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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/NetPacksClient.cpp
Michał W. Urbańczyk 0fdbe787dc * New file: lib/HeroBonus.cpp - updated project files for MSVC
* Updated changelog
* Support for Lighthosues and Obelisks
* Bonus system extended on players 
* Army speed won't affect movement points when sailing
* Picking grail position (digging not implemented though, puzzle map only partially)
* Minor improvements
2010-02-10 02:56:00 +00:00

714 lines
20 KiB
C++

#include "../lib/NetPacks.h"
#include "../CCallback.h"
#include "Client.h"
#include "CPlayerInterface.h"
#include "CGameInfo.h"
#include "../lib/Connection.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/map.h"
#include "../lib/VCMIDirs.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CSoundBase.h"
#include "../mapHandler.h"
#include "GUIClasses.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
//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__);
/*
* NetPacksClient.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
void SetResources::applyCl( CClient *cl )
{
cl->playerint[player]->receivedResource(-1,-1);
}
void SetResource::applyCl( CClient *cl )
{
cl->playerint[player]->receivedResource(resid,val);
}
void SetPrimSkill::applyCl( CClient *cl )
{
const CGHeroInstance *h = GS(cl)->getHero(id);
if(!h)
{
tlog1 << "Cannot find hero with ID " << id << std::endl;
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
}
void SetSecSkill::applyCl( CClient *cl )
{
//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);
if (cl->IGameCallback::getSelectedHero(player))//if we have selected hero...
GS(cl)->calculatePaths(cl->IGameCallback::getSelectedHero(player), *cl->pathInfo);
}
void SetAvailableHeroes::applyCl( CClient *cl )
{
//TODO: inform interface?
}
void GiveBonus::applyCl( CClient *cl )
{
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, h->bonuses.back(),true);
}
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, p->bonuses.back(), true);
}
break;
}
}
void ChangeObjPos::applyFirstCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
if(flags & 1)
CGI->mh->hideObject(obj);
}
void ChangeObjPos::applyCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
if(flags & 1)
CGI->mh->printObject(obj);
}
void PlayerEndsGame::applyCl( CClient *cl )
{
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
i->second->gameOver(player, victory);
}
void RemoveBonus::applyCl( CClient *cl )
{
switch(who)
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false);
}
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, bonus, false);
}
break;
}
}
void RemoveObject::applyFirstCl( CClient *cl )
{
const CGObjectInstance *o = cl->getObj(id);
CGI->mh->hideObject(o);
int3 pos = o->pos - o->getVisitableOffset();
//notify interfaces about removal
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
if(GS(cl)->players[i->first].fogOfWarMap[pos.x][pos.y][pos.z])
{
i->second->objectRemoved(o);
}
}
}
void RemoveObject::applyCl( CClient *cl )
{
if(cl->pathInfo->hero && cl->pathInfo->hero->id != id)
GS(cl)->calculatePaths(cl->pathInfo->hero, *cl->pathInfo);
}
void TryMoveHero::applyFirstCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(id);
//check if playerint will have the knowledge about movement - if not, directly update maphandler
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT)
continue;
PlayerState &p = GS(cl)->players[i->first];
if((p.fogOfWarMap[start.x-1][start.y][start.z] || p.fogOfWarMap[end.x-1][end.y][end.z]) && p.human)
humanKnows = true;
}
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
CGI->mh->removeObject(h);
if(result == DISEMBARK)
CGI->mh->printObject(h->boat);
}
void TryMoveHero::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(id);
if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
CGI->mh->printObject(h);
if(result == EMBARK)
CGI->mh->hideObject(h->boat);
int player = h->tempOwner;
if(vstd::contains(cl->playerint,player))
{
cl->playerint[player]->tileRevealed(fowRevealed);
}
//notify interfaces about move
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
if(i->first >= PLAYER_LIMIT) continue;
PlayerState &p = GS(cl)->players[i->first];
if(p.fogOfWarMap[start.x-1][start.y][start.z] || p.fogOfWarMap[end.x-1][end.y][end.z])
{
i->second->heroMoved(*this);
}
}
if(!humanKnows) //maphandler didn't get update from playerint, do it now
{ //TODO: restructure nicely
CGI->mh->printObject(h);
}
}
void 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 RazeStructures::applyCl (CClient *cl)
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if (id == 13) //fort or capitol
{
town->defInfo = GS(cl)->forts[town->subID];
}
if(vstd::contains (cl->playerint,town->tempOwner))
cl->playerint[town->tempOwner]->buildChanged (town,id,2);
}
}
void SetAvailableCreatures::applyCl( CClient *cl )
{
const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
if(vstd::contains(cl->playerint,dw->tempOwner))
cl->playerint[dw->tempOwner]->availableCreaturesChanged(dw);
}
void SetHeroesInTown::applyCl( CClient *cl )
{
CGTownInstance *t = GS(cl)->getTown(tid);
if(vstd::contains(cl->playerint,t->tempOwner))
cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
}
void SetHeroArtifacts::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(hid);
CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : NULL);
if(!player)
return;
player->heroArtifactSetChanged(h);
BOOST_FOREACH(HeroBonus *bonus, gained)
{
player->heroBonusChanged(h,*bonus,true);
}
BOOST_FOREACH(HeroBonus *bonus, lost)
{
player->heroBonusChanged(h,*bonus,false);
}
}
void HeroRecruited::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->map->heroes.back();
if(h->subID != hid)
{
tlog1 << "Something wrong with hero recruited!\n";
}
CGI->mh->initHeroDef(h);
CGI->mh->printObject(h);
if(vstd::contains(cl->playerint,h->tempOwner))
{
cl->playerint[h->tempOwner]->heroCreated(h);
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;
text.toString(str);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showInfoDialog(str,comps,(soundBase::soundID)soundID);
else
tlog2 << "We received InfoWindow for not our player...\n";
}
void SetObjectProperty::applyCl( CClient *cl )
{
//inform all players that see this object
for(std::map<ui8,CGameInterface *>::const_iterator it = cl->playerint.begin(); it != cl->playerint.end(); ++it)
{
if(GS(cl)->isVisible(GS(cl)->map->objects[id], it->first))
INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
}
}
void HeroLevelUp::applyCl( CClient *cl )
{
CGHeroInstance *h = GS(cl)->getHero(heroid);
if(vstd::contains(cl->playerint,h->tempOwner))
{
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
cl->playerint[h->tempOwner]->heroGotLevel(const_cast<const CGHeroInstance*>(h),static_cast<int>(primskill),skills, callback);
}
}
void BlockingDialog::applyCl( CClient *cl )
{
std::string str;
text.toString(str);
if(vstd::contains(cl->playerint,player))
cl->playerint[player]->showBlockingDialog(str,components,id,(soundBase::soundID)soundID,selection(),cancel());
else
tlog2 << "We received YesNoDialog for not our player...\n";
}
void GarrisonDialog::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(hid);
const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
if(!vstd::contains(cl->playerint,h->getOwner()))
return;
boost::function<void()> callback = boost::bind(&CCallback::selectionMade,LOCPLINT->cb,0,id);
cl->playerint[h->getOwner()]->showGarrisonDialog(obj,h,removableUnits,callback);
}
void BattleStart::applyCl( CClient *cl )
{
if(vstd::contains(cl->playerint,info->side1))
cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, info->heroes[0], info->heroes[1], 0);
if(vstd::contains(cl->playerint,info->side2))
cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, info->heroes[0], info->heroes[1], 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 )
{
CStack * activated = GS(cl)->curB->getStack(stack);
int playerToCall = -1; //player that will move activated stack
if( activated->hasFeatureOfType(StackFeature::HYPNOTIZED) )
{
playerToCall = ( GS(cl)->curB->side1 == activated->owner ? GS(cl)->curB->side2 : GS(cl)->curB->side1 );
}
else
{
playerToCall = activated->owner;
}
if( vstd::contains(cl->playerint, playerToCall) )
boost::thread( boost::bind(&CClient::waitForMoveAndSend, cl, playerToCall) );
}
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,ending);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance,ending);
}
void BattleStackAttacked::applyCl( CClient *cl )
{
std::set<BattleStackAttacked> bsa;
bsa.insert(*this);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,bsa);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,bsa);
}
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 )
{
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,bsa);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,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 SpellCast::applyCl( CClient *cl )
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCast(this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCast(this);
if(id >= 66 && id <= 69) //elemental summoning
{
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleNewStackAppeared(GS(cl)->curB->stacks.size() - 1);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleNewStackAppeared(GS(cl)->curB->stacks.size() - 1);
}
}
void SetStackEffect::applyCl( CClient *cl )
{
SpellCast sc;
sc.id = effect.id;
sc.side = 3; //doesn't matter
sc.skill = effect.level;
//informing about effects
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStacksEffectsSet(*this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStacksEffectsSet(*this);
}
void StacksInjured::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,stacks);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,stacks);
}
void BattleResultsApplied::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player1,battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2,battleResultsApplied);
}
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));
}
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleStacksHealedRes, shiftedHealed);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleStacksHealedRes, shiftedHealed);
}
void ObstaclesRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed obstacles
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleObstaclesRemoved, obstacles);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleObstaclesRemoved, obstacles);
}
void CatapultAttack::applyCl( CClient *cl )
{
//inform interfaces about catapult attack
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleCatapultAttacked, *this);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleCatapultAttacked, *this);
}
void BattleStacksRemoved::applyCl( CClient *cl )
{
//inform interfaces about removed stacks
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1, battleStacksRemoved, *this);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2, battleStacksRemoved, *this);
}
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 PackageApplied::applyCl( CClient *cl )
{
ui8 player = GS(cl)->currentPlayer;
INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);
if(cl->waitingRequest.get())
cl->waitingRequest.setn(false);
}
void SystemMessage::applyCl( CClient *cl )
{
std::ostringstream str;
str << "System message: " << text;
tlog4 << str.str() << std::endl;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}
void PlayerBlocked::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason);
}
void YourTurn::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,yourTurn);
}
void SaveGame::applyCl(CClient *cl)
{
CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vcgm1");
save << *cl;
}
void PlayerMessage::applyCl(CClient *cl)
{
std::ostringstream str;
str << "Player "<<(int)player<<" sends a message: " << text;
tlog4 << str.str() << std::endl;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}
void SetSelection::applyCl(CClient *cl)
{
const CGHeroInstance *h = cl->getHero(id);
if(!h)
return;
//CPackForClient::GS(cl)->calculatePaths(h, *cl->pathInfo);
}
void ShowInInfobox::applyCl(CClient *cl)
{
SComponent sc(c);
text.toString(sc.description);
if(cl->playerint[player]->human)
{
static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
}
}
void OpenWindow::applyCl(CClient *cl)
{
switch(window)
{
case EXCHANGE_WINDOW:
{
const CGHeroInstance *h = cl->getHero(id1);
const CGObjectInstance *h2 = cl->getHero(id2);
assert(h && h2);
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, id1, id2);
}
break;
case RECRUITMENT_FIRST:
case RECRUITMENT_ALL:
{
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(id1));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(id2));
INTERFACE_CALL_IF_PRESENT(dw->tempOwner,showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
}
break;
case SHIPYARD_WINDOW:
{
const IShipyard *sy = IShipyard::castFrom(cl->getObj(id1));
INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy);
}
break;
case THIEVES_GUILD:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(id1);
GH.pushInt( new CThievesGuildWindow(obj) );
}
break;
case PUZZLE_MAP:
{
INTERFACE_CALL_IF_PRESENT(id1, showPuzzleMap);
}
break;
}
}
void CenterView::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);
}
void NewObject::applyCl(CClient *cl)
{
const CGObjectInstance *obj = cl->getObj(id);
//notify interfaces about move
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
//TODO: check if any covered tile is visible
if(i->first >= PLAYER_LIMIT) continue;
if(GS(cl)->players[i->first].fogOfWarMap[obj->pos.x][obj->pos.y][obj->pos.z])
{
i->second->newObject(obj);
}
}
}
void TradeComponents::applyCl(CClient *cl)
{///Shop handler
switch (CGI->mh->map->objects[objectid]->ID)
{
case 7: //Black Market
break;
case 95: //Tavern
break;
case 97: //Den of Thieves
break;
case 221: //Trading Post
break;
default:
tlog2 << "Shop type not supported! \n";
}
}