID)); if (!cl.gameState()->getBattle(battleID)) { logGlobal->error("Attempt to call battle interface without ongoing battle!"); return; } callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[0].color, ptr, std::forward(args)...); callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[1].color, ptr, std::forward(args)...); if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt) { callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward(args)...); } } void ApplyClientNetPackVisitor::visitSetResources(SetResources & pack) { //todo: inform on actual resource set transfered callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::receivedResource); } void ApplyClientNetPackVisitor::visitSetPrimSkill(SetPrimSkill & pack) { const CGHeroInstance * h = cl.getHero(pack.id); if(!h) { logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum()); return; } callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, pack.which, pack.val); } void ApplyClientNetPackVisitor::visitSetSecSkill(SetSecSkill & pack) { const CGHeroInstance *h = cl.getHero(pack.id); if(!h) { logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum()); return; } callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, pack.which, pack.val); } void ApplyClientNetPackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack) { const CGHeroInstance *h = cl.getHero(pack.hid); if(pack.start()) { callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroVisitsTown, h, gs.getTown(pack.tid)); } } void ApplyClientNetPackVisitor::visitSetMana(SetMana & pack) { const CGHeroInstance *h = cl.getHero(pack.hid); callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h); if(settings["session"]["headless"].Bool()) return; for (auto window : GH.windows().findWindows()) window->heroManaPointsChanged(h); } void ApplyClientNetPackVisitor::visitSetMovePoints(SetMovePoints & pack) { const CGHeroInstance *h = cl.getHero(pack.hid); cl.invalidatePaths(); callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroMovePointsChanged, h); } void ApplyClientNetPackVisitor::visitFoWChange(FoWChange & pack) { for(auto &i : cl.playerint) { if(cl.getPlayerRelations(i.first, pack.player) == PlayerRelations::SAME_PLAYER && pack.waitForDialogs && LOCPLINT == i.second.get()) { LOCPLINT->waitWhileDialog(); } if(cl.getPlayerRelations(i.first, pack.player) != PlayerRelations::ENEMIES) { if(pack.mode == ETileVisibility::REVEALED) i.second->tileRevealed(pack.tiles); else i.second->tileHidden(pack.tiles); } } cl.invalidatePaths(); } static void dispatchGarrisonChange(CClient & cl, ObjectInstanceID army1, ObjectInstanceID army2) { auto obj1 = cl.getObj(army1); if(!obj1) { logNetwork->error("Cannot find army with pack.id %d", army1.getNum()); return; } callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2); if(army2 != ObjectInstanceID() && army2 != army1) { auto obj2 = cl.getObj(army2); if(!obj2) { logNetwork->error("Cannot find army with pack.id %d", army2.getNum()); return; } if(obj1->tempOwner != obj2->tempOwner) callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2); } } void ApplyClientNetPackVisitor::visitChangeStackCount(ChangeStackCount & pack) { dispatchGarrisonChange(cl, pack.army, ObjectInstanceID()); } void ApplyClientNetPackVisitor::visitSetStackType(SetStackType & pack) { dispatchGarrisonChange(cl, pack.army, ObjectInstanceID()); } void ApplyClientNetPackVisitor::visitEraseStack(EraseStack & pack) { dispatchGarrisonChange(cl, pack.army, ObjectInstanceID()); cl.invalidatePaths(); //it is possible to remove last non-native unit for current terrain and lose movement penalty } void ApplyClientNetPackVisitor::visitSwapStacks(SwapStacks & pack) { dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy); if(pack.srcArmy != pack.dstArmy) cl.invalidatePaths(); // adding/removing units may change terrain type penalty based on creature native terrains } void ApplyClientNetPackVisitor::visitInsertNewStack(InsertNewStack & pack) { dispatchGarrisonChange(cl, pack.army, ObjectInstanceID()); if(gs.getHero(pack.army)) cl.invalidatePaths(); // adding/removing units may change terrain type penalty based on creature native terrains } void ApplyClientNetPackVisitor::visitRebalanceStacks(RebalanceStacks & pack) { dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy); if(pack.srcArmy != pack.dstArmy) cl.invalidatePaths(); // adding/removing units may change terrain type penalty based on creature native terrains } void ApplyClientNetPackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack) { if(!pack.moves.empty()) { auto destArmy = pack.moves[0].srcArmy == pack.moves[0].dstArmy ? ObjectInstanceID() : pack.moves[0].dstArmy; dispatchGarrisonChange(cl, pack.moves[0].srcArmy, destArmy); if(pack.moves[0].srcArmy != destArmy) cl.invalidatePaths(); // adding/removing units may change terrain type penalty based on creature native terrains } } void ApplyClientNetPackVisitor::visitBulkSmartRebalanceStacks(BulkSmartRebalanceStacks & pack) { if(!pack.moves.empty()) { assert(pack.moves[0].srcArmy == pack.moves[0].dstArmy); dispatchGarrisonChange(cl, pack.moves[0].srcArmy, ObjectInstanceID()); } else if(!pack.changes.empty()) { dispatchGarrisonChange(cl, pack.changes[0].army, ObjectInstanceID()); } } void ApplyClientNetPackVisitor::visitPutArtifact(PutArtifact & pack) { callInterfaceIfPresent(cl, cl.getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactPut, pack.al); if(pack.askAssemble) callInterfaceIfPresent(cl, cl.getOwner(pack.al.artHolder), &IGameEventsReceiver::askToAssembleArtifact, pack.al); } void ApplyClientNetPackVisitor::visitEraseArtifact(EraseArtifact & pack) { callInterfaceIfPresent(cl, cl.getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactRemoved, pack.al); } void ApplyClientNetPackVisitor::visitMoveArtifact(MoveArtifact & pack) { auto moveArtifact = [this, &pack](PlayerColor player) -> void { callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, pack.src, pack.dst); if(pack.askAssemble) callInterfaceIfPresent(cl, player, &IGameEventsReceiver::askToAssembleArtifact, pack.dst); }; moveArtifact(pack.interfaceOwner); if(pack.interfaceOwner != cl.getOwner(pack.dst.artHolder)) moveArtifact(cl.getOwner(pack.dst.artHolder)); cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings } void ApplyClientNetPackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack) { auto applyMove = [this, &pack](std::vector & artsPack) -> void { for(auto & slotToMove : artsPack) { auto srcLoc = ArtifactLocation(pack.srcArtHolder, slotToMove.srcPos); auto dstLoc = ArtifactLocation(pack.dstArtHolder, slotToMove.dstPos); MoveArtifact ma(pack.interfaceOwner, srcLoc, dstLoc, pack.askAssemble); visitMoveArtifact(ma); } }; auto srcOwner = cl.getOwner(pack.srcArtHolder); auto dstOwner = cl.getOwner(pack.dstArtHolder); // Begin a session of bulk movement of arts. It is not necessary but useful for the client optimization. callInterfaceIfPresent(cl, srcOwner, &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size()); if(srcOwner != dstOwner) callInterfaceIfPresent(cl, dstOwner, &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size()); applyMove(pack.artsPack0); if(pack.swap) applyMove(pack.artsPack1); } void ApplyClientNetPackVisitor::visitAssembledArtifact(AssembledArtifact & pack) { callInterfaceIfPresent(cl, cl.getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactAssembled, pack.al); cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings } void ApplyClientNetPackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack) { callInterfaceIfPresent(cl, cl.getOwner(pack.al.artHolder), &IGameEventsReceiver::artifactDisassembled, pack.al); cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings } void ApplyClientNetPackVisitor::visitHeroVisit(HeroVisit & pack) { auto hero = cl.getHero(pack.heroId); auto obj = cl.getObj(pack.objId, false); callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroVisit, hero, obj, pack.starting); } void ApplyClientNetPackVisitor::visitNewTurn(NewTurn & pack) { cl.invalidatePaths(); } void ApplyClientNetPackVisitor::visitGiveBonus(GiveBonus & pack) { cl.invalidatePaths(); switch(pack.who) { case GiveBonus::ETarget::OBJECT: { const CGHeroInstance *h = gs.getHero(pack.id.as()); if (h) callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, true); } break; case GiveBonus::ETarget::PLAYER: { callInterfaceIfPresent(cl, pack.id.as(), &IGameEventsReceiver::playerBonusChanged, pack.bonus, true); } break; } } void ApplyFirstClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack) { CGObjectInstance *obj = gs.getObjInstance(pack.objid); if(CGI && CGI->mh) { CGI->mh->onObjectFadeOut(obj, pack.initiator); CGI->mh->waitForOngoingAnimations(); } } void ApplyClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack) { CGObjectInstance *obj = gs.getObjInstance(pack.objid); if(CGI && CGI->mh) { CGI->mh->onObjectFadeIn(obj, pack.initiator); CGI->mh->waitForOngoingAnimations(); } cl.invalidatePaths(); } void ApplyClientNetPackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack) { callAllInterfaces(cl, &IGameEventsReceiver::gameOver, pack.player, pack.victoryLossCheckResult); bool lastHumanEndsGame = CSH->howManyPlayerInterfaces() == 1 && vstd::contains(cl.playerint, pack.player) && cl.getPlayerState(pack.player)->human && !settings["session"]["spectate"].Bool(); if (lastHumanEndsGame) { assert(adventureInt); if(adventureInt) { GH.windows().popWindows(GH.windows().count()); adventureInt.reset(); } CSH->showHighScoresAndEndGameplay(pack.player, pack.victoryLossCheckResult.victory()); } // In auto testing pack.mode we always close client if red pack.player won or lose if(!settings["session"]["testmap"].isNull() && pack.player == PlayerColor(0)) { logAi->info("Red player %s. Ending game.", pack.victoryLossCheckResult.victory() ? "won" : "lost"); handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not } } void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack) { auto initInterfaces = [this]() { cl.initPlayerInterfaces(); for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player) { if (cl.gameState()->isPlayerMakingTurn(player)) { callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player); callOnlyThatInterface(cl, player, &CGameInterface::yourTurn, QueryID::NONE); } } }; for(auto player : pack.players) { auto & plSettings = CSH->si->getIthPlayersSettings(player); if(pack.playerConnectionId == PlayerSettings::PLAYER_AI) { plSettings.connectedPlayerIDs.clear(); cl.initPlayerEnvironments(); initInterfaces(); } else if(pack.playerConnectionId == CSH->logicConnection->connectionID) { plSettings.connectedPlayerIDs.insert(pack.playerConnectionId); cl.playerint.clear(); initInterfaces(); } } } void ApplyClientNetPackVisitor::visitRemoveBonus(RemoveBonus & pack) { cl.invalidatePaths(); switch(pack.who) { case GiveBonus::ETarget::OBJECT: { const CGHeroInstance *h = gs.getHero(pack.whoID.as()); if (h) callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, false); } break; case GiveBonus::ETarget::PLAYER: { //const PlayerState *p = gs.getPlayerState(pack.id); callInterfaceIfPresent(cl, pack.whoID.as(), &IGameEventsReceiver::playerBonusChanged, pack.bonus, false); } break; } } void ApplyFirstClientNetPackVisitor::visitRemoveObject(RemoveObject & pack) { const CGObjectInstance *o = cl.getObj(pack.objectID); if(CGI->mh) CGI->mh->onObjectFadeOut(o, pack.initiator); //notify interfaces about removal for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++) { //below line contains little cheat for AI so it will be aware of deletion of enemy heroes that moved or got re-covered by FoW //TODO: loose requirements as next AI related crashes appear, for example another pack.player collects object that got re-covered by FoW, unsure if AI code workarounds this if(gs.isVisible(o, i->first) || (!cl.getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first)) i->second->objectRemoved(o, pack.initiator); } if(CGI->mh) CGI->mh->waitForOngoingAnimations(); } void ApplyClientNetPackVisitor::visitRemoveObject(RemoveObject & pack) { cl.invalidatePaths(); for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++) i->second->objectRemovedAfter(); } void ApplyFirstClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack) { CGHeroInstance *h = gs.getHero(pack.id); if(CGI->mh) { switch (pack.result) { case TryMoveHero::EMBARK: CGI->mh->onBeforeHeroEmbark(h, pack.start, pack.end); break; case TryMoveHero::TELEPORTATION: CGI->mh->onBeforeHeroTeleported(h, pack.start, pack.end); break; case TryMoveHero::DISEMBARK: CGI->mh->onBeforeHeroDisembark(h, pack.start, pack.end); break; } CGI->mh->waitForOngoingAnimations(); } } void ApplyClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack) { const CGHeroInstance *h = cl.getHero(pack.id); cl.invalidatePaths(); if(CGI->mh) { switch(pack.result) { case TryMoveHero::SUCCESS: CGI->mh->onHeroMoved(h, pack.start, pack.end); break; case TryMoveHero::EMBARK: CGI->mh->onAfterHeroEmbark(h, pack.start, pack.end); break; case TryMoveHero::TELEPORTATION: CGI->mh->onAfterHeroTeleported(h, pack.start, pack.end); break; case TryMoveHero::DISEMBARK: CGI->mh->onAfterHeroDisembark(h, pack.start, pack.end); break; } } PlayerColor player = h->tempOwner; for(auto &i : cl.playerint) if(cl.getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES) i.second->tileRevealed(pack.fowRevealed); for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++) { if(i->first != PlayerColor::SPECTATOR && gs.checkForStandardLoss(i->first)) // Do not notify vanquished pack.player's interface continue; if(gs.isVisible(h->convertToVisitablePos(pack.start), i->first) || gs.isVisible(h->convertToVisitablePos(pack.end), i->first)) { // pack.src and pack.dst of enemy hero move may be not visible => 'verbose' should be false const bool verbose = cl.getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES; i->second->heroMoved(pack, verbose); } } } void ApplyClientNetPackVisitor::visitNewStructures(NewStructures & pack) { CGTownInstance *town = gs.getTown(pack.tid); for(const auto & id : pack.bid) { callInterfaceIfPresent(cl, town->getOwner(), &IGameEventsReceiver::buildChanged, town, id, 1); } // invalidate section of map view with our object and force an update if(CGI->mh) { CGI->mh->onObjectInstantRemove(town, town->getOwner()); CGI->mh->onObjectInstantAdd(town, town->getOwner()); } } void ApplyClientNetPackVisitor::visitRazeStructures(RazeStructures & pack) { CGTownInstance * town = gs.getTown(pack.tid); for(const auto & id : pack.bid) { callInterfaceIfPresent(cl, town->getOwner(), &IGameEventsReceiver::buildChanged, town, id, 2); } // invalidate section of map view with our object and force an update if(CGI->mh) { CGI->mh->onObjectInstantRemove(town, town->getOwner()); CGI->mh->onObjectInstantAdd(town, town->getOwner()); } } void ApplyClientNetPackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack) { const CGDwelling * dw = static_cast(cl.getObj(pack.tid)); 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; callInterfaceIfPresent(cl, p, &IGameEventsReceiver::availableCreaturesChanged, dw); } void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack) { CGTownInstance * t = gs.getTown(pack.tid); CGHeroInstance * hGarr = gs.getHero(pack.garrison); CGHeroInstance * hVisit = gs.getHero(pack.visiting); //inform all players that see this object for(auto i = cl.playerint.cbegin(); i != cl.playerint.cend(); ++i) { if(!i->first.isValidPlayer()) continue; if(gs.isVisible(t, i->first) || (hGarr && gs.isVisible(hGarr, i->first)) || (hVisit && gs.isVisible(hVisit, i->first))) { cl.playerint[i->first]->heroInGarrisonChange(t); } } } void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack) { CGHeroInstance *h = gs.map->heroesOnMap.back(); if(h->getHeroType() != pack.hid) { logNetwork->error("Something wrong with hero recruited!"); } if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h)) { if(const CGTownInstance *t = gs.getTown(pack.tid)) callInterfaceIfPresent(cl, h->getOwner(), &IGameEventsReceiver::heroInGarrisonChange, t); } if(CGI->mh) CGI->mh->onObjectInstantAdd(h, h->getOwner()); } void ApplyClientNetPackVisitor::visitGiveHero(GiveHero & pack) { CGHeroInstance *h = gs.getHero(pack.id); if(CGI->mh) CGI->mh->onObjectInstantAdd(h, h->getOwner()); callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h); } void ApplyFirstClientNetPackVisitor::visitGiveHero(GiveHero & pack) { } void ApplyClientNetPackVisitor::visitInfoWindow(InfoWindow & pack) { std::string str = pack.text.toString(); if(!callInterfaceIfPresent(cl, pack.player, &CGameInterface::showInfoDialog, pack.type, str, pack.components,(soundBase::soundID)pack.soundID)) logNetwork->warn("We received InfoWindow for not our player..."); } void ApplyFirstClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack) { //inform all players that see this object for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it) { if(gs.isVisible(gs.getObjInstance(pack.id), it->first)) callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::beforeObjectPropertyChanged, &pack); } // invalidate section of map view with our object and force an update with new flag color if (pack.what == ObjProperty::OWNER && CGI->mh) { auto object = gs.getObjInstance(pack.id); CGI->mh->onObjectInstantRemove(object, object->getOwner()); } } void ApplyClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack) { //inform all players that see this object for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it) { if(gs.isVisible(gs.getObjInstance(pack.id), it->first)) callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, &pack); } // invalidate section of map view with our object and force an update with new flag color if (pack.what == ObjProperty::OWNER && CGI->mh) { auto object = gs.getObjInstance(pack.id); CGI->mh->onObjectInstantAdd(object, object->getOwner()); } } void ApplyClientNetPackVisitor::visitHeroLevelUp(HeroLevelUp & pack) { const CGHeroInstance * hero = cl.getHero(pack.heroId); assert(hero); callOnlyThatInterface(cl, pack.player, &CGameInterface::heroGotLevel, hero, pack.primskill, pack.skills, pack.queryID); } void ApplyClientNetPackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack) { const CGHeroInstance * hero = cl.getHero(pack.heroId); assert(hero); const CCommanderInstance * commander = hero->commander; assert(commander); assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance? callOnlyThatInterface(cl, pack.player, &CGameInterface::commanderGotLevel, commander, pack.skills, pack.queryID); } void ApplyClientNetPackVisitor::visitBlockingDialog(BlockingDialog & pack) { std::string str = pack.text.toString(); if(!callOnlyThatInterface(cl, pack.player, &CGameInterface::showBlockingDialog, str, pack.components, pack.queryID, (soundBase::soundID)pack.soundID, pack.selection(), pack.cancel(), pack.safeToAutoaccept())) logNetwork->warn("We received YesNoDialog for not our player..."); } void ApplyClientNetPackVisitor::visitGarrisonDialog(GarrisonDialog & pack) { const CGHeroInstance *h = cl.getHero(pack.hid); const CArmedInstance *obj = static_cast(cl.getObj(pack.objid)); callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, pack.removableUnits, pack.queryID); } void ApplyClientNetPackVisitor::visitExchangeDialog(ExchangeDialog & pack) { callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroExchangeStarted, pack.hero1, pack.hero2, pack.queryID); } void ApplyClientNetPackVisitor::visitTeleportDialog(TeleportDialog & pack) { const CGHeroInstance *h = cl.getHero(pack.hero); callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showTeleportDialog, h, pack.channel, pack.exits, pack.impassable, pack.queryID); } void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog & pack) { callOnlyThatInterface(cl, pack.player, &CGameInterface::showMapObjectSelectDialog, pack.queryID, pack.icon, pack.title, pack.description, pack.objects); } void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack) { // Cannot use the usual code because curB is not set yet callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject, pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero); callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject, pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero); callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject, pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero); } void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack) { cl.battleStarted(pack.info); } void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRoundFirst, pack.battleID); } void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRound, pack.battleID); } void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack) { if(!pack.askPlayerInterface) return; const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack); PlayerColor playerToCall; //pack.player that will move activated stack if (activated->hasBonusOfType(BonusType::HYPNOTIZED)) { playerToCall = (gs.getBattle(pack.battleID)->sides[0].color == activated->unitOwner() ? gs.getBattle(pack.battleID)->sides[1].color : gs.getBattle(pack.battleID)->sides[0].color); } else { playerToCall = activated->unitOwner(); } cl.startPlayerBattleAction(pack.battleID, playerToCall); } void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleLogMessage, pack.battleID, pack.lines); } void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleTriggerEffect, pack.battleID, pack); } void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleGateStateChanged, pack.battleID, pack.state); } void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleEnd, pack.battleID, &pack, pack.queryID); cl.battleFinished(pack.battleID); } void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack) { const CStack * movedStack = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack); callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStackMoved, pack.battleID, movedStack, pack.tilesToMove, pack.distance, pack.teleporting); } void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleAttack, pack.battleID, &pack); // battleStacksAttacked should be excuted before BattleAttack.applyGs() to play animation before damaging unit // so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack() callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.bsa, pack.shot()); } void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack) { } void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack) { cl.currentBattleAction = std::make_unique(pack.ba); callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionStarted, pack.battleID, pack.ba); } void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleSpellCast, pack.battleID, &pack); } void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack) { //informing about effects callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksEffectsSet, pack.battleID, pack); } void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.stacks, false); } void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack) { callInterfaceIfPresent(cl, pack.player1, &IGameEventsReceiver::battleResultsApplied); callInterfaceIfPresent(cl, pack.player2, &IGameEventsReceiver::battleResultsApplied); callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied); } void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleUnitsChanged, pack.battleID, pack.changedStacks); } void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack) { //inform interfaces about removed obstacles callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleObstaclesChanged, pack.battleID, pack.changes); } void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack) { //inform interfaces about catapult attack callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleCatapultAttacked, pack.battleID, pack); } void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack) { callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionFinished, pack.battleID, *cl.currentBattleAction); cl.currentBattleAction.reset(); } void ApplyClientNetPackVisitor::visitPackageApplied(PackageApplied & pack) { callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::requestRealized, &pack); if(!CClient::waitingRequest.tryRemovingElement(pack.requestID)) logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!"); } void ApplyClientNetPackVisitor::visitSystemMessage(SystemMessage & pack) { // usually used to receive error messages from server logNetwork->error("System message: %s", pack.text.toString()); CSH->getGameChat().onNewSystemMessageReceived(pack.text.toString()); } void ApplyClientNetPackVisitor::visitPlayerBlocked(PlayerBlocked & pack) { callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::playerBlocked, pack.reason, pack.startOrEnd == PlayerBlocked::BLOCKADE_STARTED); } void ApplyClientNetPackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack) { logNetwork->debug("Server gives turn to %s", pack.player.toString()); callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, pack.player); callOnlyThatInterface(cl, pack.player, &CGameInterface::yourTurn, pack.queryID); } void ApplyClientNetPackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack) { logNetwork->debug("Server ends turn of %s", pack.player.toString()); callAllInterfaces(cl, &IGameEventsReceiver::playerEndsTurn, pack.player); } void ApplyClientNetPackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack) { logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.unitTimer, pack.player.toString()); } void ApplyClientNetPackVisitor::visitPlayerMessageClient(PlayerMessageClient & pack) { logNetwork->debug("pack.player %s sends a message: %s", pack.player.toString(), pack.text); CSH->getGameChat().onNewGameMessageReceived(pack.player, pack.text); } void ApplyClientNetPackVisitor::visitAdvmapSpellCast(AdvmapSpellCast & pack) { cl.invalidatePaths(); auto caster = cl.getHero(pack.casterID); if(caster) //consider notifying other interfaces that see hero? callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, pack.spellID); else logNetwork->error("Invalid hero instance"); } void ApplyClientNetPackVisitor::visitShowWorldViewEx(ShowWorldViewEx & pack) { callOnlyThatInterface(cl, pack.player, &CGameInterface::showWorldViewEx, pack.objectPositions, pack.showTerrain); } void ApplyClientNetPackVisitor::visitOpenWindow(OpenWindow & pack) { switch(pack.window) { case EOpenWindowMode::RECRUITMENT_FIRST: case EOpenWindowMode::RECRUITMENT_ALL: { const CGDwelling *dw = dynamic_cast(cl.getObj(ObjectInstanceID(pack.object))); const CArmedInstance *dst = dynamic_cast(cl.getObj(ObjectInstanceID(pack.visitor))); callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, pack.window == EOpenWindowMode::RECRUITMENT_FIRST ? 0 : -1, pack.queryID); } break; case EOpenWindowMode::SHIPYARD_WINDOW: { assert(pack.queryID == QueryID::NONE); const auto * sy = dynamic_cast(cl.getObj(ObjectInstanceID(pack.object))); callInterfaceIfPresent(cl, sy->getObject()->getOwner(), &IGameEventsReceiver::showShipyardDialog, sy); } break; case EOpenWindowMode::THIEVES_GUILD: { assert(pack.queryID == QueryID::NONE); //displays Thieves' Guild window (when hero enters Den of Thieves) const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.object)); const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.visitor)); callInterfaceIfPresent(cl, hero->getOwner(), &IGameEventsReceiver::showThievesGuildWindow, obj); } break; case EOpenWindowMode::UNIVERSITY_WINDOW: { //displays University window (when hero enters University on adventure map) const auto * market = dynamic_cast(cl.getObj(ObjectInstanceID(pack.object))); const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.visitor)); callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showUniversityWindow, market, hero, pack.queryID); } break; case EOpenWindowMode::MARKET_WINDOW: { //displays Thieves' Guild window (when hero enters Den of Thieves) const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.object)); const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.visitor)); const auto *market = dynamic_cast(obj); callInterfaceIfPresent(cl, cl.getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showMarketWindow, market, hero, pack.queryID); } break; case EOpenWindowMode::HILL_FORT_WINDOW: { assert(pack.queryID == QueryID::NONE); //displays Hill fort window const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.object)); const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.visitor)); callInterfaceIfPresent(cl, cl.getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero); } break; case EOpenWindowMode::PUZZLE_MAP: { assert(pack.queryID == QueryID::NONE); const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.visitor)); callInterfaceIfPresent(cl, hero->getOwner(), &IGameEventsReceiver::showPuzzleMap); } break; case EOpenWindowMode::TAVERN_WINDOW: { const CGObjectInstance *obj1 = cl.getObj(ObjectInstanceID(pack.object)); const CGHeroInstance * hero = cl.getHero(ObjectInstanceID(pack.visitor)); callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showTavernWindow, obj1, hero, pack.queryID); } break; } } void ApplyClientNetPackVisitor::visitCenterView(CenterView & pack) { callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::centerView, pack.pos, pack.focusTime); } void ApplyClientNetPackVisitor::visitNewObject(NewObject & pack) { cl.invalidatePaths(); const CGObjectInstance *obj = cl.getObj(pack.createdObjectID); if(CGI->mh) CGI->mh->onObjectFadeIn(obj, pack.initiator); for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++) { if(gs.isVisible(obj, i->first)) i->second->newObject(obj); } if(CGI->mh) CGI->mh->waitForOngoingAnimations(); } void ApplyClientNetPackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack) { if(pack.id < 0) //artifact merchants globally { callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr); } else { const CGBlackMarket *bm = dynamic_cast(cl.getObj(ObjectInstanceID(pack.id))); assert(bm); callInterfaceIfPresent(cl, cl.getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm); } } void ApplyClientNetPackVisitor::visitEntitiesChanged(EntitiesChanged & pack) { cl.invalidatePaths(); }