mirror of
https://github.com/vcmi/vcmi.git
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170 lines
4.2 KiB
C++
170 lines
4.2 KiB
C++
/*
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* NetPacksLobbyClient.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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#include "StdInc.h"
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#include "lobby/CSelectionBase.h"
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#include "lobby/CLobbyScreen.h"
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#include "lobby/OptionsTab.h"
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#include "lobby/RandomMapTab.h"
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#include "lobby/SelectionTab.h"
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#include "lobby/CBonusSelection.h"
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#include "CServerHandler.h"
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#include "CGameInfo.h"
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#include "gui/CGuiHandler.h"
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#include "widgets/Buttons.h"
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#include "widgets/TextControls.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/NetPacksLobby.h"
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#include "../lib/serializer/Connection.h"
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bool LobbyClientConnected::applyOnLobbyHandler(CServerHandler * handler)
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{
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// Check if it's LobbyClientConnected for our client
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if(uuid == handler->c->uuid)
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{
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handler->c->connectionID = clientId;
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if(!settings["session"]["headless"].Bool())
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GH.pushIntT<CLobbyScreen>(static_cast<ESelectionScreen>(handler->screenType));
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handler->state = EClientState::LOBBY;
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return true;
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}
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return false;
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}
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void LobbyClientConnected::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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}
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bool LobbyClientDisconnected::applyOnLobbyHandler(CServerHandler * handler)
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{
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if(clientId != c->connectionID)
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return false;
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handler->stopServerConnection();
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return true;
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}
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void LobbyClientDisconnected::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(GH.listInt.size())
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GH.popInts(1);
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}
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void LobbyChatMessage::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(lobby && lobby->card)
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{
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lobby->card->chat->addNewMessage(playerName + ": " + message);
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lobby->card->setChat(true);
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if(lobby->buttonChat)
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lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
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}
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}
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void LobbyGuiAction::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(!lobby || !handler->isGuest())
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return;
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switch(action)
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{
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case NO_TAB:
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lobby->toggleTab(lobby->curTab);
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break;
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case OPEN_OPTIONS:
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lobby->toggleTab(lobby->tabOpt);
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break;
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case OPEN_SCENARIO_LIST:
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lobby->toggleTab(lobby->tabSel);
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break;
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case OPEN_RANDOM_MAP_OPTIONS:
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lobby->toggleTab(lobby->tabRand);
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break;
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}
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}
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bool LobbyEndGame::applyOnLobbyHandler(CServerHandler * handler)
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{
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if(handler->state == EClientState::GAMEPLAY)
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{
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handler->endGameplay(closeConnection, restart);
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}
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if(restart)
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handler->sendStartGame();
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return true;
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}
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bool LobbyStartGame::applyOnLobbyHandler(CServerHandler * handler)
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{
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if(clientId != -1 && clientId != handler->c->connectionID)
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return false;
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handler->state = EClientState::STARTING;
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if(handler->si->mode != StartInfo::LOAD_GAME || clientId == handler->c->connectionID)
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{
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auto modeBackup = handler->si->mode;
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handler->si = initializedStartInfo;
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handler->si->mode = modeBackup;
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}
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if(settings["session"]["headless"].Bool())
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handler->startGameplay(initializedGameState);
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return true;
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}
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void LobbyStartGame::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(clientId != -1 && clientId != handler->c->connectionID)
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return;
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GH.pushIntT<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, handler, initializedGameState));
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}
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bool LobbyUpdateState::applyOnLobbyHandler(CServerHandler * handler)
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{
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hostChanged = state.hostClientId != handler->hostClientId;
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static_cast<LobbyState &>(*handler) = state;
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return true;
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}
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void LobbyUpdateState::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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if(!lobby->bonusSel && handler->si->campState && handler->state == EClientState::LOBBY_CAMPAIGN)
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{
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lobby->bonusSel = std::make_shared<CBonusSelection>();
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GH.pushInt(lobby->bonusSel);
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}
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if(lobby->bonusSel)
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lobby->bonusSel->updateAfterStateChange();
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else
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lobby->updateAfterStateChange();
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if(hostChanged)
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lobby->toggleMode(handler->isHost());
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}
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void LobbyShowMessage::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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lobby->buttonStart->block(false);
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handler->showServerError(message);
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}
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