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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/NetPacksClient.cpp
Michał W. Urbańczyk 617e1f962e New files for lib:
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
2011-05-09 22:20:47 +00:00

890 lines
24 KiB
C++

#include "../lib/NetPacks.h"
#include "../CCallback.h"
#include "Client.h"
#include "CPlayerInterface.h"
#include "CGameInfo.h"
#include "../lib/Connection.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "../lib/CSpellHandler.h"
#include "CSoundBase.h"
#include "mapHandler.h"
#include "GUIClasses.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include "CConfigHandler.h"
#include "SDL_Extensions.h"
#include "CBattleInterface.h"
#include "../lib/CCampaignHandler.h"
#include "../lib/CGameState.h"
#include "../lib/BattleState.h"
//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
#define CALL_ONLY_THAT_INTERFACE(player, function, ...) \
do \
{ \
if(vstd::contains(cl->playerint,player)) \
cl->playerint[player]->function(__VA_ARGS__); \
}while(0)
#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
BOOST_FOREACH(IGameEventsReceiver *ger, cl->privilagedGameEventReceivers)\
ger->function(__VA_ARGS__); \
} while(0)
#define CALL_ONLY_THT_BATTLE_INTERFACE(player,function,...) \
do \
{ \
if(vstd::contains(cl->battleints,player)) \
cl->battleints[player]->function(__VA_ARGS__); \
} while (0);
#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \
do \
{ \
BOOST_FOREACH(IBattleEventsReceiver *ber, cl->privilagedBattleEventReceivers)\
ber->function(__VA_ARGS__); \
} while(0)
#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) \
do \
{ \
CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__); \
} while(0)
#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[0], function, __VA_ARGS__) \
CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[1], function, __VA_ARGS__) \
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
/*
* NetPacksClient.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
void SetResources::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1);
}
void SetResource::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val);
}
void SetPrimSkill::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
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 = 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 )
{
const CGHeroInstance *h = cl->getHero(hid);
if(start())
{
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroVisitsTown, h, GS(cl)->getTown(tid));
}
}
void ChangeSpells::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void SetMana::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroManaPointsChanged, h);
}
void SetMovePoints::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
if (cl->IGameCallback::getSelectedHero(LOCPLINT->playerID) == h)//if we have selected that hero
{
GS(cl)->calculatePaths(h, *cl->pathInfo);
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
}
void FoWChange::applyCl( CClient *cl )
{
if(mode)
INTERFACE_CALL_IF_PRESENT(player, tileRevealed, tiles);
else
INTERFACE_CALL_IF_PRESENT(player, tileHidden, tiles);
cl->updatePaths();
}
void SetAvailableHeroes::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void ChangeStackCount::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);
}
void SetStackType::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);
}
void EraseStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);
}
void SwapStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);
if(sl1.army->tempOwner != sl2.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);
}
void InsertNewStack::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
}
void RebalanceStacks::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
if(src.army->tempOwner != dst.army->tempOwner)
INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
}
void PutArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.hero->tempOwner, artifactPut, al);
}
void EraseArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.hero->tempOwner, artifactRemoved, al);
}
void MoveArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(src.hero->tempOwner, artifactMoved, src, dst);
if(src.hero->tempOwner != dst.hero->tempOwner)
INTERFACE_CALL_IF_PRESENT(src.hero->tempOwner, artifactMoved, src, dst);
}
void AssembledArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.hero->tempOwner, artifactAssembled, al);
}
void DisassembledArtifact::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(al.hero->tempOwner, artifactDisassembled, al);
}
void HeroVisit::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(hero->tempOwner, heroVisit, hero, obj, starting);
}
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<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
i->second->gameOver(player, victory);
// if(!CPlayerInterface::howManyPeople)
// cl->terminate = true;
}
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 UpdateCampaignState::applyCl( CClient *cl )
{
cl->stopConnection();
if(camp->mapsRemaining.size())
cl->proposeNextMission(camp);
else
cl->finishCampaign(camp);
}
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<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
if(GS(cl)->getPlayerTeam(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<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT)
continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if((t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
&& GS(cl)->getPlayer(i->first)->human)
humanKnows = true;
}
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
CGI->mh->removeObject(h);
if(result == DISEMBARK)
CGI->mh->printObject(h->boat);
}
void TryMoveHero::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
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<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if(t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
{
i->second->heroMoved(*this);
}
}
if(!humanKnows) //maphandler didn't get update from playerint, do it now
{ //TODO: restructure nicely
CGI->mh->printObject(h);
}
}
void NewStructures::applyCl( CClient *cl )
{
CGTownInstance *town = GS(cl)->getTown(tid);
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<const CGDwelling*>(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 )
// {
// tlog1 << "SetHeroArtifacts :(\n";
// //
// // 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<Component*> comps;
for(size_t i=0;i<components.size();i++)
{
comps.push_back(&components[i]);
}
std::string str;
text.toString(str);
if(vstd::contains(cl->playerint,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<ui8,CGameInterface *>::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<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
cl->playerint[h->tempOwner]->heroGotLevel(const_cast<const CGHeroInstance*>(h),static_cast<int>(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<const CArmedInstance*>(cl->getObj(objid));
if(!vstd::contains(cl->playerint,h->getOwner()))
return;
boost::function<void()> callback = boost::bind(&CCallback::selectionMade,LOCPLINT->cb,0,id);
cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,callback);
}
void BattleStart::applyCl( CClient *cl )
{
cl->battleStarted(info);
}
void BattleNextRound::applyFirstCl(CClient *cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round);
}
void BattleNextRound::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round);
}
void BattleSetActiveStack::applyCl( CClient *cl )
{
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->sides[0] == activated->owner ? GS(cl)->curB->sides[1] : GS(cl)->curB->sides[0] );
}
else
{
playerToCall = activated->owner;
}
if( vstd::contains(cl->battleints, playerToCall) )
boost::thread( boost::bind(&CClient::waitForMoveAndSend, cl, playerToCall) );
}
void BattleResult::applyFirstCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
}
void BattleStackMoved::applyFirstCl( CClient *cl )
{
const CStack * movedStack = GS(cl)->curB->getStack(stack);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tile,distance,ending);
}
void BattleStackAttacked::applyCl( CClient *cl )
{
std::vector<BattleStackAttacked> bsa;
bsa.push_back(*this);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
}
void BattleAttack::applyFirstCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this);
for (int g=0; g<bsa.size(); ++g)
{
for (int z=0; z<bsa[g].healedStacks.size(); ++z)
{
bsa[g].healedStacks[z].applyCl(cl);
}
}
}
void BattleAttack::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);
}
void StartAction::applyFirstCl( CClient *cl )
{
cl->curbaction = new BattleAction(ba);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, &ba);
}
void BattleSpellCast::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this);
if(id >= 66 && id <= 69) //elemental summoning
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared,GS(cl)->curB->stacks.back());
}
}
void SetStackEffect::applyCl( CClient *cl )
{
//informing about effects
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this);
}
void StacksInjured::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,stacks);
}
void BattleResultsApplied::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(254, battleResultsApplied);
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
{
cl->terminate = true;
CloseServer cs;
*cl->serv << &cs;
}
}
void StacksHealedOrResurrected::applyCl( CClient *cl )
{
std::vector<std::pair<ui32, ui32> > shiftedHealed;
for(int v=0; v<healedStacks.size(); ++v)
{
shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));
}
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, drainedFrom);
}
void ObstaclesRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed obstacles
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles);
}
void CatapultAttack::applyCl( CClient *cl )
{
//inform interfaces about catapult attack
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);
}
void BattleStacksRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed stacks
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);
}
CGameState* CPackForClient::GS( CClient *cl )
{
return cl->gs;
}
void EndAction::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(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 )
{
CALL_ONLY_THAT_INTERFACE(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(vstd::contains(cl->playerint, player) && cl->playerint[player]->human)
{
static_cast<CPlayerInterface*>(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<const CGDwelling*>(cl->getObj(id1));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(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<ui8, CGameInterface*>::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)->getPlayerTeam(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<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
i->second->availableArtifactsChanged(NULL);
}
else
{
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(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";
}
}