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602827d1ae
* campaign epilogues and minor fixes
976 lines
27 KiB
C++
976 lines
27 KiB
C++
#include "StdInc.h"
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#include "../lib/NetPacks.h"
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#include "../lib/Filesystem/CResourceLoader.h"
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#include "../lib/Filesystem/CFileInfo.h"
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#include "../CCallback.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 "../lib/Connection.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CObjectHandler.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/CSpellHandler.h"
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#include "CSoundBase.h"
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#include "mapHandler.h"
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#include "GUIClasses.h"
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#include "../lib/CConfigHandler.h"
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#include "UIFramework/SDL_Extensions.h"
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#include "BattleInterface/CBattleInterface.h"
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#include "../lib/Mapping/CCampaignHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/GameConstants.h"
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#include "UIFramework/CGuiHandler.h"
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//macros to avoid code duplication - calls given method with given arguments if interface for specific player is present
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//awaiting variadic templates...
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#define CALL_IN_PRIVILAGED_INTS(function, ...) \
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do \
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{ \
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BOOST_FOREACH(IGameEventsReceiver *ger, cl->privilagedGameEventReceivers) \
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ger->function(__VA_ARGS__); \
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} while(0)
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#define CALL_ONLY_THAT_INTERFACE(player, function, ...) \
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do \
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{ \
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if(vstd::contains(cl->playerint,player)) \
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cl->playerint[player]->function(__VA_ARGS__); \
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}while(0)
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#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
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do \
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{ \
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CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
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CALL_IN_PRIVILAGED_INTS(function, __VA_ARGS__); \
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} while(0)
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#define CALL_ONLY_THT_BATTLE_INTERFACE(player,function, ...) \
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do \
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{ \
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if(vstd::contains(cl->battleints,player)) \
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cl->battleints[player]->function(__VA_ARGS__); \
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} while (0);
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#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \
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do \
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{ \
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BOOST_FOREACH(IBattleEventsReceiver *ber, cl->privilagedBattleEventReceivers)\
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ber->function(__VA_ARGS__); \
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} while(0)
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#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) \
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do \
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{ \
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CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\
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BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__); \
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} while(0)
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//calls all normal interfaces and privilaged ones, playerints may be updated when iterating over it, so we need a copy
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#define CALL_IN_ALL_INTERFACES(function, ...) \
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do \
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{ \
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std::map<ui8, CGameInterface*> ints = cl->playerint; \
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for(std::map<ui8, CGameInterface*>::iterator i = ints.begin(); i != ints.end(); i++)\
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CALL_ONLY_THAT_INTERFACE(i->first, function, __VA_ARGS__); \
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} while(0)
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#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
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CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[0], function, __VA_ARGS__) \
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CALL_ONLY_THT_BATTLE_INTERFACE(GS(cl)->curB->sides[1], function, __VA_ARGS__) \
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BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
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/*
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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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void SetResources::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(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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INTERFACE_CALL_IF_PRESENT(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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const CGHeroInstance *h = cl->getHero(id);
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if(!h)
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{
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tlog1 << "Cannot find hero with ID " << id.getNum() << std::endl;
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return;
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}
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INTERFACE_CALL_IF_PRESENT(h->tempOwner,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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tlog1 << "Cannot find hero with ID " << id << std::endl;
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return;
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}
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INTERFACE_CALL_IF_PRESENT(h->tempOwner,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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INTERFACE_CALL_IF_PRESENT(h->tempOwner, 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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INTERFACE_CALL_IF_PRESENT(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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const CGHeroInstance *h = cl->getHero(hid);
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cl->invalidatePaths(h);
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INTERFACE_CALL_IF_PRESENT(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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BOOST_FOREACH(auto &i, cl->playerint)
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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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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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void ChangeStackCount::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);
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}
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void SetStackType::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);
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}
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void EraseStack::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);
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}
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void SwapStacks::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);
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if(sl1.army->tempOwner != sl2.army->tempOwner)
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INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);
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}
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void InsertNewStack::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
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}
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void RebalanceStacks::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
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if(src.army->tempOwner != dst.army->tempOwner)
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INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
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}
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void PutArtifact::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactPut, al);
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}
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void EraseArtifact::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactRemoved, al);
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}
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void MoveArtifact::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);
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if(src.owningPlayer() != dst.owningPlayer())
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INTERFACE_CALL_IF_PRESENT(dst.owningPlayer(), artifactMoved, src, dst);
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}
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void AssembledArtifact::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al);
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}
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void DisassembledArtifact::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al);
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}
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void HeroVisit::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(hero->tempOwner, 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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INTERFACE_CALL_IF_PRESENT(h->tempOwner, 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)->getPlayer(id);
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INTERFACE_CALL_IF_PRESENT(id, 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)
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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)
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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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CALL_IN_ALL_INTERFACES(gameOver, player, victory);
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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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INTERFACE_CALL_IF_PRESENT(h->tempOwner, 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)->getPlayer(id);
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INTERFACE_CALL_IF_PRESENT(id, 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 UpdateCampaignState::applyCl( CClient *cl )
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{
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cl->stopConnection();
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cl->campaignMapFinished(camp);
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}
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void PrepareForAdvancingCampaign::applyCl(CClient *cl)
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{
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cl->serv->prepareForSendingHeroes();
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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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CGI->mh->hideObject(o);
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int3 pos = o->visitablePos();
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//notify interfaces about removal
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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(GS(cl)->isVisible(o, 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(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 >= GameConstants::PLAYER_LIMIT)
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continue;
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TeamState *t = GS(cl)->getPlayerTeam(i->first);
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if((t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
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&& GS(cl)->getPlayer(i->first)->human)
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humanKnows = true;
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}
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if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
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CGI->mh->removeObject(h);
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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(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
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{
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CGI->mh->printObject(h);
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}
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if(result == EMBARK)
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CGI->mh->hideObject(h->boat);
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int player = h->tempOwner;
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BOOST_FOREACH(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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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 >= GameConstants::PLAYER_LIMIT) continue;
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TeamState *t = GS(cl)->getPlayerTeam(i->first);
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if(t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
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{
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i->second->heroMoved(*this);
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}
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}
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if(!humanKnows) //maphandler didn't get update from playerint, do it now
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{ //TODO: restructure nicely
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CGI->mh->printObject(h);
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}
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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(const auto & id, bid)
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{
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if(id == BuildingID::CAPITOL) //fort or capitol
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{
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town->defInfo = const_cast<CGDefInfo*>(CGI->dobjinfo->capitols[town->subID].get());
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}
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if(id == BuildingID::FORT)
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{
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town->defInfo = const_cast<CGDefInfo*>(CGI->dobjinfo->gobjs[Obj::TOWN][town->subID].get());
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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 RazeStructures::applyCl (CClient *cl)
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{
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CGTownInstance *town = GS(cl)->getTown(tid);
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BOOST_FOREACH(const auto & id, bid)
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{
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if (id == BuildingID::CAPITOL) //fort or capitol
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{
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town->defInfo = const_cast<CGDefInfo*>(CGI->dobjinfo->gobjs[Obj::TOWN][town->subID].get());
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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,2);
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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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const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
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//inform order about the change
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int p = -1;
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if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
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p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
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else
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p = dw->tempOwner;
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INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw);
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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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CGHeroInstance *hGarr = GS(cl)->getHero(this->garrison);
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CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting);
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std::set<TPlayerColor> playersToNotify;
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if(vstd::contains(cl->playerint,t->tempOwner)) // our town
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playersToNotify.insert(t->tempOwner);
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if (hGarr && vstd::contains(cl->playerint, hGarr->tempOwner))
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playersToNotify.insert(hGarr->tempOwner);
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if (hVisit && vstd::contains(cl->playerint, hVisit->tempOwner))
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playersToNotify.insert(hVisit->tempOwner);
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BOOST_FOREACH(auto playerID, playersToNotify)
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cl->playerint[playerID]->heroInGarrisonChange(t);
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}
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// void SetHeroArtifacts::applyCl( CClient *cl )
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// {
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// tlog1 << "SetHeroArtifacts :(\n";
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// //
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// // CGHeroInstance *h = GS(cl)->getHero(hid);
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// // CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : NULL);
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// // if(!player)
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// // return;
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//
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// //h->recreateArtBonuses();
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// //player->heroArtifactSetChanged(h);
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//
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// // BOOST_FOREACH(Bonus bonus, gained)
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// // {
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// // player->heroBonusChanged(h,bonus,true);
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// // }
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// // BOOST_FOREACH(Bonus bonus, lost)
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// // {
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// // player->heroBonusChanged(h,bonus,false);
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// // }
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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();
|
|
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(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
|
|
{
|
|
if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))
|
|
INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
|
|
}
|
|
}
|
|
|
|
void HeroLevelUp::applyCl( CClient *cl )
|
|
{
|
|
const CGHeroInstance *h = cl->getHero(heroid);
|
|
//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
|
|
if(vstd::contains(cl->playerint,h->tempOwner))
|
|
{
|
|
cl->playerint[h->tempOwner]->heroGotLevel(h, primskill, skills, queryID);
|
|
}
|
|
//else
|
|
// cb->selectionMade(0, queryID);
|
|
}
|
|
|
|
void CommanderLevelUp::applyCl( CClient *cl )
|
|
{
|
|
CCommanderInstance * commander = GS(cl)->getHero(heroid)->commander;
|
|
assert (commander);
|
|
ui8 player = commander->armyObj->tempOwner;
|
|
if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance?
|
|
{
|
|
cl->playerint[player]->commanderGotLevel(commander, skills, queryID);
|
|
}
|
|
}
|
|
|
|
void BlockingDialog::applyCl( CClient *cl )
|
|
{
|
|
std::string str;
|
|
text.toString(str);
|
|
|
|
if(vstd::contains(cl->playerint,player))
|
|
cl->playerint[player]->showBlockingDialog(str,components,queryID,(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;
|
|
|
|
cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,queryID);
|
|
}
|
|
|
|
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 )
|
|
{
|
|
if(!askPlayerInterface)
|
|
return;
|
|
|
|
const CStack * activated = GS(cl)->curB->battleGetStackByID(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 BattleTriggerEffect::applyCl(CClient * cl)
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleTriggerEffect, *this);
|
|
}
|
|
|
|
void BattleObstaclePlaced::applyCl(CClient * cl)
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);
|
|
}
|
|
|
|
void BattleResult::applyFirstCl( CClient *cl )
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
|
|
cl->battleFinished();
|
|
}
|
|
|
|
void BattleStackMoved::applyFirstCl( CClient *cl )
|
|
{
|
|
const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tilesToMove,distance);
|
|
}
|
|
|
|
//void BattleStackAttacked::( CClient *cl )
|
|
void BattleStackAttacked::applyFirstCl( 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);
|
|
}
|
|
|
|
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, tentHealing, 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);
|
|
}
|
|
|
|
void BattleStackAdded::applyCl( CClient *cl )
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back());
|
|
}
|
|
|
|
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 )
|
|
{
|
|
INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
|
|
if(!cl->waitingRequest.tryRemovingElement(requestID))
|
|
tlog3 << "Surprising server message!\n";
|
|
}
|
|
|
|
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_IN_ALL_INTERFACES(playerStartsTurn, player);
|
|
CALL_ONLY_THAT_INTERFACE(player,yourTurn);
|
|
}
|
|
|
|
void SaveGame::applyCl(CClient *cl)
|
|
{
|
|
CFileInfo info(fname);
|
|
CResourceHandler::get()->createResource(info.getStem() + ".vcgm1");
|
|
|
|
//FIXME: Workaround for a file that was created by server and in future should be used only by server
|
|
CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
|
|
|
|
try
|
|
{
|
|
CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::CLIENT_SAVEGAME)));
|
|
cl->saveCommonState(save);
|
|
save << *cl;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
tlog1 << "Failed to save game:" << e.what() << std::endl;
|
|
}
|
|
|
|
// try
|
|
// {
|
|
// auto clientPart = CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::CLIENT_SAVEGAME));
|
|
// auto libPart = CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME));
|
|
// CLoadIntegrityValidator checker(clientPart, libPart);
|
|
//
|
|
// CMapHeader mh;
|
|
// StartInfo *si;
|
|
// LibClasses *lib;
|
|
// CGameState *game;
|
|
//
|
|
// checker.checkMagicBytes(SAVEGAME_MAGIC);
|
|
// checker >> mh >> si >> lib >> game;
|
|
// }
|
|
// catch(...)
|
|
// {
|
|
// tlog1 << "Desync!!!\n";
|
|
// }
|
|
}
|
|
|
|
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)
|
|
{
|
|
INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());
|
|
}
|
|
|
|
void AdvmapSpellCast::applyCl(CClient *cl)
|
|
{
|
|
cl->invalidatePaths();
|
|
//consider notifying other interfaces that see hero?
|
|
INTERFACE_CALL_IF_PRESENT(caster->getOwner(),advmapSpellCast, caster, spellID);
|
|
}
|
|
|
|
void OpenWindow::applyCl(CClient *cl)
|
|
{
|
|
switch(window)
|
|
{
|
|
case EXCHANGE_WINDOW:
|
|
{
|
|
const CGHeroInstance *h = cl->getHero(ObjectInstanceID(id1));
|
|
const CGObjectInstance *h2 = cl->getHero(ObjectInstanceID(id2));
|
|
assert(h && h2);
|
|
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, ObjectInstanceID(id1), ObjectInstanceID(id2));
|
|
}
|
|
break;
|
|
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)));
|
|
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(ObjectInstanceID(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(ObjectInstanceID(id2));
|
|
INTERFACE_CALL_IF_PRESENT(id1, 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));
|
|
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(ObjectInstanceID(id1));
|
|
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(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(ObjectInstanceID(id1));
|
|
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(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(ObjectInstanceID(id1)),
|
|
*obj2 = cl->getObj(ObjectInstanceID(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);
|
|
CGI->mh->printObject(obj);
|
|
|
|
for(std::map<ui8, CGameInterface*>::iterator 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
|
|
{
|
|
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(ObjectInstanceID(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 Obj::BLACK_MARKET:
|
|
break;
|
|
case Obj::TAVERN:
|
|
break;
|
|
case Obj::DEN_OF_THIEVES:
|
|
break;
|
|
case Obj::TRADING_POST_SNOW:
|
|
break;
|
|
default:
|
|
tlog2 << "Shop type not supported! \n";
|
|
}
|
|
}
|