mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
320e04a121
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.
423 lines
12 KiB
C++
423 lines
12 KiB
C++
#include "../lib/NetPacks.h"
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#include "../CCallback.h"
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#include "../client/Client.h"
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CDefObjInfoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CObjectHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../map.h"
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#include "../hch/CSpellHandler.h"
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#include "../mapHandler.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
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#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
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if(vstd::contains(cl->playerint,player)) \
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cl->playerint[player]->function(__VA_ARGS__);
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CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
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void SetResources::applyCl( CClient *cl )
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{
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cl->playerint[player]->receivedResource(-1,-1);
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}
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void SetResource::applyCl( CClient *cl )
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{
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cl->playerint[player]->receivedResource(resid,val);
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}
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void SetPrimSkill::applyCl( CClient *cl )
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{
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cl->playerint[GS(cl)->getHero(id)->tempOwner]->heroPrimarySkillChanged(GS(cl)->getHero(id),which,val);
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}
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void SetSecSkill::applyCl( CClient *cl )
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{
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//TODO: inform interface?
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}
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void HeroVisitCastle::applyCl( CClient *cl )
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{
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if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
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{
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cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),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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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroManaPointsChanged(h);
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}
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void SetMovePoints::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroMovePointsChanged(h);
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}
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void FoWChange::applyCl( CClient *cl )
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{
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if(!vstd::contains(cl->playerint,player))
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return;
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if(mode)
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cl->playerint[player]->tileRevealed(tiles);
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else
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cl->playerint[player]->tileHidden(tiles);
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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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void GiveBonus::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);
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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)->map->objects[objid];
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if(flags & 1)
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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)->map->objects[objid];
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if(flags & 1)
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CGI->mh->printObject(obj);
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}
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void RemoveObject::applyFirstCl( CClient *cl )
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{
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CGI->mh->hideObject(cl->getObj(id));
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CGHeroInstance *h = GS(cl)->getHero(id);
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if(h)
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{
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[h->tempOwner]->heroKilled(h);
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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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}
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void TryMoveHero::applyFirstCl( CClient *cl )
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{
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if(result>1)
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CGI->mh->removeObject(GS(cl)->getHero(id));
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}
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void TryMoveHero::applyCl( CClient *cl )
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{
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HeroMoveDetails hmd(start,end,GS(cl)->getHero(id));
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hmd.style = result-1;
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hmd.successful = result;
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if(result>1)
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CGI->mh->printObject(hmd.ho);
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int player = hmd.ho->tempOwner;
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if(vstd::contains(cl->playerint,player))
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{
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cl->playerint[player]->tileRevealed(fowRevealed);
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}
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//notify interfaces about move
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for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
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{
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if(i->first >= PLAYER_LIMIT) continue;
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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])
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{
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i->second->heroMoved(hmd);
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}
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}
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//add info for callback
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if(result<2)
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{
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mess.mx->lock();
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mess.res->insert(new TryMoveHero(*this));
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mess.mx->unlock();
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mess.cv->notify_all();
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}
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}
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void SetGarrisons::applyCl( CClient *cl )
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{
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for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
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if(vstd::contains(cl->playerint,cl->getOwner(i->first)))
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cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first));
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}
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void NewStructures::applyCl( CClient *cl )
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{
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CGTownInstance *town = GS(cl)->getTown(tid);
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BOOST_FOREACH(si32 id, bid)
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{
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if(id==13) //fort or capitol
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{
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town->defInfo = GS(cl)->capitols[town->subID];
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}
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if(id ==7)
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{
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town->defInfo = GS(cl)->forts[town->subID];
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}
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if(vstd::contains(cl->playerint,town->tempOwner))
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cl->playerint[town->tempOwner]->buildChanged(town,id,1);
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}
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}
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void SetAvailableCreatures::applyCl( CClient *cl )
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{
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CGTownInstance *t = GS(cl)->getTown(tid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->availableCreaturesChanged(t);
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}
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void SetHeroesInTown::applyCl( CClient *cl )
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{
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CGTownInstance *t = GS(cl)->getTown(tid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
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}
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void SetHeroArtifacts::applyCl( CClient *cl )
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{
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CGHeroInstance *t = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->heroArtifactSetChanged(t);
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}
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void HeroRecruited::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->map->heroes.back();
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if(h->subID != hid)
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{
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tlog1 << "Something wrong with hero recruited!\n";
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}
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CGI->mh->initHeroDef(h);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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cl->playerint[h->tempOwner]->heroCreated(h);
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cl->playerint[h->tempOwner]->heroInGarrisonChange(GS(cl)->getTown(tid));
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}
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}
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void GiveHero::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(id);
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CGI->mh->initHeroDef(h);
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CGI->mh->printObject(h);
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cl->playerint[h->tempOwner]->heroCreated(h);
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}
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void GiveHero::applyFirstCl( CClient *cl )
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{
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CGI->mh->hideObject(GS(cl)->getHero(id));
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}
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void InfoWindow::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0;i<components.size();i++)
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{
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showInfoDialog(str,comps);
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else
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tlog2 << "We received InfoWindow for not our player...\n";
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}
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void HeroLevelUp::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(heroid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
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cl->playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)primskill,skills, callback);
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}
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}
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void SelectionDialog::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0; i < components.size(); ++i) {
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showSelDialog(str,comps,id);
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else
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tlog2 << "We received SelectionDialog for not our player...\n";
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}
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void YesNoDialog::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0; i < components.size(); ++i) {
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comps.push_back(&components[i]);
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}
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std::string str = toString(text);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showYesNoDialog(str,comps,id);
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else
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tlog2 << "We received YesNoDialog for not our player...\n";
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}
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void BattleStart::applyCl( CClient *cl )
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{
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if(vstd::contains(cl->playerint,info->side1))
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cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 0);
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if(vstd::contains(cl->playerint,info->side2))
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cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 1);
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}
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void BattleNextRound::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleNewRound(round);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleNewRound(round);
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}
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void BattleSetActiveStack::applyCl( CClient *cl )
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{
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int owner = GS(cl)->curB->getStack(stack)->owner;
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if(vstd::contains(cl->playerint,owner))
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boost::thread(boost::bind(&CClient::waitForMoveAndSend,cl,owner));
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}
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void BattleResult::applyFirstCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleEnd(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleEnd(this);
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}
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void BattleStackMoved::applyFirstCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance);
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}
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void BattleStackAttacked::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(this);
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}
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void BattleAttack::applyFirstCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleAttack(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleAttack(this);
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}
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void BattleAttack::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStackAttacked(&bsa);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStackAttacked(&bsa);
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}
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void StartAction::applyFirstCl( CClient *cl )
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{
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cl->curbaction = new BattleAction(ba);
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->actionStarted(&ba);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
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}
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void SpellCasted::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
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}
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void SetStackEffect::applyCl( CClient *cl )
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{
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SpellCasted sc;
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sc.id = effect.id;
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sc.side = 3; //doesn't matter
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sc.skill = effect.level;
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sc.tile = GS(cl)->curB->getStack(stack)->position;
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
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}
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CGameState* CPackForClient::GS( CClient *cl )
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{
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return cl->gs;
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}
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void EndAction::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,actionFinished,cl->curbaction);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,actionFinished,cl->curbaction);
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delete cl->curbaction;
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cl->curbaction = NULL;
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}
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void SystemMessage::applyCl( CClient *cl )
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{
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tlog4 << "System message from server: " << text << std::endl;
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}
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void YourTurn::applyCl( CClient *cl )
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{
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boost::thread(boost::bind(&CGameInterface::yourTurn,cl->playerint[player]));
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}
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void PlayerMessage::applyCl(CClient *cl)
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{
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tlog4 << "Player "<<(int)player<<" sends a message: " << text << std::endl;
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}
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void ShowInInfobox::applyCl(CClient *cl)
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{
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SComponent sc(c);
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sc.description = toString(text);
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if(cl->playerint[player]->human)
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{
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static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
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}
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} |