mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
e6d577c233
[assembling, disassembling, moving, picking]
864 lines
23 KiB
C++
864 lines
23 KiB
C++
#include "../lib/NetPacks.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/map.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 <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include "CConfigHandler.h"
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#include "SDL_Extensions.h"
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#include "CBattleInterface.h"
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#include "../lib/CCampaignHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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//macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
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#define INTERFACE_CALL_IF_PRESENT(player,function,...) \
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if(vstd::contains(cl->playerint,player)) \
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cl->playerint[player]->function(__VA_ARGS__);
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#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) \
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if(vstd::contains(cl->battleints,player)) \
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cl->battleints[player]->function(__VA_ARGS__);
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#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
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BATTLE_INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->sides[0], function, __VA_ARGS__) \
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BATTLE_INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->sides[1], function, __VA_ARGS__) \
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BATTLE_INTERFACE_CALL_IF_PRESENT(254, 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 = GS(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,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 = GS(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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if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
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{
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cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),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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CGHeroInstance *h = GS(cl)->getHero(hid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[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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CGHeroInstance *h = GS(cl)->getHero(hid);
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if (cl->IGameCallback::getSelectedHero(LOCPLINT->playerID) == h)//if we have selected that hero
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{
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GS(cl)->calculatePaths(h, *cl->pathInfo);
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}
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if(vstd::contains(cl->playerint,h->tempOwner))
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cl->playerint[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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if(!vstd::contains(cl->playerint,player))
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return;
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if(mode)
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cl->playerint[player]->tileRevealed(tiles);
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else
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cl->playerint[player]->tileHidden(tiles);
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cl->updatePaths();
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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.hero->tempOwner, 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.hero->tempOwner, 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.hero->tempOwner, artifactMoved, src, dst);
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if(src.hero->tempOwner != dst.hero->tempOwner)
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INTERFACE_CALL_IF_PRESENT(src.hero->tempOwner, 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.hero->tempOwner, 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.hero->tempOwner, artifactDisassembled, al);
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}
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void GiveBonus::applyCl( CClient *cl )
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{
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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(id);
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INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->bonuses.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->bonuses.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)->map->objects[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)->map->objects[objid];
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if(flags & 1)
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CGI->mh->printObject(obj);
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cl->updatePaths();
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}
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void PlayerEndsGame::applyCl( CClient *cl )
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{
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for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
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i->second->gameOver(player, victory);
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// if(!CPlayerInterface::howManyPeople)
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// cl->terminate = true;
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}
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void RemoveBonus::applyCl( CClient *cl )
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{
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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(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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if(camp->mapsRemaining.size())
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cl->proposeNextMission(camp);
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else
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cl->finishCampaign(camp);
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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(i->first >= PLAYER_LIMIT) continue;
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if(GS(cl)->getPlayerTeam(i->first)->fogOfWarMap[pos.x][pos.y][pos.z])
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{
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i->second->objectRemoved(o);
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}
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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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if(cl->pathInfo->hero && cl->pathInfo->hero->id != id)
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GS(cl)->calculatePaths(cl->pathInfo->hero, *cl->pathInfo);
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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 >= 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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if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
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CGI->mh->printObject(h);
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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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if(vstd::contains(cl->playerint,player))
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{
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cl->playerint[player]->tileRevealed(fowRevealed);
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}
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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 >= 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 SetGarrisons::applyCl( CClient *cl )
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// {
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// for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
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// if(vstd::contains(cl->playerint,cl->getOwner(i->first)))
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// cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first));
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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(si32 id, bid)
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{
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if(id==13) //fort or capitol
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{
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town->defInfo = GS(cl)->capitols[town->subID];
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}
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if(id ==7)
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{
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town->defInfo = GS(cl)->forts[town->subID];
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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(si32 id, bid)
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{
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if (id == 13) //fort or capitol
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{
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town->defInfo = GS(cl)->forts[town->subID];
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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 == 106) //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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if(vstd::contains(cl->playerint,t->tempOwner))
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cl->playerint[t->tempOwner]->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();
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if(h->subID != hid)
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{
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tlog1 << "Something wrong with hero recruited!\n";
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}
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CGI->mh->initHeroDef(h);
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CGI->mh->printObject(h);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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cl->playerint[h->tempOwner]->heroCreated(h);
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if(const CGTownInstance *t = GS(cl)->getTown(tid))
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cl->playerint[h->tempOwner]->heroInGarrisonChange(t);
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}
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}
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void GiveHero::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(id);
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CGI->mh->initHeroDef(h);
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CGI->mh->printObject(h);
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cl->playerint[h->tempOwner]->heroCreated(h);
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}
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void GiveHero::applyFirstCl( CClient *cl )
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{
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CGI->mh->hideObject(GS(cl)->getHero(id));
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}
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void InfoWindow::applyCl( CClient *cl )
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{
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std::vector<Component*> comps;
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for(size_t i=0;i<components.size();i++)
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{
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comps.push_back(&components[i]);
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}
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std::string str;
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text.toString(str);
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if(vstd::contains(cl->playerint,player))
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cl->playerint[player]->showInfoDialog(str,comps,(soundBase::soundID)soundID);
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else
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tlog2 << "We received InfoWindow for not our player...\n";
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}
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void SetObjectProperty::applyCl( CClient *cl )
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{
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//inform all players that see this object
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for(std::map<ui8,CGameInterface *>::const_iterator it = cl->playerint.begin(); it != cl->playerint.end(); ++it)
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{
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if(GS(cl)->isVisible(GS(cl)->map->objects[id], it->first))
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INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
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}
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}
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void HeroLevelUp::applyCl( CClient *cl )
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{
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CGHeroInstance *h = GS(cl)->getHero(heroid);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
|
|
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 )
|
|
{
|
|
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 )
|
|
{
|
|
CStack * activated = GS(cl)->curB->getStack(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 BattleResult::applyFirstCl( CClient *cl )
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
|
|
}
|
|
|
|
void BattleStackMoved::applyFirstCl( CClient *cl )
|
|
{
|
|
const CStack * movedStack = GS(cl)->curB->getStack(stack);
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tile,distance,ending);
|
|
}
|
|
|
|
void BattleStackAttacked::applyCl( 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);
|
|
|
|
if(id >= 66 && id <= 69) //elemental summoning
|
|
{
|
|
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared,GS(cl)->curB->stacks.back());
|
|
}
|
|
}
|
|
|
|
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, 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);
|
|
}
|
|
|
|
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 )
|
|
{
|
|
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(vstd::contains(cl->playerint, player) && cl->playerint[player]->human)
|
|
{
|
|
static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
|
|
}
|
|
}
|
|
|
|
|
|
void AdvmapSpellCast::applyCl(CClient *cl)
|
|
{
|
|
cl->playerint[caster->getOwner()]->advmapSpellCast(caster, spellID);
|
|
}
|
|
|
|
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(dst->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 UNIVERSITY_WINDOW:
|
|
{
|
|
//displays University window (when hero enters University on adventure map)
|
|
const IMarket *market = IMarket::castFrom(cl->getObj(id1));
|
|
const CGHeroInstance *hero = cl->getHero(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(id1);
|
|
const CGHeroInstance *hero = cl->getHero(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(id1);
|
|
const CGHeroInstance *hero = cl->getHero(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(id1),
|
|
*obj2 = cl->getObj(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);
|
|
//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)->getPlayerTeam(i->first)->fogOfWarMap[obj->pos.x][obj->pos.y][obj->pos.z])
|
|
{
|
|
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(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 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";
|
|
}
|
|
}
|