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vcmi/client/NetPacksLobbyClient.cpp
2023-01-16 20:58:19 +04:00

170 lines
4.2 KiB
C++

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