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1002 lines
30 KiB
C++
1002 lines
30 KiB
C++
/*
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* NetPacksClient.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../lib/NetPacks.h"
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#include "Client.h"
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#include "CPlayerInterface.h"
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#include "CGameInfo.h"
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#include "windows/GUIClasses.h"
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#include "adventureMap/mapHandler.h"
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#include "adventureMap/CInGameConsole.h"
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#include "battle/BattleInterface.h"
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#include "gui/CGuiHandler.h"
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#include "widgets/MiscWidgets.h"
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#include "CMT.h"
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#include "CServerHandler.h"
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#include "../CCallback.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileInfo.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CSoundBase.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/mapping/CCampaignHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CStack.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/GameConstants.h"
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#include "../lib/CPlayerState.h"
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// TODO: as Tow suggested these template should all be part of CClient
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// This will require rework spectator interface properly though
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template<typename T, typename ... Args, typename ... Args2>
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bool callOnlyThatInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
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{
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if(vstd::contains(cl->playerint, player))
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{
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((*cl->playerint[player]).*ptr)(std::forward<Args2>(args)...);
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return true;
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}
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return false;
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}
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template<typename T, typename ... Args, typename ... Args2>
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bool callInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
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{
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bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
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return called;
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}
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template<typename T, typename ... Args, typename ... Args2>
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void callOnlyThatBattleInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
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{
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if(vstd::contains(cl->battleints,player))
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((*cl->battleints[player]).*ptr)(std::forward<Args2>(args)...);
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if(cl->additionalBattleInts.count(player))
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{
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for(auto bInt : cl->additionalBattleInts[player])
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((*bInt).*ptr)(std::forward<Args2>(args)...);
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}
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}
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template<typename T, typename ... Args, typename ... Args2>
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void callBattleInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
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{
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callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
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}
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//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
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template<typename T, typename ... Args, typename ... Args2>
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void callAllInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
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{
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for(auto pInt : cl->playerint)
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((*pInt.second).*ptr)(std::forward<Args2>(args)...);
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}
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//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
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template<typename T, typename ... Args, typename ... Args2>
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void callBattleInterfaceIfPresentForBothSides(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
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{
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callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
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callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
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{
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callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
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}
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}
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void SetResources::applyCl(CClient *cl)
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{
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//todo: inform on actual resource set transfered
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::receivedResource);
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}
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void SetPrimSkill::applyCl(CClient *cl)
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{
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const CGHeroInstance *h = cl->getHero(id);
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if(!h)
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{
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logNetwork->error("Cannot find hero with ID %d", id.getNum());
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return;
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}
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, which, val);
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}
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void SetSecSkill::applyCl(CClient *cl)
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{
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const CGHeroInstance *h = cl->getHero(id);
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if(!h)
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{
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logNetwork->error("Cannot find hero with ID %d", id.getNum());
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return;
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}
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, which, val);
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}
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void HeroVisitCastle::applyCl(CClient *cl)
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{
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const CGHeroInstance *h = cl->getHero(hid);
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if(start())
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{
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroVisitsTown, h, 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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const CGHeroInstance *h = cl->getHero(hid);
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h);
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}
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void SetMovePoints::applyCl(CClient *cl)
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{
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const CGHeroInstance *h = cl->getHero(hid);
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cl->invalidatePaths();
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroMovePointsChanged, h);
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}
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void FoWChange::applyCl(CClient *cl)
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{
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for(auto &i : cl->playerint)
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{
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if(cl->getPlayerRelations(i.first, player) == PlayerRelations::SAME_PLAYER && waitForDialogs && LOCPLINT == i.second.get())
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{
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LOCPLINT->waitWhileDialog();
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}
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if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
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{
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if(mode)
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i.second->tileRevealed(tiles);
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else
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i.second->tileHidden(tiles);
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}
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}
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cl->invalidatePaths();
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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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static void dispatchGarrisonChange(CClient * cl, ObjectInstanceID army1, ObjectInstanceID army2)
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{
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auto obj1 = cl->getObj(army1);
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if(!obj1)
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{
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logNetwork->error("Cannot find army with ID %d", army1.getNum());
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return;
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}
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callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
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if(army2 != ObjectInstanceID() && army2 != army1)
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{
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auto obj2 = cl->getObj(army2);
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if(!obj2)
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{
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logNetwork->error("Cannot find army with ID %d", army2.getNum());
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return;
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}
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if(obj1->tempOwner != obj2->tempOwner)
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callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
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}
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}
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void ChangeStackCount::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, army, ObjectInstanceID());
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}
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void SetStackType::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, army, ObjectInstanceID());
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}
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void EraseStack::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, army, ObjectInstanceID());
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}
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void SwapStacks::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, srcArmy, dstArmy);
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}
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void InsertNewStack::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, army, ObjectInstanceID());
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}
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void RebalanceStacks::applyCl(CClient * cl)
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{
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dispatchGarrisonChange(cl, srcArmy, dstArmy);
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}
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void BulkRebalanceStacks::applyCl(CClient * cl)
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{
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if(!moves.empty())
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{
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auto destArmy = moves[0].srcArmy == moves[0].dstArmy
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? ObjectInstanceID()
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: moves[0].dstArmy;
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dispatchGarrisonChange(cl, moves[0].srcArmy, destArmy);
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}
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}
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void BulkSmartRebalanceStacks::applyCl(CClient * cl)
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{
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if(!moves.empty())
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{
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assert(moves[0].srcArmy == moves[0].dstArmy);
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dispatchGarrisonChange(cl, moves[0].srcArmy, ObjectInstanceID());
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}
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else if(!changes.empty())
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{
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dispatchGarrisonChange(cl, changes[0].army, ObjectInstanceID());
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}
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}
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void PutArtifact::applyCl(CClient *cl)
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{
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callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactPut, al);
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}
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void EraseArtifact::applyCl(CClient *cl)
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{
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callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, al);
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}
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void MoveArtifact::applyCl(CClient * cl)
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{
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auto moveArtifact = [this, cl](PlayerColor player) -> void
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{
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, src, dst);
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if(askAssemble)
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactPossibleAssembling, dst);
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};
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moveArtifact(src.owningPlayer());
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if(src.owningPlayer() != dst.owningPlayer())
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moveArtifact(dst.owningPlayer());
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}
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void BulkMoveArtifacts::applyCl(CClient * cl)
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{
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auto applyMove = [this, cl](std::vector<LinkedSlots> & artsPack) -> void
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{
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for(auto & slotToMove : artsPack)
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{
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auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
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auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
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callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
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if(srcLoc.owningPlayer() != dstLoc.owningPlayer())
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callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
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}
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};
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applyMove(artsPack0);
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if(swap)
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applyMove(artsPack1);
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}
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void AssembledArtifact::applyCl(CClient *cl)
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{
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callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactAssembled, al);
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}
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void DisassembledArtifact::applyCl(CClient *cl)
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{
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callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactDisassembled, al);
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}
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void HeroVisit::applyCl(CClient * cl)
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{
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auto hero = cl->getHero(heroId);
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auto obj = cl->getObj(objId, false);
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroVisit, hero, obj, starting);
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}
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void NewTurn::applyCl(CClient *cl)
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{
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cl->invalidatePaths();
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}
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void GiveBonus::applyCl(CClient *cl)
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{
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cl->invalidatePaths();
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switch(who)
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{
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case HERO:
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{
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const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, *h->getBonusList().back(), true);
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}
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break;
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case PLAYER:
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{
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const PlayerState *p = GS(cl)->getPlayerState(PlayerColor(id));
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callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, *p->getBonusList().back(), true);
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}
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break;
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}
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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)->getObjInstance(objid);
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if(flags & 1 && CGI->mh)
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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)->getObjInstance(objid);
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if(flags & 1 && CGI->mh)
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CGI->mh->printObject(obj);
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cl->invalidatePaths();
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}
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void PlayerEndsGame::applyCl(CClient *cl)
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{
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callAllInterfaces(cl, &IGameEventsReceiver::gameOver, player, victoryLossCheckResult);
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// In auto testing mode we always close client if red player won or lose
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if(!settings["session"]["testmap"].isNull() && player == PlayerColor(0))
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handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
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}
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void PlayerReinitInterface::applyCl(CClient * cl)
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{
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auto initInterfaces = [cl]()
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{
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cl->initPlayerInterfaces();
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auto currentPlayer = cl->gameState()->currentPlayer;
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callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, currentPlayer);
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callOnlyThatInterface(cl, currentPlayer, &CGameInterface::yourTurn);
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};
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for(auto player : players)
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{
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auto & plSettings = CSH->si->getIthPlayersSettings(player);
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if(playerConnectionId == PlayerSettings::PLAYER_AI)
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{
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plSettings.connectedPlayerIDs.clear();
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cl->initPlayerEnvironments();
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initInterfaces();
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}
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else if(playerConnectionId == CSH->c->connectionID)
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{
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plSettings.connectedPlayerIDs.insert(playerConnectionId);
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cl->playerint.clear();
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initInterfaces();
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}
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}
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}
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void RemoveBonus::applyCl(CClient *cl)
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{
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cl->invalidatePaths();
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switch(who)
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{
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case HERO:
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{
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const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
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callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, bonus, false);
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}
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break;
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case PLAYER:
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{
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//const PlayerState *p = GS(cl)->getPlayerState(id);
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callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, bonus, false);
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}
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break;
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}
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}
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void RemoveObject::applyFirstCl(CClient *cl)
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{
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const CGObjectInstance *o = cl->getObj(id);
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if(CGI->mh)
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CGI->mh->hideObject(o, true);
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//notify interfaces about removal
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for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
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{
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//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
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//TODO: loose requirements as next AI related crashes appear, for example another player collects object that got re-covered by FoW, unsure if AI code workarounds this
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if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
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i->second->objectRemoved(o);
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}
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}
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void RemoveObject::applyCl(CClient *cl)
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{
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cl->invalidatePaths();
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}
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void TryMoveHero::applyFirstCl(CClient *cl)
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{
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CGHeroInstance *h = GS(cl)->getHero(id);
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//check if playerint will have the knowledge about movement - if not, directly update maphandler
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for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
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{
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auto ps = GS(cl)->getPlayerState(i->first);
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if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
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{
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if(ps->human)
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humanKnows = true;
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}
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}
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if(!CGI->mh)
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return;
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if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
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CGI->mh->hideObject(h, result == EMBARK && humanKnows);
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if(result == DISEMBARK)
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CGI->mh->printObject(h->boat);
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}
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void TryMoveHero::applyCl(CClient *cl)
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{
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const CGHeroInstance *h = cl->getHero(id);
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cl->invalidatePaths();
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if(CGI->mh)
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{
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if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
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CGI->mh->printObject(h, result == DISEMBARK);
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if(result == EMBARK)
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CGI->mh->hideObject(h->boat);
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}
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PlayerColor player = h->tempOwner;
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for(auto &i : cl->playerint)
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if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
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i.second->tileRevealed(fowRevealed);
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//notify interfaces about move
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auto gs = cl->gameState();
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for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
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{
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if(i->first != PlayerColor::SPECTATOR && gs->checkForStandardLoss(i->first)) // Do not notify vanquished player's interface
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continue;
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if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
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|| GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
|
|
{
|
|
// src and 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(*this, verbose);
|
|
}
|
|
}
|
|
|
|
//maphandler didn't get update from playerint, do it now
|
|
//TODO: restructure nicely
|
|
if(!humanKnows && CGI->mh)
|
|
CGI->mh->printObject(h);
|
|
}
|
|
|
|
bool TryMoveHero::stopMovement() const
|
|
{
|
|
return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
|
|
}
|
|
|
|
void NewStructures::applyCl(CClient *cl)
|
|
{
|
|
CGTownInstance *town = GS(cl)->getTown(tid);
|
|
for(const auto & id : bid)
|
|
{
|
|
callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);
|
|
}
|
|
}
|
|
void RazeStructures::applyCl (CClient *cl)
|
|
{
|
|
CGTownInstance *town = GS(cl)->getTown(tid);
|
|
for(const auto & id : bid)
|
|
{
|
|
callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 2);
|
|
}
|
|
}
|
|
|
|
void SetAvailableCreatures::applyCl(CClient *cl)
|
|
{
|
|
const CGDwelling *dw = static_cast<const CGDwelling*>(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;
|
|
|
|
callInterfaceIfPresent(cl, p, &IGameEventsReceiver::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);
|
|
|
|
//inform all players that see this object
|
|
for(auto i = cl->playerint.cbegin(); i != cl->playerint.cend(); ++i)
|
|
{
|
|
if(i->first >= PlayerColor::PLAYER_LIMIT)
|
|
continue;
|
|
|
|
if(GS(cl)->isVisible(t, i->first) ||
|
|
(hGarr && GS(cl)->isVisible(hGarr, i->first)) ||
|
|
(hVisit && GS(cl)->isVisible(hVisit, i->first)))
|
|
{
|
|
cl->playerint[i->first]->heroInGarrisonChange(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
void HeroRecruited::applyCl(CClient *cl)
|
|
{
|
|
CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();
|
|
if(h->subID != hid)
|
|
{
|
|
logNetwork->error("Something wrong with hero recruited!");
|
|
}
|
|
|
|
bool needsPrinting = true;
|
|
if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))
|
|
{
|
|
if(const CGTownInstance *t = GS(cl)->getTown(tid))
|
|
{
|
|
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroInGarrisonChange, t);
|
|
needsPrinting = false;
|
|
}
|
|
}
|
|
if(needsPrinting && CGI->mh)
|
|
CGI->mh->printObject(h);
|
|
}
|
|
|
|
void GiveHero::applyCl(CClient *cl)
|
|
{
|
|
CGHeroInstance *h = GS(cl)->getHero(id);
|
|
if(CGI->mh)
|
|
CGI->mh->printObject(h);
|
|
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);
|
|
}
|
|
|
|
void GiveHero::applyFirstCl(CClient *cl)
|
|
{
|
|
if(CGI->mh)
|
|
CGI->mh->hideObject(GS(cl)->getHero(id));
|
|
}
|
|
|
|
void InfoWindow::applyCl(CClient *cl)
|
|
{
|
|
std::string str;
|
|
text.toString(str);
|
|
|
|
if(!callInterfaceIfPresent(cl, player, &CGameInterface::showInfoDialog, str,components,(soundBase::soundID)soundID))
|
|
logNetwork->warn("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))
|
|
callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, this);
|
|
}
|
|
}
|
|
|
|
void HeroLevelUp::applyCl(CClient *cl)
|
|
{
|
|
const CGHeroInstance * hero = cl->getHero(heroId);
|
|
assert(hero);
|
|
callOnlyThatInterface(cl, player, &CGameInterface::heroGotLevel, hero, primskill, skills, queryID);
|
|
}
|
|
|
|
void CommanderLevelUp::applyCl(CClient *cl)
|
|
{
|
|
const CGHeroInstance * hero = cl->getHero(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, player, &CGameInterface::commanderGotLevel, commander, skills, queryID);
|
|
}
|
|
|
|
void BlockingDialog::applyCl(CClient *cl)
|
|
{
|
|
std::string str;
|
|
text.toString(str);
|
|
|
|
if(!callOnlyThatInterface(cl, player, &CGameInterface::showBlockingDialog, str, components, queryID, (soundBase::soundID)soundID, selection(), cancel()))
|
|
logNetwork->warn("We received YesNoDialog for not our player...");
|
|
}
|
|
|
|
void GarrisonDialog::applyCl(CClient *cl)
|
|
{
|
|
const CGHeroInstance *h = cl->getHero(hid);
|
|
const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
|
|
|
|
callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, removableUnits, queryID);
|
|
}
|
|
|
|
void ExchangeDialog::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroExchangeStarted, hero1, hero2, queryID);
|
|
}
|
|
|
|
void TeleportDialog::applyCl(CClient *cl)
|
|
{
|
|
callOnlyThatInterface(cl, player, &CGameInterface::showTeleportDialog, channel, exits, impassable, queryID);
|
|
}
|
|
|
|
void MapObjectSelectDialog::applyCl(CClient * cl)
|
|
{
|
|
callOnlyThatInterface(cl, player, &CGameInterface::showMapObjectSelectDialog, queryID, icon, title, description, objects);
|
|
}
|
|
|
|
void BattleStart::applyFirstCl(CClient *cl)
|
|
{
|
|
// Cannot use the usual code because curB is not set yet
|
|
callOnlyThatBattleInterface(cl, info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
|
|
info->tile, info->sides[0].hero, info->sides[1].hero);
|
|
callOnlyThatBattleInterface(cl, info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
|
|
info->tile, info->sides[0].hero, info->sides[1].hero);
|
|
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::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)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, round);
|
|
}
|
|
|
|
void BattleNextRound::applyCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::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;
|
|
}
|
|
|
|
cl->startPlayerBattleAction(playerToCall);
|
|
}
|
|
|
|
void BattleLogMessage::applyCl(CClient * cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, lines);
|
|
}
|
|
|
|
void BattleTriggerEffect::applyCl(CClient * cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);
|
|
}
|
|
|
|
void BattleUpdateGateState::applyFirstCl(CClient * cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, state);
|
|
}
|
|
|
|
void BattleResult::applyFirstCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, this);
|
|
cl->battleFinished();
|
|
}
|
|
|
|
void BattleStackMoved::applyFirstCl(CClient *cl)
|
|
{
|
|
const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance, teleporting);
|
|
}
|
|
|
|
void BattleAttack::applyFirstCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);
|
|
}
|
|
|
|
void BattleAttack::applyCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, shot());
|
|
}
|
|
|
|
void StartAction::applyFirstCl(CClient *cl)
|
|
{
|
|
cl->curbaction = boost::make_optional(ba);
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, ba);
|
|
}
|
|
|
|
void BattleSpellCast::applyCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, this);
|
|
}
|
|
|
|
void SetStackEffect::applyCl(CClient *cl)
|
|
{
|
|
//informing about effects
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, *this);
|
|
}
|
|
|
|
void StacksInjured::applyCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks, false);
|
|
}
|
|
|
|
void BattleResultsApplied::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player1, &IGameEventsReceiver::battleResultsApplied);
|
|
callInterfaceIfPresent(cl, player2, &IGameEventsReceiver::battleResultsApplied);
|
|
callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);
|
|
}
|
|
|
|
void BattleUnitsChanged::applyCl(CClient * cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks);
|
|
}
|
|
|
|
void BattleObstaclesChanged::applyCl(CClient *cl)
|
|
{
|
|
//inform interfaces about removed obstacles
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, changes);
|
|
}
|
|
|
|
void CatapultAttack::applyCl(CClient *cl)
|
|
{
|
|
//inform interfaces about catapult attack
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, *this);
|
|
}
|
|
|
|
CGameState* CPackForClient::GS(CClient *cl)
|
|
{
|
|
return cl->gs;
|
|
}
|
|
|
|
void EndAction::applyCl(CClient *cl)
|
|
{
|
|
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl->curbaction);
|
|
cl->curbaction.reset();
|
|
}
|
|
|
|
void PackageApplied::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::requestRealized, this);
|
|
if(!CClient::waitingRequest.tryRemovingElement(requestID))
|
|
logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!");
|
|
}
|
|
|
|
void SystemMessage::applyCl(CClient *cl)
|
|
{
|
|
std::ostringstream str;
|
|
str << "System message: " << text;
|
|
|
|
logNetwork->error(str.str()); // usually used to receive error messages from server
|
|
if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
|
|
LOCPLINT->cingconsole->print(str.str());
|
|
}
|
|
|
|
void PlayerBlocked::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::playerBlocked, reason, startOrEnd == BLOCKADE_STARTED);
|
|
}
|
|
|
|
void YourTurn::applyCl(CClient *cl)
|
|
{
|
|
logNetwork->debug("Server gives turn to %s", player.getStr());
|
|
|
|
callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
|
|
callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);
|
|
}
|
|
|
|
void SaveGameClient::applyCl(CClient *cl)
|
|
{
|
|
const auto stem = FileInfo::GetPathStem(fname);
|
|
if(!CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1"))
|
|
{
|
|
logNetwork->error("Failed to create resource %s", stem.to_string() + ".vcgm1");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::CLIENT_SAVEGAME)));
|
|
cl->saveCommonState(save);
|
|
save << *cl;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logNetwork->error("Failed to save game:%s", e.what());
|
|
}
|
|
}
|
|
|
|
void PlayerMessageClient::applyCl(CClient *cl)
|
|
{
|
|
logNetwork->debug("Player %s sends a message: %s", player.getStr(), text);
|
|
|
|
std::ostringstream str;
|
|
if(player.isSpectator())
|
|
str << "Spectator: " << text;
|
|
else
|
|
str << cl->getPlayerState(player)->nodeName() <<": " << text;
|
|
if(LOCPLINT)
|
|
LOCPLINT->cingconsole->print(str.str());
|
|
}
|
|
|
|
void ShowInInfobox::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::showComp, c, text.toString());
|
|
}
|
|
|
|
void AdvmapSpellCast::applyCl(CClient *cl)
|
|
{
|
|
cl->invalidatePaths();
|
|
auto caster = cl->getHero(casterID);
|
|
if(caster)
|
|
//consider notifying other interfaces that see hero?
|
|
callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, spellID);
|
|
else
|
|
logNetwork->error("Invalid hero instance");
|
|
}
|
|
|
|
void ShowWorldViewEx::applyCl(CClient * cl)
|
|
{
|
|
callOnlyThatInterface(cl, player, &CGameInterface::showWorldViewEx, objectPositions);
|
|
}
|
|
|
|
void OpenWindow::applyCl(CClient *cl)
|
|
{
|
|
switch(window)
|
|
{
|
|
case RECRUITMENT_FIRST:
|
|
case RECRUITMENT_ALL:
|
|
{
|
|
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));
|
|
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));
|
|
callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
|
|
}
|
|
break;
|
|
case SHIPYARD_WINDOW:
|
|
{
|
|
const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));
|
|
callInterfaceIfPresent(cl, sy->o->tempOwner, &IGameEventsReceiver::showShipyardDialog, sy);
|
|
}
|
|
break;
|
|
case THIEVES_GUILD:
|
|
{
|
|
//displays Thieves' Guild window (when hero enters Den of Thieves)
|
|
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));
|
|
callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::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));
|
|
callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::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);
|
|
callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::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));
|
|
callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero);
|
|
}
|
|
break;
|
|
case PUZZLE_MAP:
|
|
{
|
|
callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showPuzzleMap);
|
|
}
|
|
break;
|
|
case TAVERN_WINDOW:
|
|
const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),
|
|
*obj2 = cl->getObj(ObjectInstanceID(id2));
|
|
callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::showTavernWindow, obj2);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void CenterView::applyCl(CClient *cl)
|
|
{
|
|
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::centerView, pos, focusTime);
|
|
}
|
|
|
|
void NewObject::applyCl(CClient *cl)
|
|
{
|
|
cl->invalidatePaths();
|
|
|
|
const CGObjectInstance *obj = cl->getObj(id);
|
|
if(CGI->mh)
|
|
CGI->mh->printObject(obj, true);
|
|
|
|
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
|
|
{
|
|
callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);
|
|
}
|
|
else
|
|
{
|
|
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));
|
|
assert(bm);
|
|
callInterfaceIfPresent(cl, cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);
|
|
}
|
|
}
|
|
|
|
|
|
void EntitiesChanged::applyCl(CClient *cl)
|
|
{
|
|
cl->invalidatePaths();
|
|
}
|