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vcmi/client/NetPacksClient.cpp

1021 lines
36 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include "ClientNetPackVisitors.h"
#include "Client.h"
#include "CPlayerInterface.h"
#include "CGameInfo.h"
#include "windows/GUIClasses.h"
#include "mapView/mapHandler.h"
#include "adventureMap/CInGameConsole.h"
#include "battle/BattleInterface.h"
#include "battle/BattleWindow.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "widgets/MiscWidgets.h"
#include "CMT.h"
#include "CServerHandler.h"
#include "../CCallback.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/BinarySerializer.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMap.h"
#include "../lib/VCMIDirs.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CSoundBase.h"
#include "../lib/StartInfo.h"
#include "../lib/CConfigHandler.h"
#include "../lib/mapObjects/CGMarket.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CStack.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/GameConstants.h"
#include "../lib/CPlayerState.h"
// TODO: as Tow suggested these template should all be part of CClient
// This will require rework spectator interface properly though
template<typename T, typename ... Args, typename ... Args2>
bool callOnlyThatInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
if(vstd::contains(cl.playerint, player))
{
((*cl.playerint[player]).*ptr)(std::forward<Args2>(args)...);
return true;
}
return false;
}
template<typename T, typename ... Args, typename ... Args2>
bool callInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
return called;
}
template<typename T, typename ... Args, typename ... Args2>
void callOnlyThatBattleInterface(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
if(vstd::contains(cl.battleints,player))
((*cl.battleints[player]).*ptr)(std::forward<Args2>(args)...);
if(cl.additionalBattleInts.count(player))
{
for(auto bInt : cl.additionalBattleInts[player])
((*bInt).*ptr)(std::forward<Args2>(args)...);
}
}
template<typename T, typename ... Args, typename ... Args2>
void callBattleInterfaceIfPresent(CClient & cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
}
//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
template<typename T, typename ... Args, typename ... Args2>
void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
{
for(auto pInt : cl.playerint)
((*pInt.second).*ptr)(std::forward<Args2>(args)...);
}
//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
template<typename T, typename ... Args, typename ... Args2>
void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
{
assert(cl.gameState()->curB);
if (!cl.gameState()->curB)
{
logGlobal->error("Attempt to call battle interface without ongoing battle!");
return;
}
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
{
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
}
}
void ApplyClientNetPackVisitor::visitSetResources(SetResources & pack)
{
//todo: inform on actual resource set transfered
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::receivedResource);
}
void ApplyClientNetPackVisitor::visitSetPrimSkill(SetPrimSkill & pack)
{
const CGHeroInstance * h = cl.getHero(pack.id);
if(!h)
{
logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum());
return;
}
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, pack.which, pack.val);
}
void ApplyClientNetPackVisitor::visitSetSecSkill(SetSecSkill & pack)
{
const CGHeroInstance *h = cl.getHero(pack.id);
if(!h)
{
logNetwork->error("Cannot find hero with pack.id %d", pack.id.getNum());
return;
}
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, pack.which, pack.val);
}
void ApplyClientNetPackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
{
const CGHeroInstance *h = cl.getHero(pack.hid);
if(pack.start())
{
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroVisitsTown, h, gs.getTown(pack.tid));
}
}
void ApplyClientNetPackVisitor::visitSetMana(SetMana & pack)
{
const CGHeroInstance *h = cl.getHero(pack.hid);
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h);
for (auto window : GH.windows().findWindows<BattleWindow>())
window->heroManaPointsChanged(h);
}
void ApplyClientNetPackVisitor::visitSetMovePoints(SetMovePoints & pack)
{
const CGHeroInstance *h = cl.getHero(pack.hid);
cl.invalidatePaths();
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroMovePointsChanged, h);
}
void ApplyClientNetPackVisitor::visitFoWChange(FoWChange & pack)
{
for(auto &i : cl.playerint)
{
if(cl.getPlayerRelations(i.first, pack.player) == PlayerRelations::SAME_PLAYER && pack.waitForDialogs && LOCPLINT == i.second.get())
{
LOCPLINT->waitWhileDialog();
}
if(cl.getPlayerRelations(i.first, pack.player) != PlayerRelations::ENEMIES)
{
if(pack.mode)
i.second->tileRevealed(pack.tiles);
else
i.second->tileHidden(pack.tiles);
}
}
cl.invalidatePaths();
}
static void dispatchGarrisonChange(CClient & cl, ObjectInstanceID army1, ObjectInstanceID army2)
{
auto obj1 = cl.getObj(army1);
if(!obj1)
{
logNetwork->error("Cannot find army with pack.id %d", army1.getNum());
return;
}
callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
if(army2 != ObjectInstanceID() && army2 != army1)
{
auto obj2 = cl.getObj(army2);
if(!obj2)
{
logNetwork->error("Cannot find army with pack.id %d", army2.getNum());
return;
}
if(obj1->tempOwner != obj2->tempOwner)
callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
}
}
void ApplyClientNetPackVisitor::visitChangeStackCount(ChangeStackCount & pack)
{
dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());
}
void ApplyClientNetPackVisitor::visitSetStackType(SetStackType & pack)
{
dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());
}
void ApplyClientNetPackVisitor::visitEraseStack(EraseStack & pack)
{
dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());
}
void ApplyClientNetPackVisitor::visitSwapStacks(SwapStacks & pack)
{
dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy);
}
void ApplyClientNetPackVisitor::visitInsertNewStack(InsertNewStack & pack)
{
dispatchGarrisonChange(cl, pack.army, ObjectInstanceID());
}
void ApplyClientNetPackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
{
dispatchGarrisonChange(cl, pack.srcArmy, pack.dstArmy);
}
void ApplyClientNetPackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
{
if(!pack.moves.empty())
{
auto destArmy = pack.moves[0].srcArmy == pack.moves[0].dstArmy
? ObjectInstanceID()
: pack.moves[0].dstArmy;
dispatchGarrisonChange(cl, pack.moves[0].srcArmy, destArmy);
}
}
void ApplyClientNetPackVisitor::visitBulkSmartRebalanceStacks(BulkSmartRebalanceStacks & pack)
{
if(!pack.moves.empty())
{
assert(pack.moves[0].srcArmy == pack.moves[0].dstArmy);
dispatchGarrisonChange(cl, pack.moves[0].srcArmy, ObjectInstanceID());
}
else if(!pack.changes.empty())
{
dispatchGarrisonChange(cl, pack.changes[0].army, ObjectInstanceID());
}
}
void ApplyClientNetPackVisitor::visitPutArtifact(PutArtifact & pack)
{
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::artifactPut, pack.al);
if(pack.askAssemble)
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::askToAssembleArtifact, pack.al);
}
void ApplyClientNetPackVisitor::visitEraseArtifact(EraseArtifact & pack)
{
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, pack.al);
}
void ApplyClientNetPackVisitor::visitMoveArtifact(MoveArtifact & pack)
{
auto moveArtifact = [this, &pack](PlayerColor player) -> void
{
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, pack.src, pack.dst);
if(pack.askAssemble)
callInterfaceIfPresent(cl, player, &IGameEventsReceiver::askToAssembleArtifact, pack.dst);
};
moveArtifact(pack.src.owningPlayer());
if(pack.src.owningPlayer() != pack.dst.owningPlayer())
moveArtifact(pack.dst.owningPlayer());
cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings
}
void ApplyClientNetPackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
{
auto applyMove = [this, &pack](std::vector<BulkMoveArtifacts::LinkedSlots> & artsPack) -> void
{
for(auto & slotToMove : artsPack)
{
auto srcLoc = ArtifactLocation(pack.srcArtHolder, slotToMove.srcPos);
auto dstLoc = ArtifactLocation(pack.dstArtHolder, slotToMove.dstPos);
MoveArtifact ma(&srcLoc, &dstLoc, false);
visitMoveArtifact(ma);
}
};
ArtifactLocation srcLoc(pack.srcArtHolder, pack.artsPack0.front().srcPos);
ArtifactLocation dstLoc(pack.dstArtHolder, pack.artsPack0.front().dstPos);
// Begin a session of bulk movement of arts. It is not necessary but useful for the client optimization.
callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
if (srcLoc.owningPlayer() != dstLoc.owningPlayer())
callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::bulkArtMovementStart, pack.artsPack0.size() + pack.artsPack1.size());
applyMove(pack.artsPack0);
if(pack.swap)
applyMove(pack.artsPack1);
}
void ApplyClientNetPackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
{
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::artifactAssembled, pack.al);
cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings
}
void ApplyClientNetPackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
{
callInterfaceIfPresent(cl, pack.al.owningPlayer(), &IGameEventsReceiver::artifactDisassembled, pack.al);
cl.invalidatePaths(); // hero might have equipped/unequipped Angel Wings
}
void ApplyClientNetPackVisitor::visitHeroVisit(HeroVisit & pack)
{
auto hero = cl.getHero(pack.heroId);
auto obj = cl.getObj(pack.objId, false);
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroVisit, hero, obj, pack.starting);
}
void ApplyClientNetPackVisitor::visitNewTurn(NewTurn & pack)
{
cl.invalidatePaths();
}
void ApplyClientNetPackVisitor::visitGiveBonus(GiveBonus & pack)
{
cl.invalidatePaths();
switch(pack.who)
{
case GiveBonus::ETarget::HERO:
{
const CGHeroInstance *h = gs.getHero(ObjectInstanceID(pack.id));
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, true);
}
break;
case GiveBonus::ETarget::PLAYER:
{
callInterfaceIfPresent(cl, PlayerColor(pack.id), &IGameEventsReceiver::playerBonusChanged, pack.bonus, true);
}
break;
}
}
void ApplyFirstClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack)
{
CGObjectInstance *obj = gs.getObjInstance(pack.objid);
if(CGI->mh)
CGI->mh->onObjectFadeOut(obj);
CGI->mh->waitForOngoingAnimations();
}
void ApplyClientNetPackVisitor::visitChangeObjPos(ChangeObjPos & pack)
{
CGObjectInstance *obj = gs.getObjInstance(pack.objid);
if(CGI->mh)
CGI->mh->onObjectFadeIn(obj);
CGI->mh->waitForOngoingAnimations();
cl.invalidatePaths();
}
void ApplyClientNetPackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
{
callAllInterfaces(cl, &IGameEventsReceiver::gameOver, pack.player, pack.victoryLossCheckResult);
// In auto testing pack.mode we always close client if red pack.player won or lose
if(!settings["session"]["testmap"].isNull() && pack.player == PlayerColor(0))
handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
}
void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
{
auto initInterfaces = [this]()
{
cl.initPlayerInterfaces();
for (PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
{
if (cl.gameState()->isPlayerMakingTurn(player))
{
callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
callOnlyThatInterface(cl, player, &CGameInterface::yourTurn, -1);
}
}
};
for(auto player : pack.players)
{
auto & plSettings = CSH->si->getIthPlayersSettings(player);
if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
{
plSettings.connectedPlayerIDs.clear();
cl.initPlayerEnvironments();
initInterfaces();
}
else if(pack.playerConnectionId == CSH->c->connectionID)
{
plSettings.connectedPlayerIDs.insert(pack.playerConnectionId);
cl.playerint.clear();
initInterfaces();
}
}
}
void ApplyClientNetPackVisitor::visitRemoveBonus(RemoveBonus & pack)
{
cl.invalidatePaths();
switch(pack.who)
{
case GiveBonus::ETarget::HERO:
{
const CGHeroInstance *h = gs.getHero(ObjectInstanceID(pack.id));
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, pack.bonus, false);
}
break;
case GiveBonus::ETarget::PLAYER:
{
//const PlayerState *p = gs.getPlayerState(pack.id);
callInterfaceIfPresent(cl, PlayerColor(pack.id), &IGameEventsReceiver::playerBonusChanged, pack.bonus, false);
}
break;
}
}
void ApplyFirstClientNetPackVisitor::visitRemoveObject(RemoveObject & pack)
{
const CGObjectInstance *o = cl.getObj(pack.id);
if(CGI->mh)
CGI->mh->onObjectFadeOut(o);
//notify interfaces about removal
for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)
{
//below line contains little cheat for AI so it will be aware of deletion of enemy heroes that moved or got re-covered by FoW
//TODO: loose requirements as next AI related crashes appear, for example another pack.player collects object that got re-covered by FoW, unsure if AI code workarounds this
if(gs.isVisible(o, i->first) || (!cl.getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
i->second->objectRemoved(o);
}
CGI->mh->waitForOngoingAnimations();
}
void ApplyClientNetPackVisitor::visitRemoveObject(RemoveObject & pack)
{
cl.invalidatePaths();
for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)
i->second->objectRemovedAfter();
}
void ApplyFirstClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack)
{
CGHeroInstance *h = gs.getHero(pack.id);
if(CGI->mh)
{
switch (pack.result)
{
case TryMoveHero::EMBARK:
CGI->mh->onBeforeHeroEmbark(h, pack.start, pack.end);
break;
case TryMoveHero::TELEPORTATION:
CGI->mh->onBeforeHeroTeleported(h, pack.start, pack.end);
break;
case TryMoveHero::DISEMBARK:
CGI->mh->onBeforeHeroDisembark(h, pack.start, pack.end);
break;
}
CGI->mh->waitForOngoingAnimations();
}
}
void ApplyClientNetPackVisitor::visitTryMoveHero(TryMoveHero & pack)
{
const CGHeroInstance *h = cl.getHero(pack.id);
cl.invalidatePaths();
if(CGI->mh)
{
switch(pack.result)
{
case TryMoveHero::SUCCESS:
CGI->mh->onHeroMoved(h, pack.start, pack.end);
break;
case TryMoveHero::EMBARK:
CGI->mh->onAfterHeroEmbark(h, pack.start, pack.end);
break;
case TryMoveHero::TELEPORTATION:
CGI->mh->onAfterHeroTeleported(h, pack.start, pack.end);
break;
case TryMoveHero::DISEMBARK:
CGI->mh->onAfterHeroDisembark(h, pack.start, pack.end);
break;
}
}
PlayerColor player = h->tempOwner;
for(auto &i : cl.playerint)
if(cl.getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
i.second->tileRevealed(pack.fowRevealed);
for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)
{
if(i->first != PlayerColor::SPECTATOR && gs.checkForStandardLoss(i->first)) // Do not notify vanquished pack.player's interface
continue;
if(gs.isVisible(h->convertToVisitablePos(pack.start), i->first)
|| gs.isVisible(h->convertToVisitablePos(pack.end), i->first))
{
// pack.src and pack.dst of enemy hero move may be not visible => 'verbose' should be false
const bool verbose = cl.getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES;
i->second->heroMoved(pack, verbose);
}
}
}
void ApplyClientNetPackVisitor::visitNewStructures(NewStructures & pack)
{
CGTownInstance *town = gs.getTown(pack.tid);
for(const auto & id : pack.bid)
{
callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);
}
// invalidate section of map view with our object and force an update
CGI->mh->onObjectInstantRemove(town);
CGI->mh->onObjectInstantAdd(town);
}
void ApplyClientNetPackVisitor::visitRazeStructures(RazeStructures & pack)
{
CGTownInstance * town = gs.getTown(pack.tid);
for(const auto & id : pack.bid)
{
callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 2);
}
// invalidate section of map view with our object and force an update
CGI->mh->onObjectInstantRemove(town);
CGI->mh->onObjectInstantAdd(town);
}
void ApplyClientNetPackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
{
const CGDwelling * dw = static_cast<const CGDwelling*>(cl.getObj(pack.tid));
PlayerColor p;
if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
p = cl.getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
else
p = dw->tempOwner;
callInterfaceIfPresent(cl, p, &IGameEventsReceiver::availableCreaturesChanged, dw);
}
void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
{
CGTownInstance * t = gs.getTown(pack.tid);
CGHeroInstance * hGarr = gs.getHero(pack.garrison);
CGHeroInstance * hVisit = gs.getHero(pack.visiting);
//inform all players that see this object
for(auto i = cl.playerint.cbegin(); i != cl.playerint.cend(); ++i)
{
if(!i->first.isValidPlayer())
continue;
if(gs.isVisible(t, i->first) ||
(hGarr && gs.isVisible(hGarr, i->first)) ||
(hVisit && gs.isVisible(hVisit, i->first)))
{
cl.playerint[i->first]->heroInGarrisonChange(t);
}
}
}
void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack)
{
CGHeroInstance *h = gs.map->heroesOnMap.back();
if(h->subID != pack.hid)
{
logNetwork->error("Something wrong with hero recruited!");
}
if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))
{
if(const CGTownInstance *t = gs.getTown(pack.tid))
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroInGarrisonChange, t);
}
if(CGI->mh)
CGI->mh->onObjectInstantAdd(h);
}
void ApplyClientNetPackVisitor::visitGiveHero(GiveHero & pack)
{
CGHeroInstance *h = gs.getHero(pack.id);
if(CGI->mh)
CGI->mh->onObjectInstantAdd(h);
callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);
}
void ApplyFirstClientNetPackVisitor::visitGiveHero(GiveHero & pack)
{
}
void ApplyClientNetPackVisitor::visitInfoWindow(InfoWindow & pack)
{
std::string str = pack.text.toString();
if(!callInterfaceIfPresent(cl, pack.player, &CGameInterface::showInfoDialog, pack.type, str, pack.components,(soundBase::soundID)pack.soundID))
logNetwork->warn("We received InfoWindow for not our player...");
}
void ApplyFirstClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
{
//inform all players that see this object
for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it)
{
if(gs.isVisible(gs.getObjInstance(pack.id), it->first))
callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::beforeObjectPropertyChanged, &pack);
}
// invalidate section of map view with our object and force an update with new flag color
if (pack.what == ObjProperty::OWNER)
CGI->mh->onObjectInstantRemove(gs.getObjInstance(pack.id));
}
void ApplyClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
{
//inform all players that see this object
for(auto it = cl.playerint.cbegin(); it != cl.playerint.cend(); ++it)
{
if(gs.isVisible(gs.getObjInstance(pack.id), it->first))
callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, &pack);
}
// invalidate section of map view with our object and force an update with new flag color
if (pack.what == ObjProperty::OWNER)
CGI->mh->onObjectInstantAdd(gs.getObjInstance(pack.id));
}
void ApplyClientNetPackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
{
const CGHeroInstance * hero = cl.getHero(pack.heroId);
assert(hero);
callOnlyThatInterface(cl, pack.player, &CGameInterface::heroGotLevel, hero, pack.primskill, pack.skills, pack.queryID);
}
void ApplyClientNetPackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
{
const CGHeroInstance * hero = cl.getHero(pack.heroId);
assert(hero);
const CCommanderInstance * commander = hero->commander;
assert(commander);
assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance?
callOnlyThatInterface(cl, pack.player, &CGameInterface::commanderGotLevel, commander, pack.skills, pack.queryID);
}
void ApplyClientNetPackVisitor::visitBlockingDialog(BlockingDialog & pack)
{
std::string str = pack.text.toString();
if(!callOnlyThatInterface(cl, pack.player, &CGameInterface::showBlockingDialog, str, pack.components, pack.queryID, (soundBase::soundID)pack.soundID, pack.selection(), pack.cancel()))
logNetwork->warn("We received YesNoDialog for not our player...");
}
void ApplyClientNetPackVisitor::visitGarrisonDialog(GarrisonDialog & pack)
{
const CGHeroInstance *h = cl.getHero(pack.hid);
const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl.getObj(pack.objid));
callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, pack.removableUnits, pack.queryID);
}
void ApplyClientNetPackVisitor::visitExchangeDialog(ExchangeDialog & pack)
{
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::heroExchangeStarted, pack.hero1, pack.hero2, pack.queryID);
}
void ApplyClientNetPackVisitor::visitTeleportDialog(TeleportDialog & pack)
{
callOnlyThatInterface(cl, pack.player, &CGameInterface::showTeleportDialog, pack.channel, pack.exits, pack.impassable, pack.queryID);
}
void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog & pack)
{
callOnlyThatInterface(cl, pack.player, &CGameInterface::showMapObjectSelectDialog, pack.queryID, pack.icon, pack.title, pack.description, pack.objects);
}
void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack)
{
// Cannot use the usual code because curB is not set yet
callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
}
void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack)
{
cl.battleStarted(pack.info);
}
void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, pack.round);
}
void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, pack.round);
}
void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
{
if(!pack.askPlayerInterface)
return;
const CStack *activated = gs.curB->battleGetStackByID(pack.stack);
PlayerColor playerToCall; //pack.player that will move activated stack
if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
{
playerToCall = (gs.curB->sides[0].color == activated->unitOwner()
? gs.curB->sides[1].color
: gs.curB->sides[0].color);
}
else
{
playerToCall = activated->unitOwner();
}
cl.startPlayerBattleAction(playerToCall);
}
void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, pack.lines);
}
void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, pack);
}
void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, pack.state);
}
void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
cl.battleFinished();
}
void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
{
const CStack * movedStack = gs.curB->battleGetStackByID(pack.stack);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
}
void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, &pack);
// battleStacksAttacked should be excuted before BattleAttack.applyGs() to play animation before damaging unit
// so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack()
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.bsa, pack.shot());
}
void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
{
}
void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack)
{
cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, pack.ba);
}
void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, &pack);
}
void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack)
{
//informing about effects
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, pack);
}
void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.stacks, false);
}
void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
{
callInterfaceIfPresent(cl, pack.player1, &IGameEventsReceiver::battleResultsApplied);
callInterfaceIfPresent(cl, pack.player2, &IGameEventsReceiver::battleResultsApplied);
callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);
}
void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, pack.changedStacks);
}
void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
{
//inform interfaces about removed obstacles
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, pack.changes);
}
void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack)
{
//inform interfaces about catapult attack
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, pack);
}
void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.currentBattleAction);
cl.currentBattleAction.reset();
}
void ApplyClientNetPackVisitor::visitPackageApplied(PackageApplied & pack)
{
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::requestRealized, &pack);
if(!CClient::waitingRequest.tryRemovingElement(pack.requestID))
logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!");
}
void ApplyClientNetPackVisitor::visitSystemMessage(SystemMessage & pack)
{
std::ostringstream str;
str << "System message: " << pack.text;
logNetwork->error(str.str()); // usually used to receive error messages from server
if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
LOCPLINT->cingconsole->print(str.str());
}
void ApplyClientNetPackVisitor::visitPlayerBlocked(PlayerBlocked & pack)
{
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::playerBlocked, pack.reason, pack.startOrEnd == PlayerBlocked::BLOCKADE_STARTED);
}
void ApplyClientNetPackVisitor::visitYourTurn(YourTurn & pack)
{
logNetwork->debug("Server gives turn to %s", pack.player.getStr());
callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, pack.player);
callOnlyThatInterface(cl, pack.player, &CGameInterface::yourTurn, pack.queryID);
}
void ApplyClientNetPackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
{
logNetwork->debug("Server sets turn timer {turn: %d, base: %d, battle: %d, creature: %d} for %s", pack.turnTimer.turnTimer, pack.turnTimer.baseTimer, pack.turnTimer.battleTimer, pack.turnTimer.creatureTimer, pack.player.getStr());
}
void ApplyClientNetPackVisitor::visitPlayerMessageClient(PlayerMessageClient & pack)
{
logNetwork->debug("pack.player %s sends a message: %s", pack.player.getStr(), pack.text);
std::ostringstream str;
if(pack.player.isSpectator())
str << "Spectator: " << pack.text;
else
str << cl.getPlayerState(pack.player)->nodeName() <<": " << pack.text;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}
void ApplyClientNetPackVisitor::visitAdvmapSpellCast(AdvmapSpellCast & pack)
{
cl.invalidatePaths();
auto caster = cl.getHero(pack.casterID);
if(caster)
//consider notifying other interfaces that see hero?
callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, pack.spellID);
else
logNetwork->error("Invalid hero instance");
}
void ApplyClientNetPackVisitor::visitShowWorldViewEx(ShowWorldViewEx & pack)
{
callOnlyThatInterface(cl, pack.player, &CGameInterface::showWorldViewEx, pack.objectPositions, pack.showTerrain);
}
void ApplyClientNetPackVisitor::visitOpenWindow(OpenWindow & pack)
{
switch(pack.window)
{
case EOpenWindowMode::RECRUITMENT_FIRST:
case EOpenWindowMode::RECRUITMENT_ALL:
{
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl.getObj(ObjectInstanceID(pack.id1)));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl.getObj(ObjectInstanceID(pack.id2)));
callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, pack.window == EOpenWindowMode::RECRUITMENT_FIRST ? 0 : -1);
}
break;
case EOpenWindowMode::SHIPYARD_WINDOW:
{
const IShipyard *sy = IShipyard::castFrom(cl.getObj(ObjectInstanceID(pack.id1)));
callInterfaceIfPresent(cl, sy->getObject()->getOwner(), &IGameEventsReceiver::showShipyardDialog, sy);
}
break;
case EOpenWindowMode::THIEVES_GUILD:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.id2));
callInterfaceIfPresent(cl, PlayerColor(pack.id1), &IGameEventsReceiver::showThievesGuildWindow, obj);
}
break;
case EOpenWindowMode::UNIVERSITY_WINDOW:
{
//displays University window (when hero enters University on adventure map)
const IMarket *market = IMarket::castFrom(cl.getObj(ObjectInstanceID(pack.id1)));
const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.id2));
callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showUniversityWindow, market, hero);
}
break;
case EOpenWindowMode::MARKET_WINDOW:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.id1));
const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.id2));
const IMarket *market = IMarket::castFrom(obj);
callInterfaceIfPresent(cl, cl.getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showMarketWindow, market, hero);
}
break;
case EOpenWindowMode::HILL_FORT_WINDOW:
{
//displays Hill fort window
const CGObjectInstance *obj = cl.getObj(ObjectInstanceID(pack.id1));
const CGHeroInstance *hero = cl.getHero(ObjectInstanceID(pack.id2));
callInterfaceIfPresent(cl, cl.getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero);
}
break;
case EOpenWindowMode::PUZZLE_MAP:
{
callInterfaceIfPresent(cl, PlayerColor(pack.id1), &IGameEventsReceiver::showPuzzleMap);
}
break;
case EOpenWindowMode::TAVERN_WINDOW:
const CGObjectInstance *obj1 = cl.getObj(ObjectInstanceID(pack.id1)),
*obj2 = cl.getObj(ObjectInstanceID(pack.id2));
callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::showTavernWindow, obj2);
break;
}
}
void ApplyClientNetPackVisitor::visitCenterView(CenterView & pack)
{
callInterfaceIfPresent(cl, pack.player, &IGameEventsReceiver::centerView, pack.pos, pack.focusTime);
}
void ApplyClientNetPackVisitor::visitNewObject(NewObject & pack)
{
cl.invalidatePaths();
const CGObjectInstance *obj = cl.getObj(pack.createdObjectID);
if(CGI->mh)
CGI->mh->onObjectFadeIn(obj);
for(auto i=cl.playerint.begin(); i!=cl.playerint.end(); i++)
{
if(gs.isVisible(obj, i->first))
i->second->newObject(obj);
}
CGI->mh->waitForOngoingAnimations();
}
void ApplyClientNetPackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
{
if(pack.id < 0) //artifact merchants globally
{
callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);
}
else
{
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl.getObj(ObjectInstanceID(pack.id)));
assert(bm);
callInterfaceIfPresent(cl, cl.getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);
}
}
void ApplyClientNetPackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
{
cl.invalidatePaths();
}