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vcmi/client/NetPacksClient.cpp
Michał W. Urbańczyk 320e04a121 New files
For VCMI_LIB: lib/RegisterTypes.cpp lib/NetPacksLib.cpp
For VCMI_CLIENT: client/NetPacksClient.cpp
(+ headers)
Removed files
FOR VCMI_CLIENT: hch/CAbilityHandler.cpp and header

Redone sending and applying messages server => client
May be still buggy.
2009-03-07 17:08:40 +00:00

423 lines
12 KiB
C++

#include "../lib/NetPacks.h"
#include "../CCallback.h"
#include "../client/Client.h"
#include "../CPlayerInterface.h"
#include "../CGameInfo.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../map.h"
#include "../hch/CSpellHandler.h"
#include "../mapHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
//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__);
CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
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 )
{
cl->playerint[GS(cl)->getHero(id)->tempOwner]->heroPrimarySkillChanged(GS(cl)->getHero(id),which,val);
}
void SetSecSkill::applyCl( CClient *cl )
{
//TODO: inform interface?
}
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(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);
}
void SetAvailableHeroes::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void GiveBonus::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);
}
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);
}
void RemoveObject::applyFirstCl( CClient *cl )
{
CGI->mh->hideObject(cl->getObj(id));
CGHeroInstance *h = GS(cl)->getHero(id);
if(h)
{
if(vstd::contains(cl->playerint,h->tempOwner))
cl->playerint[h->tempOwner]->heroKilled(h);
}
}
void RemoveObject::applyCl( CClient *cl )
{
}
void TryMoveHero::applyFirstCl( CClient *cl )
{
if(result>1)
CGI->mh->removeObject(GS(cl)->getHero(id));
}
void TryMoveHero::applyCl( CClient *cl )
{
HeroMoveDetails hmd(start,end,GS(cl)->getHero(id));
hmd.style = result-1;
hmd.successful = result;
if(result>1)
CGI->mh->printObject(hmd.ho);
int player = hmd.ho->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;
if(GS(cl)->players[i->first].fogOfWarMap[start.x-1][start.y][start.z] || GS(cl)->players[i->first].fogOfWarMap[end.x-1][end.y][end.z])
{
i->second->heroMoved(hmd);
}
}
//add info for callback
if(result<2)
{
mess.mx->lock();
mess.res->insert(new TryMoveHero(*this));
mess.mx->unlock();
mess.cv->notify_all();
}
}
void SetGarrisons::applyCl( CClient *cl )
{
for(std::map<ui32,CCreatureSet>::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 SetAvailableCreatures::applyCl( CClient *cl )
{
CGTownInstance *t = GS(cl)->getTown(tid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->availableCreaturesChanged(t);
}
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 *t = GS(cl)->getHero(hid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->heroArtifactSetChanged(t);
}
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);
if(vstd::contains(cl->playerint,h->tempOwner))
{
cl->playerint[h->tempOwner]->heroCreated(h);
cl->playerint[h->tempOwner]->heroInGarrisonChange(GS(cl)->getTown(tid));
}
}
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 = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showInfoDialog(str,comps);
else
tlog2 << "We received InfoWindow for not our player...\n";
}
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 CGHeroInstance *)h,(int)primskill,skills, callback);
}
}
void SelectionDialog::applyCl( CClient *cl )
{
std::vector<Component*> comps;
for(size_t i=0; i < components.size(); ++i) {
comps.push_back(&components[i]);
}
std::string str = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showSelDialog(str,comps,id);
else
tlog2 << "We received SelectionDialog for not our player...\n";
}
void YesNoDialog::applyCl( CClient *cl )
{
std::vector<Component*> comps;
for(size_t i=0; i < components.size(); ++i) {
comps.push_back(&components[i]);
}
std::string str = toString(text);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showYesNoDialog(str,comps,id);
else
tlog2 << "We received YesNoDialog for not our player...\n";
}
void BattleStart::applyCl( CClient *cl )
{
if(vstd::contains(cl->playerint,info->side1))
cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 0);
if(vstd::contains(cl->playerint,info->side2))
cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 1);
}
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 )
{
int owner = GS(cl)->curB->getStack(stack)->owner;
if(vstd::contains(cl->playerint,owner))
boost::thread(boost::bind(&CClient::waitForMoveAndSend,cl,owner));
}
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);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance);
}
void BattleStackAttacked::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(this);
}
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);
}
void BattleAttack::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(&bsa);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(&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 SpellCasted::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
}
void SetStackEffect::applyCl( CClient *cl )
{
SpellCasted sc;
sc.id = effect.id;
sc.side = 3; //doesn't matter
sc.skill = effect.level;
sc.tile = GS(cl)->curB->getStack(stack)->position;
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
}
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 SystemMessage::applyCl( CClient *cl )
{
tlog4 << "System message from server: " << text << std::endl;
}
void YourTurn::applyCl( CClient *cl )
{
boost::thread(boost::bind(&CGameInterface::yourTurn,cl->playerint[player]));
}
void PlayerMessage::applyCl(CClient *cl)
{
tlog4 << "Player "<<(int)player<<" sends a message: " << text << std::endl;
}
void ShowInInfobox::applyCl(CClient *cl)
{
SComponent sc(c);
sc.description = toString(text);
if(cl->playerint[player]->human)
{
static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
}
}