mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
bca18a31c3
* for screen is updated after buying creatures * fixed crashbug on maps with random monster * proper images of war machines are displayed in blacksmith * picking starting hero should work again * Ice Elemental will be treated as two-hex creature * minor fixes
559 lines
15 KiB
C++
559 lines
15 KiB
C++
#include "Client.h"
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#include "../lib/Connection.h"
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#include "../StartInfo.h"
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#include "../map.h"
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#include "../CGameState.h"
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#include "../CGameInfo.h"
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#include "../mapHandler.h"
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#include "../CCallback.h"
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#include "../CPlayerInterface.h"
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#include "../CConsoleHandler.h"
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#include "../lib/NetPacks.h"
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#include <boost/bind.hpp>
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#include <boost/thread.hpp>
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#include <boost/foreach.hpp>
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#include "../hch/CObjectHandler.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "../hch/CArtHandler.h"
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#include <boost/thread/shared_mutex.hpp>
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#include "../lib/VCMI_Lib.h"
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CSharedCond<std::set<IPack*> > mess(new std::set<IPack*>);
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std::string toString(MetaString &ms)
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{
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std::string ret;
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for(int i=0;i<ms.message.size();i++)
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{
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if(ms.message[i]>0)
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{
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ret += ms.strings[ms.message[i]-1];
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}
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else
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{
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std::vector<std::string> *vec;
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int type = ms.texts[-ms.message[i]-1].first,
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ser = ms.texts[-ms.message[i]-1].second;
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if(type == 5)
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{
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ret += CGI->arth->artifacts[ser].name;
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continue;
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}
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else if(type == 7)
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{
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ret += CGI->creh->creatures[ser].namePl;
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continue;
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}
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else if(type == 9)
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{
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ret += CGI->objh->mines[ser].first;
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continue;
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}
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else if(type == 10)
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{
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ret += CGI->objh->mines[ser].second;
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continue;
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}
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else
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{
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switch(type)
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{
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case 1:
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vec = &CGI->generaltexth->allTexts;
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break;
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case 2:
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vec = &CGI->objh->xtrainfo;
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break;
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case 3:
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vec = &CGI->objh->names;
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break;
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case 4:
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vec = &CGI->objh->restypes;
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break;
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case 6:
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vec = &CGI->generaltexth->arraytxt;
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break;
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case 8:
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vec = &CGI->objh->creGens;
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break;
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case 11:
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vec = &CGI->objh->advobtxt;
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break;
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case 12:
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vec = &CGI->generaltexth->artifEvents;
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break;
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}
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ret += (*vec)[ser];
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}
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}
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}
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for(int i=0;i<ms.replacements.size();i++)
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{
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ret.replace(ret.find("%s"),2,ms.replacements[i]);
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}
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return ret;
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}
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CClient::CClient(void)
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{
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}
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CClient::CClient(CConnection *con, StartInfo *si)
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:serv(con)
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{
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timeHandler tmh;
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CGI->state = new CGameState();
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THC std::cout<<"\tGamestate: "<<tmh.getDif()<<std::endl;
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CConnection &c(*con);
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////////////////////////////////////////////////////
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ui8 pom8;
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c << ui8(2) << ui8(1); //new game; one client
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c << *si;
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c >> pom8;
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if(pom8) throw "Server cannot open the map!";
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c << ui8(si->playerInfos.size());
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for(int i=0;i<si->playerInfos.size();i++)
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c << ui8(si->playerInfos[i].color);
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ui32 seed, sum;
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std::string mapname;
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c >> mapname >> sum >> seed;
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THC std::cout<<"\tSending/Getting info to/from the server: "<<tmh.getDif()<<std::endl;
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Mapa * mapa = new Mapa(mapname);
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THC std::cout<<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
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std::cout << "\tServer checksum for "<<mapname <<": "<<sum << std::endl;
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std::cout << "\tOur checksum for the map: "<< mapa->checksum << std::endl;
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if(mapa->checksum != sum)
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{
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#ifndef __GNUC__
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throw std::exception("Wrong checksum");
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#else
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throw std::exception();
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#endif
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exit(-1);
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}
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std::cout << "\tUsing random seed: "<<seed << std::endl;
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gs = CGI->state;
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gs->scenarioOps = si;
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gs->init(si,mapa,seed);
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CGI->mh = new CMapHandler();
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THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
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CGI->mh->map = mapa;
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THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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CGI->mh->init();
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THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
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for (int i=0; i<CGI->state->scenarioOps->playerInfos.size();i++) //initializing interfaces
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{
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ui8 color = gs->scenarioOps->playerInfos[i].color;
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CCallback *cb = new CCallback(gs,color,this);
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if(!gs->scenarioOps->playerInfos[i].human)
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{
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playerint[color] = static_cast<CGameInterface*>(CAIHandler::getNewAI(cb,"EmptyAI.dll"));
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}
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else
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{
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gs->currentPlayer = color;
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playerint[color] = new CPlayerInterface(color,i);
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playerint[color]->init(cb);
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}
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}
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cb = CGI->consoleh->cb = new CCallback(gs,-1,this);
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}
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CClient::~CClient(void)
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{
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}
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void CClient::process(int what)
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{
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switch (what)
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{
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case 100: //one of our interaces has turn
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{
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ui8 player;
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*serv >> player;//who?
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std::cout << "It's turn of "<<(unsigned)player<<" player."<<std::endl;
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boost::thread(boost::bind(&CGameInterface::yourTurn,playerint[player]));
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break;
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}
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case 101:
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{
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NewTurn n;
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*serv >> n;
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std::cout << "New day: "<<(unsigned)n.day<<". Applying changes... ";
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gs->apply(&n);
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std::cout << "done!"<<std::endl;
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break;
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}
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case 102: //set resource amount
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{
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SetResource sr;
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*serv >> sr;
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std::cout << "Set amount of "<<CGI->objh->restypes[sr.resid]
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<< " of player "<<(unsigned)sr.player <<" to "<<sr.val<<std::endl;
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gs->apply(&sr);
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playerint[sr.player]->receivedResource(sr.resid,sr.val);
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break;
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}
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case 103: //show info dialog
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{
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InfoWindow iw;
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*serv >> iw;
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std::vector<Component*> comps;
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for(int i=0;i<iw.components.size();i++)
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comps.push_back(&iw.components[i]);
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std::string str = toString(iw.text);
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playerint[iw.player]->showInfoDialog(str,comps);
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break;
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}
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case 104:
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{
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SetResources sr;
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*serv >> sr;
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std::cout << "Set amount of resources of player "<<(unsigned)sr.player<<std::endl;
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gs->apply(&sr);
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playerint[sr.player]->receivedResource(-1,-1);
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break;
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}
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case 105:
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{
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SetPrimSkill sps;
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*serv >> sps;
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std::cout << "Changing hero primary skill"<<std::endl;
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gs->apply(&sps);
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playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);
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break;
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}
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case 106:
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{
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SetSecSkill sr;
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*serv >> sr;
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std::cout << "Changing hero secondary skill"<<std::endl;
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gs->apply(&sr);
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//TODO? - maybe inform interfaces
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break;
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}
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case 107:
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{
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ShowInInfobox sii;
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*serv >> sii;
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SComponent sc(sii.c);
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sc.description = toString(sii.text);
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if(playerint[sii.player]->human)
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static_cast<CPlayerInterface*>(playerint[sii.player])->showComp(sc);
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break;
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}
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case 108:
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{
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HeroVisitCastle vc;
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*serv >> vc;
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gs->apply(&vc);
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if(vc.start() && !vc.garrison() && vstd::contains(playerint,gs->getHero(vc.hid)->tempOwner))
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{
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playerint[gs->getHero(vc.hid)->tempOwner]->heroVisitsTown(gs->getHero(vc.hid),gs->getTown(vc.tid));
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}
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break;
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}
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case 500:
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{
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RemoveObject rh;
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*serv >> rh;
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CGObjectInstance *obj = gs->map->objects[rh.id];
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CGI->mh->removeObject(obj);
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gs->apply(&rh);
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if(obj->ID == 34)
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{
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CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
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std::cout << "Removing hero with id = "<<(unsigned)rh.id<<std::endl;
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playerint[h->tempOwner]->heroKilled(h);
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}
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break;
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}
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case 501: //hero movement response - we have to notify interfaces and callback
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{
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TryMoveHero *th = new TryMoveHero; //will be deleted by callback after processing
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*serv >> *th;
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std::cout << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
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gs->apply(th);
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int player = gs->map->objects[th->id]->getOwner();
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if(playerint[player])
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{
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for(std::set<int3>::iterator i=th->fowRevealed.begin(); i != th->fowRevealed.end(); i++)
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playerint[player]->tileRevealed(*i);
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//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));
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}
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//notify interfacesabout move
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int nn=0; //number of interfece of currently browsed player
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for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
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{
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if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])
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{
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HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
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hmd.successful = th->result;
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i->second->heroMoved(hmd);
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}
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}
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//add info for callback
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mess.mx->lock();
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mess.res->insert(th);
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mess.mx->unlock();
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mess.cv->notify_all();
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break;
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}
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case 502:
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{
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SetGarrisons sg;
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*serv >> sg;
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std::cout << "Setting garrisons." << std::endl;
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gs->apply(&sg);
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for(std::map<ui32,CCreatureSet>::iterator i = sg.garrs.begin(); i!=sg.garrs.end(); i++)
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playerint[gs->map->objects[i->first]->tempOwner]->garrisonChanged(gs->map->objects[i->first]);
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break;
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}
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case 503:
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{
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//SetStrInfo ssi;
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//*serv >> ssi;
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//gs->apply(&ssi);
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//TODO: notify interfaces
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break;
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}
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case 504:
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{
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NewStructures ns;
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*serv >> ns;
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CGTownInstance *town = static_cast<CGTownInstance*>(gs->map->objects[ns.tid]);
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std::cout << "New structure(s) in " << ns.tid <<" " << town->name << " - " << *ns.bid.begin() << std::endl;
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gs->apply(&ns);
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BOOST_FOREACH(si32 bid, ns.bid)
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{
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if(bid==13) //for or capitol
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{
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town->defInfo = gs->capitols[town->subID];
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}
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if(bid ==7)
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{
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town->defInfo = gs->forts[town->subID];
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}
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playerint[town->tempOwner]->buildChanged(town,bid,1);
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}
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break;
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}
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case 506:
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{
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SetAvailableCreatures ns;
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*serv >> ns;
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std::cout << "Setting available creatures in " << ns.tid << std::endl;
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gs->apply(&ns);
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CGTownInstance *t = gs->getTown(ns.tid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->availableCreaturesChanged(t);
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break;
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}
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case 508:
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{
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SetHeroesInTown inTown;
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*serv >> inTown;
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std::cout << "Setting heroes in town " << inTown.tid << std::endl;
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gs->apply(&inTown);
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CGTownInstance *t = gs->getTown(inTown.tid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->heroInGarrisonChange(t);
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break;
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}
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case 509:
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{
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SetHeroArtifacts sha;
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*serv >> sha;
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std::cout << "Setting artifacts of hero " << sha.hid << std::endl;
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gs->apply(&sha);
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CGHeroInstance *t = gs->getHero(sha.hid);
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if(vstd::contains(playerint,t->tempOwner))
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playerint[t->tempOwner]->heroArtifactSetChanged(t);
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break;
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}
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case 1001:
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{
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SetObjectProperty sop;
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*serv >> sop;
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std::cout << "Setting " << (unsigned)sop.what << " property of " << sop.id <<" object to "<<sop.val<<std::endl;
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gs->apply(&sop);
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break;
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}
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case 1002:
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{
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SetHoverName shn;
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*serv >> shn;
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std::cout << "Setting a name of " << shn.id <<" object to "<< toString(shn.name) <<std::endl;
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gs->mx->lock();
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gs->map->objects[shn.id]->hoverName = toString(shn.name);
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gs->mx->unlock();
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break;
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}
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case 2000:
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{
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HeroLevelUp bs;
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*serv >> bs;
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std::cout << "Hero levels up!" <<std::endl;
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gs->apply(&bs);
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CGHeroInstance *h = gs->getHero(bs.heroid);
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if(vstd::contains(playerint,h->tempOwner))
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cb,_1,bs.id));
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playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)bs.primskill,bs.skills, callback);
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}
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break;
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}
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case 2001:
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{
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SelectionDialog sd;
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*serv >> sd;
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std::cout << "Showing selection dialog " <<std::endl;
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std::vector<Component*> comps;
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for(int i=0;i<sd.components.size();i++)
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comps.push_back(&sd.components[i]);
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std::string str = toString(sd.text);
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playerint[sd.player]->showSelDialog(str,comps,sd.id);
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break;
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}
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case 2002:
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{
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YesNoDialog ynd;
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*serv >> ynd;
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std::cout << "Showing yes/no dialog " <<std::endl;
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std::vector<Component*> comps;
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for(int i=0;i<ynd.components.size();i++)
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comps.push_back(&ynd.components[i]);
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std::string str = toString(ynd.text);
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playerint[ynd.player]->showYesNoDialog(str,comps,ynd.id);
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break;
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}
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case 3000:
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{
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BattleStart bs;
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*serv >> bs; //uses new to allocate memory for battleInfo - must be deleted when battle is over
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std::cout << "Starting battle!" <<std::endl;
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gs->apply(&bs);
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 0);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleStart(&gs->curB->army1, &gs->curB->army2, gs->curB->tile, gs->getHero(gs->curB->hero1), gs->getHero(gs->curB->hero2), 1);
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break;
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}
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case 3001:
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{
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BattleNextRound bnr;
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*serv >> bnr;
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std::cout << "Round nr " << bnr.round <<std::endl;
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gs->apply(&bnr);
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//tell players about next round
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if(playerint.find(gs->curB->side1) != playerint.end())
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playerint[gs->curB->side1]->battleNewRound(bnr.round);
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if(playerint.find(gs->curB->side2) != playerint.end())
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playerint[gs->curB->side2]->battleNewRound(bnr.round);
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break;
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}
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case 3002:
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{
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BattleSetActiveStack sas;
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*serv >> sas;
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std::cout << "Active stack: " << sas.stack <<std::endl;
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gs->apply(&sas);
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int owner = gs->curB->getStack(sas.stack)->owner;
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if(owner >= PLAYER_LIMIT) //ugly workaround to skip neutral creatures - should be replaced with AI
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{
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BattleAction ba;
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ba.stackNumber = sas.stack;
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ba.actionType = 3;
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*serv << ui16(3002) << ba;
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}
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else
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{
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boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));
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}
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break;
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}
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case 3003:
|
|
{
|
|
BattleResult br;
|
|
*serv >> br;
|
|
std::cout << "Battle ends. Winner: " << (unsigned)br.winner<< ". Type of end: "<< (unsigned)br.result <<std::endl;
|
|
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleEnd(&br);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleEnd(&br);
|
|
|
|
gs->apply(&br);
|
|
break;
|
|
}
|
|
case 3004:
|
|
{
|
|
BattleStackMoved br;
|
|
*serv >> br;
|
|
std::cout << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;
|
|
if(playerint.find(gs->curB->side1) != playerint.end())
|
|
playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
|
|
if(playerint.find(gs->curB->side2) != playerint.end())
|
|
playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
|
|
gs->apply(&br);
|
|
break;
|
|
}
|
|
case 3006:
|
|
{
|
|
BattleAttack ba;
|
|
*serv >> ba;
|
|
std::cout << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;
|
|
gs->apply(&ba);
|
|
LOCPLINT->battleAttack(&ba);
|
|
break;
|
|
}
|
|
case 9999:
|
|
break;
|
|
default:
|
|
#ifndef __GNUC__
|
|
throw std::exception("Not supported server message!");
|
|
#else
|
|
throw std::exception();
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
void CClient::waitForMoveAndSend(int color)
|
|
{
|
|
try
|
|
{
|
|
BattleAction ba = playerint[color]->activeStack(gs->curB->activeStack);
|
|
*serv << ui16(3002) << ba;
|
|
return;
|
|
}HANDLE_EXCEPTION
|
|
std::cout << "We should not be here!" << std::endl;
|
|
}
|
|
void CClient::run()
|
|
{
|
|
try
|
|
{
|
|
ui16 typ;
|
|
while(1)
|
|
{
|
|
*serv >> typ;
|
|
process(typ);
|
|
}
|
|
} HANDLE_EXCEPTION
|
|
}
|
|
|
|
void CClient::close()
|
|
{
|
|
boost::unique_lock<boost::mutex>(*serv->wmx);
|
|
*serv << ui16(99);
|
|
serv->close();
|
|
}
|