#include "../lib/NetPacks.h" #include "../CCallback.h" #include "Client.h" #include "CPlayerInterface.h" #include "CGameInfo.h" #include "../lib/Connection.h" #include "../hch/CGeneralTextHandler.h" #include "../hch/CDefObjInfoHandler.h" #include "../hch/CHeroHandler.h" #include "../hch/CObjectHandler.h" #include "../lib/VCMI_Lib.h" #include "../lib/map.h" #include "../lib/VCMIDirs.h" #include "../hch/CSpellHandler.h" #include "../hch/CSoundBase.h" #include "mapHandler.h" #include "GUIClasses.h" #include #include #include #include #include "CConfigHandler.h" #include "SDL_Extensions.h" #include "CBattleInterface.h" //macro to avoid code duplication - calls given method with given arguments if interface for specific player is present #define INTERFACE_CALL_IF_PRESENT(player,function,...) \ if(vstd::contains(cl->playerint,player)) \ cl->playerint[player]->function(__VA_ARGS__); /* * 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 ) { cl->playerint[player]->receivedResource(-1,-1); } void SetResource::applyCl( CClient *cl ) { cl->playerint[player]->receivedResource(resid,val); } void SetPrimSkill::applyCl( CClient *cl ) { const CGHeroInstance *h = GS(cl)->getHero(id); if(!h) { tlog1 << "Cannot find hero with ID " << id << std::endl; return; } INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val); } void SetSecSkill::applyCl( CClient *cl ) { const CGHeroInstance *h = GS(cl)->getHero(id); if(!h) { tlog1 << "Cannot find hero with ID " << id << std::endl; return; } INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val); } void HeroVisitCastle::applyCl( CClient *cl ) { if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner)) { cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid)); } } void ChangeSpells::applyCl( CClient *cl ) { //TODO: inform interface? } void SetMana::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->getHero(hid); if(vstd::contains(cl->playerint,h->tempOwner)) cl->playerint[h->tempOwner]->heroManaPointsChanged(h); } void SetMovePoints::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->getHero(hid); if (cl->IGameCallback::getSelectedHero(LOCPLINT->playerID) == h)//if we have selected that hero { GS(cl)->calculatePaths(h, *cl->pathInfo); } if(vstd::contains(cl->playerint,h->tempOwner)) cl->playerint[h->tempOwner]->heroMovePointsChanged(h); } void FoWChange::applyCl( CClient *cl ) { if(!vstd::contains(cl->playerint,player)) return; if(mode) cl->playerint[player]->tileRevealed(tiles); else cl->playerint[player]->tileHidden(tiles); cl->updatePaths(); } void SetAvailableHeroes::applyCl( CClient *cl ) { //TODO: inform interface? } void GiveBonus::applyCl( CClient *cl ) { switch(who) { case HERO: { const CGHeroInstance *h = GS(cl)->getHero(id); INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, h->bonuses.back(),true); } break; case PLAYER: { const PlayerState *p = GS(cl)->getPlayer(id); INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, p->bonuses.back(), true); } break; } } void ChangeObjPos::applyFirstCl( CClient *cl ) { CGObjectInstance *obj = GS(cl)->map->objects[objid]; if(flags & 1) CGI->mh->hideObject(obj); } void ChangeObjPos::applyCl( CClient *cl ) { CGObjectInstance *obj = GS(cl)->map->objects[objid]; if(flags & 1) CGI->mh->printObject(obj); cl->updatePaths(); } void PlayerEndsGame::applyCl( CClient *cl ) { for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) i->second->gameOver(player, victory); } void RemoveBonus::applyCl( CClient *cl ) { switch(who) { case HERO: { const CGHeroInstance *h = GS(cl)->getHero(id); INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false); } break; case PLAYER: { const PlayerState *p = GS(cl)->getPlayer(id); INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, bonus, false); } break; } } void RemoveObject::applyFirstCl( CClient *cl ) { const CGObjectInstance *o = cl->getObj(id); CGI->mh->hideObject(o); int3 pos = o->visitablePos(); //notify interfaces about removal for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) { if(i->first >= PLAYER_LIMIT) continue; if(GS(cl)->players[i->first].fogOfWarMap[pos.x][pos.y][pos.z]) { i->second->objectRemoved(o); } } } void RemoveObject::applyCl( CClient *cl ) { if(cl->pathInfo->hero && cl->pathInfo->hero->id != id) GS(cl)->calculatePaths(cl->pathInfo->hero, *cl->pathInfo); } void TryMoveHero::applyFirstCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->getHero(id); //check if playerint will have the knowledge about movement - if not, directly update maphandler for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) { if(i->first >= PLAYER_LIMIT) continue; PlayerState &p = GS(cl)->players[i->first]; if((p.fogOfWarMap[start.x-1][start.y][start.z] || p.fogOfWarMap[end.x-1][end.y][end.z]) && p.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); if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK) CGI->mh->printObject(h); if(result == EMBARK) CGI->mh->hideObject(h->boat); int player = h->tempOwner; if(vstd::contains(cl->playerint,player)) { cl->playerint[player]->tileRevealed(fowRevealed); } //notify interfaces about move for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) { if(i->first >= PLAYER_LIMIT) continue; PlayerState &p = GS(cl)->players[i->first]; if(p.fogOfWarMap[start.x-1][start.y][start.z] || p.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 SetGarrisons::applyCl( CClient *cl ) { for(std::map::iterator i = garrs.begin(); i!=garrs.end(); i++) if(vstd::contains(cl->playerint,cl->getOwner(i->first))) cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first)); } void NewStructures::applyCl( CClient *cl ) { CGTownInstance *town = GS(cl)->getTown(tid); BOOST_FOREACH(si32 id, bid) { if(id==13) //fort or capitol { town->defInfo = GS(cl)->capitols[town->subID]; } if(id ==7) { town->defInfo = GS(cl)->forts[town->subID]; } if(vstd::contains(cl->playerint,town->tempOwner)) cl->playerint[town->tempOwner]->buildChanged(town,id,1); } } void RazeStructures::applyCl (CClient *cl) { CGTownInstance *town = GS(cl)->getTown(tid); BOOST_FOREACH(si32 id, bid) { if (id == 13) //fort or capitol { town->defInfo = GS(cl)->forts[town->subID]; } if(vstd::contains (cl->playerint,town->tempOwner)) cl->playerint[town->tempOwner]->buildChanged (town,id,2); } } void SetAvailableCreatures::applyCl( CClient *cl ) { const CGDwelling *dw = static_cast(cl->getObj(tid)); //inform order about the change int p = -1; if(dw->ID == 106) //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); if(vstd::contains(cl->playerint,t->tempOwner)) cl->playerint[t->tempOwner]->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] : NULL); if(!player) return; //h->recreateArtBonuses(); player->heroArtifactSetChanged(h); // BOOST_FOREACH(Bonus bonus, gained) // { // player->heroBonusChanged(h,bonus,true); // } // BOOST_FOREACH(Bonus bonus, lost) // { // player->heroBonusChanged(h,bonus,false); // } } void HeroRecruited::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->map->heroes.back(); if(h->subID != hid) { tlog1 << "Something wrong with hero recruited!\n"; } CGI->mh->initHeroDef(h); CGI->mh->printObject(h); 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->initHeroDef(h); CGI->mh->printObject(h); cl->playerint[h->tempOwner]->heroCreated(h); } void GiveHero::applyFirstCl( CClient *cl ) { CGI->mh->hideObject(GS(cl)->getHero(id)); } void InfoWindow::applyCl( CClient *cl ) { std::vector comps; for(size_t i=0;iplayerint,player)) cl->playerint[player]->showInfoDialog(str,comps,(soundBase::soundID)soundID); else tlog2 << "We received InfoWindow for not our player...\n"; } void SetObjectProperty::applyCl( CClient *cl ) { //inform all players that see this object for(std::map::const_iterator it = cl->playerint.begin(); it != cl->playerint.end(); ++it) { if(GS(cl)->isVisible(GS(cl)->map->objects[id], it->first)) INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this); } } void HeroLevelUp::applyCl( CClient *cl ) { CGHeroInstance *h = GS(cl)->getHero(heroid); if(vstd::contains(cl->playerint,h->tempOwner)) { boost::function callback = boost::function(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id)); cl->playerint[h->tempOwner]->heroGotLevel(const_cast(h),static_cast(primskill),skills, callback); } } void BlockingDialog::applyCl( CClient *cl ) { std::string str; text.toString(str); if(vstd::contains(cl->playerint,player)) cl->playerint[player]->showBlockingDialog(str,components,id,(soundBase::soundID)soundID,selection(),cancel()); else tlog2 << "We received YesNoDialog for not our player...\n"; } void GarrisonDialog::applyCl(CClient *cl) { const CGHeroInstance *h = cl->getHero(hid); const CArmedInstance *obj = static_cast(cl->getObj(objid)); if(!vstd::contains(cl->playerint,h->getOwner())) return; boost::function callback = boost::bind(&CCallback::selectionMade,LOCPLINT->cb,0,id); cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,callback); } void BattleStart::applyCl( CClient *cl ) { CPlayerInterface * att, * def; if(vstd::contains(cl->playerint, info->side1) && cl->playerint[info->side1]->human) att = static_cast( cl->playerint[info->side1] ); else att = NULL; if(vstd::contains(cl->playerint, info->side2) && cl->playerint[info->side2]->human) def = static_cast( cl->playerint[info->side2] ); else def = NULL; new CBattleInterface(info->belligerents[0], info->belligerents[1], info->heroes[0], info->heroes[1], genRect(600, 800, (conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2), att, def); if(vstd::contains(cl->playerint,info->side1)) cl->playerint[info->side1]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 0); if(vstd::contains(cl->playerint,info->side2)) cl->playerint[info->side2]->battleStart(info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], 1); } void BattleNextRound::applyFirstCl(CClient *cl) { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleNewRoundFirst(round); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleNewRoundFirst(round); } void BattleNextRound::applyCl( CClient *cl ) { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleNewRound(round); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleNewRound(round); } void BattleSetActiveStack::applyCl( CClient *cl ) { CStack * activated = GS(cl)->curB->getStack(stack); int playerToCall = -1; //player that will move activated stack if( activated->hasBonusOfType(Bonus::HYPNOTIZED) ) { playerToCall = ( GS(cl)->curB->side1 == activated->owner ? GS(cl)->curB->side2 : GS(cl)->curB->side1 ); } else { playerToCall = activated->owner; } if( vstd::contains(cl->playerint, playerToCall) ) boost::thread( boost::bind(&CClient::waitForMoveAndSend, cl, playerToCall) ); } void BattleResult::applyFirstCl( CClient *cl ) { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleEnd(this); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleEnd(this); } void BattleStackMoved::applyFirstCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance,ending); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance,ending); } void BattleStackAttacked::applyCl( CClient *cl ) { std::vector bsa; bsa.push_back(*this); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,bsa); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,bsa); } void BattleAttack::applyFirstCl( CClient *cl ) { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleAttack(this); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleAttack(this); for (int g=0; gcurB->side1,battleStacksAttacked,bsa); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,bsa); } void StartAction::applyFirstCl( CClient *cl ) { cl->curbaction = new BattleAction(ba); if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->actionStarted(&ba); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba); } void BattleSpellCast::applyCl( CClient *cl ) { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleSpellCast(this); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleSpellCast(this); if(id >= 66 && id <= 69) //elemental summoning { if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleNewStackAppeared(GS(cl)->curB->stacks.size() - 1); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleNewStackAppeared(GS(cl)->curB->stacks.size() - 1); } } void SetStackEffect::applyCl( CClient *cl ) { BattleSpellCast sc; sc.id = effect.id; sc.side = 3; //doesn't matter sc.skill = effect.level; //informing about effects if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side1]->battleStacksEffectsSet(*this); if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end()) cl->playerint[GS(cl)->curB->side2]->battleStacksEffectsSet(*this); } void StacksInjured::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,stacks); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,stacks); } void BattleResultsApplied::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player1,battleResultsApplied); INTERFACE_CALL_IF_PRESENT(player2,battleResultsApplied); } void StacksHealedOrResurrected::applyCl( CClient *cl ) { std::vector > shiftedHealed; for(int v=0; vcurB->side1, battleStacksHealedRes, shiftedHealed, lifeDrain, drainedFrom); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleStacksHealedRes, shiftedHealed, lifeDrain, drainedFrom); } void ObstaclesRemoved::applyCl( CClient *cl ) { //inform interfaces about removed obstacles INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleObstaclesRemoved, obstacles); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleObstaclesRemoved, obstacles); } void CatapultAttack::applyCl( CClient *cl ) { //inform interfaces about catapult attack INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleCatapultAttacked, *this); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleCatapultAttacked, *this); } void BattleStacksRemoved::applyCl( CClient *cl ) { //inform interfaces about removed stacks INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleStacksRemoved, *this); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleStacksRemoved, *this); } CGameState* CPackForClient::GS( CClient *cl ) { return cl->gs; } void EndAction::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,actionFinished,cl->curbaction); INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,actionFinished,cl->curbaction); delete cl->curbaction; cl->curbaction = NULL; } void PackageApplied::applyCl( CClient *cl ) { ui8 player = GS(cl)->currentPlayer; INTERFACE_CALL_IF_PRESENT(player, requestRealized, this); if(cl->waitingRequest.get()) cl->waitingRequest.setn(false); } void SystemMessage::applyCl( CClient *cl ) { std::ostringstream str; str << "System message: " << text; tlog4 << str.str() << std::endl; if(LOCPLINT) LOCPLINT->cingconsole->print(str.str()); } void PlayerBlocked::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason); } void YourTurn::applyCl( CClient *cl ) { INTERFACE_CALL_IF_PRESENT(player,yourTurn); } void SaveGame::applyCl(CClient *cl) { CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vcgm1"); save << *cl; } void PlayerMessage::applyCl(CClient *cl) { std::ostringstream str; str << "Player "<<(int)player<<" sends a message: " << text; tlog4 << str.str() << std::endl; if(LOCPLINT) LOCPLINT->cingconsole->print(str.str()); } 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) { SComponent sc(c); text.toString(sc.description); if(cl->playerint[player]->human) { static_cast(cl->playerint[player])->showComp(sc); } } void AdvmapSpellCast::applyCl(CClient *cl) { cl->playerint[caster->getOwner()]->advmapSpellCast(caster, spellID); } void OpenWindow::applyCl(CClient *cl) { switch(window) { case EXCHANGE_WINDOW: { const CGHeroInstance *h = cl->getHero(id1); const CGObjectInstance *h2 = cl->getHero(id2); assert(h && h2); INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, id1, id2); } break; case RECRUITMENT_FIRST: case RECRUITMENT_ALL: { const CGDwelling *dw = dynamic_cast(cl->getObj(id1)); const CArmedInstance *dst = dynamic_cast(cl->getObj(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(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(id1); GH.pushInt( new CThievesGuildWindow(obj) ); } break; case UNIVERSITY_WINDOW: { //displays University window (when hero enters University on adventure map) const IMarket *market = IMarket::castFrom(cl->getObj(id1)); const CGHeroInstance *hero = cl->getHero(id2); INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero); } break; case MARKET_WINDOW: { //displays Thieves' Guild window (when hero enters Den of Thieves) const CGObjectInstance *obj = cl->getObj(id1); const CGHeroInstance *hero = cl->getHero(id2); const IMarket *market = IMarket::castFrom(obj); INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showMarketWindow, market, hero); } break; case HILL_FORT_WINDOW: { //displays Hill fort window const CGObjectInstance *obj = cl->getObj(id1); const CGHeroInstance *hero = cl->getHero(id2); INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero); } break; case PUZZLE_MAP: { INTERFACE_CALL_IF_PRESENT(id1, showPuzzleMap); } break; case TAVERN_WINDOW: const CGObjectInstance *obj1 = cl->getObj(id1), *obj2 = cl->getObj(id2); INTERFACE_CALL_IF_PRESENT(obj1->tempOwner, showTavernWindow, obj2); break; } } void CenterView::applyCl(CClient *cl) { INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime); } void NewObject::applyCl(CClient *cl) { cl->updatePaths(); const CGObjectInstance *obj = cl->getObj(id); //notify interfaces about move for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) { //TODO: check if any covered tile is visible if(i->first >= PLAYER_LIMIT) continue; if(GS(cl)->players[i->first].fogOfWarMap[obj->pos.x][obj->pos.y][obj->pos.z]) { i->second->newObject(obj); } } } void SetAvailableArtifacts::applyCl(CClient *cl) { if(id < 0) //artifact merchants globally { for(std::map::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++) i->second->availableArtifactsChanged(NULL); } else { const CGBlackMarket *bm = dynamic_cast(cl->getObj(id)); assert(bm); INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm); } } void TradeComponents::applyCl(CClient *cl) {///Shop handler switch (CGI->mh->map->objects[objectid]->ID) { case 7: //Black Market break; case 95: //Tavern break; case 97: //Den of Thieves break; case 221: //Trading Post break; default: tlog2 << "Shop type not supported! \n"; } }