NetPacksClient.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446
  1. #include "../lib/NetPacks.h"
  2. #include "../CCallback.h"
  3. #include "../client/Client.h"
  4. #include "../CPlayerInterface.h"
  5. #include "../CGameInfo.h"
  6. #include "../lib/Connection.h"
  7. #include "../hch/CGeneralTextHandler.h"
  8. #include "../hch/CDefObjInfoHandler.h"
  9. #include "../hch/CHeroHandler.h"
  10. #include "../hch/CObjectHandler.h"
  11. #include "../lib/VCMI_Lib.h"
  12. #include "../map.h"
  13. #include "../hch/CSpellHandler.h"
  14. #include "../mapHandler.h"
  15. #include <boost/bind.hpp>
  16. #include <boost/foreach.hpp>
  17. #include <boost/thread.hpp>
  18. #include <boost/thread/shared_mutex.hpp>
  19. //macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
  20. #define INTERFACE_CALL_IF_PRESENT(player,function,...) \
  21. if(vstd::contains(cl->playerint,player)) \
  22. cl->playerint[player]->function(__VA_ARGS__);
  23. CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
  24. void SetResources::applyCl( CClient *cl )
  25. {
  26. cl->playerint[player]->receivedResource(-1,-1);
  27. }
  28. void SetResource::applyCl( CClient *cl )
  29. {
  30. cl->playerint[player]->receivedResource(resid,val);
  31. }
  32. void SetPrimSkill::applyCl( CClient *cl )
  33. {
  34. const CGHeroInstance *h = GS(cl)->getHero(id);
  35. if(!h)
  36. {
  37. tlog1 << "Cannot find hero with ID " << id << std::endl;
  38. return;
  39. }
  40. INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
  41. }
  42. void SetSecSkill::applyCl( CClient *cl )
  43. {
  44. //TODO: inform interface?
  45. }
  46. void HeroVisitCastle::applyCl( CClient *cl )
  47. {
  48. if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
  49. {
  50. cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid));
  51. }
  52. }
  53. void ChangeSpells::applyCl( CClient *cl )
  54. {
  55. //TODO: inform interface?
  56. }
  57. void SetMana::applyCl( CClient *cl )
  58. {
  59. CGHeroInstance *h = GS(cl)->getHero(hid);
  60. if(vstd::contains(cl->playerint,h->tempOwner))
  61. cl->playerint[h->tempOwner]->heroManaPointsChanged(h);
  62. }
  63. void SetMovePoints::applyCl( CClient *cl )
  64. {
  65. CGHeroInstance *h = GS(cl)->getHero(hid);
  66. if(vstd::contains(cl->playerint,h->tempOwner))
  67. cl->playerint[h->tempOwner]->heroMovePointsChanged(h);
  68. }
  69. void FoWChange::applyCl( CClient *cl )
  70. {
  71. if(!vstd::contains(cl->playerint,player))
  72. return;
  73. if(mode)
  74. cl->playerint[player]->tileRevealed(tiles);
  75. else
  76. cl->playerint[player]->tileHidden(tiles);
  77. }
  78. void SetAvailableHeroes::applyCl( CClient *cl )
  79. {
  80. //TODO: inform interface?
  81. }
  82. void GiveBonus::applyCl( CClient *cl )
  83. {
  84. CGHeroInstance *h = GS(cl)->getHero(hid);
  85. if(vstd::contains(cl->playerint,h->tempOwner))
  86. cl->playerint[h->tempOwner]->heroBonusChanged(h,h->bonuses.back(),true);
  87. }
  88. void ChangeObjPos::applyFirstCl( CClient *cl )
  89. {
  90. CGObjectInstance *obj = GS(cl)->map->objects[objid];
  91. if(flags & 1)
  92. CGI->mh->hideObject(obj);
  93. }
  94. void ChangeObjPos::applyCl( CClient *cl )
  95. {
  96. CGObjectInstance *obj = GS(cl)->map->objects[objid];
  97. if(flags & 1)
  98. CGI->mh->printObject(obj);
  99. }
  100. void RemoveObject::applyFirstCl( CClient *cl )
  101. {
  102. CGI->mh->hideObject(cl->getObj(id));
  103. CGHeroInstance *h = GS(cl)->getHero(id);
  104. if(h)
  105. {
  106. if(vstd::contains(cl->playerint,h->tempOwner))
  107. cl->playerint[h->tempOwner]->heroKilled(h);
  108. }
  109. }
  110. void RemoveObject::applyCl( CClient *cl )
  111. {
  112. }
  113. void TryMoveHero::applyFirstCl( CClient *cl )
  114. {
  115. if(result>1)
  116. CGI->mh->removeObject(GS(cl)->getHero(id));
  117. }
  118. void TryMoveHero::applyCl( CClient *cl )
  119. {
  120. HeroMoveDetails hmd(start,end,GS(cl)->getHero(id));
  121. hmd.style = result-1;
  122. hmd.successful = result;
  123. if(result>1)
  124. CGI->mh->printObject(hmd.ho);
  125. int player = hmd.ho->tempOwner;
  126. if(vstd::contains(cl->playerint,player))
  127. {
  128. cl->playerint[player]->tileRevealed(fowRevealed);
  129. }
  130. //notify interfaces about move
  131. for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
  132. {
  133. if(i->first >= PLAYER_LIMIT) continue;
  134. if(GS(cl)->players[i->first].fogOfWarMap[start.x-1][start.y][start.z] || GS(cl)->players[i->first].fogOfWarMap[end.x-1][end.y][end.z])
  135. {
  136. i->second->heroMoved(hmd);
  137. }
  138. }
  139. //add info for callback
  140. if(result<2)
  141. {
  142. mess.mx->lock();
  143. mess.res->insert(new TryMoveHero(*this));
  144. mess.mx->unlock();
  145. mess.cv->notify_all();
  146. }
  147. }
  148. void SetGarrisons::applyCl( CClient *cl )
  149. {
  150. for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
  151. if(vstd::contains(cl->playerint,cl->getOwner(i->first)))
  152. cl->playerint[cl->getOwner(i->first)]->garrisonChanged(cl->getObj(i->first));
  153. }
  154. void NewStructures::applyCl( CClient *cl )
  155. {
  156. CGTownInstance *town = GS(cl)->getTown(tid);
  157. BOOST_FOREACH(si32 id, bid)
  158. {
  159. if(id==13) //fort or capitol
  160. {
  161. town->defInfo = GS(cl)->capitols[town->subID];
  162. }
  163. if(id ==7)
  164. {
  165. town->defInfo = GS(cl)->forts[town->subID];
  166. }
  167. if(vstd::contains(cl->playerint,town->tempOwner))
  168. cl->playerint[town->tempOwner]->buildChanged(town,id,1);
  169. }
  170. }
  171. void SetAvailableCreatures::applyCl( CClient *cl )
  172. {
  173. CGTownInstance *t = GS(cl)->getTown(tid);
  174. if(vstd::contains(cl->playerint,t->tempOwner))
  175. cl->playerint[t->tempOwner]->availableCreaturesChanged(t);
  176. }
  177. void SetHeroesInTown::applyCl( CClient *cl )
  178. {
  179. CGTownInstance *t = GS(cl)->getTown(tid);
  180. if(vstd::contains(cl->playerint,t->tempOwner))
  181. cl->playerint[t->tempOwner]->heroInGarrisonChange(t);
  182. }
  183. void SetHeroArtifacts::applyCl( CClient *cl )
  184. {
  185. CGHeroInstance *h = GS(cl)->getHero(hid);
  186. CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : NULL);
  187. if(!player)
  188. return;
  189. player->heroArtifactSetChanged(h);
  190. BOOST_FOREACH(HeroBonus *bonus, gained)
  191. {
  192. player->heroBonusChanged(h,*bonus,true);
  193. }
  194. BOOST_FOREACH(HeroBonus *bonus, lost)
  195. {
  196. player->heroBonusChanged(h,*bonus,false);
  197. }
  198. }
  199. void HeroRecruited::applyCl( CClient *cl )
  200. {
  201. CGHeroInstance *h = GS(cl)->map->heroes.back();
  202. if(h->subID != hid)
  203. {
  204. tlog1 << "Something wrong with hero recruited!\n";
  205. }
  206. CGI->mh->initHeroDef(h);
  207. if(vstd::contains(cl->playerint,h->tempOwner))
  208. {
  209. cl->playerint[h->tempOwner]->heroCreated(h);
  210. cl->playerint[h->tempOwner]->heroInGarrisonChange(GS(cl)->getTown(tid));
  211. }
  212. }
  213. void GiveHero::applyCl( CClient *cl )
  214. {
  215. CGHeroInstance *h = GS(cl)->getHero(id);
  216. CGI->mh->initHeroDef(h);
  217. CGI->mh->printObject(h);
  218. cl->playerint[h->tempOwner]->heroCreated(h);
  219. }
  220. void GiveHero::applyFirstCl( CClient *cl )
  221. {
  222. CGI->mh->hideObject(GS(cl)->getHero(id));
  223. }
  224. void InfoWindow::applyCl( CClient *cl )
  225. {
  226. std::vector<Component*> comps;
  227. for(size_t i=0;i<components.size();i++)
  228. {
  229. comps.push_back(&components[i]);
  230. }
  231. std::string str = toString(text);
  232. if(vstd::contains(cl->playerint,player))
  233. cl->playerint[player]->showInfoDialog(str,comps);
  234. else
  235. tlog2 << "We received InfoWindow for not our player...\n";
  236. }
  237. void HeroLevelUp::applyCl( CClient *cl )
  238. {
  239. CGHeroInstance *h = GS(cl)->getHero(heroid);
  240. if(vstd::contains(cl->playerint,h->tempOwner))
  241. {
  242. boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,LOCPLINT->cb,_1,id));
  243. cl->playerint[h->tempOwner]->heroGotLevel((const CGHeroInstance *)h,(int)primskill,skills, callback);
  244. }
  245. }
  246. void SelectionDialog::applyCl( CClient *cl )
  247. {
  248. std::vector<Component*> comps;
  249. for(size_t i=0; i < components.size(); ++i) {
  250. comps.push_back(&components[i]);
  251. }
  252. std::string str = toString(text);
  253. if(vstd::contains(cl->playerint,player))
  254. cl->playerint[player]->showSelDialog(str,comps,id);
  255. else
  256. tlog2 << "We received SelectionDialog for not our player...\n";
  257. }
  258. void YesNoDialog::applyCl( CClient *cl )
  259. {
  260. std::vector<Component*> comps;
  261. for(size_t i=0; i < components.size(); ++i) {
  262. comps.push_back(&components[i]);
  263. }
  264. std::string str = toString(text);
  265. if(vstd::contains(cl->playerint,player))
  266. cl->playerint[player]->showYesNoDialog(str,comps,id);
  267. else
  268. tlog2 << "We received YesNoDialog for not our player...\n";
  269. }
  270. void BattleStart::applyCl( CClient *cl )
  271. {
  272. if(vstd::contains(cl->playerint,info->side1))
  273. cl->playerint[info->side1]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 0);
  274. if(vstd::contains(cl->playerint,info->side2))
  275. cl->playerint[info->side2]->battleStart(&info->army1, &info->army2, info->tile, GS(cl)->getHero(info->hero1), GS(cl)->getHero(info->hero2), 1);
  276. }
  277. void BattleNextRound::applyCl( CClient *cl )
  278. {
  279. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  280. cl->playerint[GS(cl)->curB->side1]->battleNewRound(round);
  281. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  282. cl->playerint[GS(cl)->curB->side2]->battleNewRound(round);
  283. }
  284. void BattleSetActiveStack::applyCl( CClient *cl )
  285. {
  286. int owner = GS(cl)->curB->getStack(stack)->owner;
  287. if(vstd::contains(cl->playerint,owner))
  288. boost::thread(boost::bind(&CClient::waitForMoveAndSend,cl,owner));
  289. }
  290. void BattleResult::applyFirstCl( CClient *cl )
  291. {
  292. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  293. cl->playerint[GS(cl)->curB->side1]->battleEnd(this);
  294. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  295. cl->playerint[GS(cl)->curB->side2]->battleEnd(this);
  296. }
  297. void BattleStackMoved::applyFirstCl( CClient *cl )
  298. {
  299. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance,ending);
  300. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance,ending);
  301. }
  302. void BattleStackAttacked::applyCl( CClient *cl )
  303. {
  304. std::set<BattleStackAttacked> bsa;
  305. bsa.insert(*this);
  306. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,bsa);
  307. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,bsa);
  308. }
  309. void BattleAttack::applyFirstCl( CClient *cl )
  310. {
  311. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  312. cl->playerint[GS(cl)->curB->side1]->battleAttack(this);
  313. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  314. cl->playerint[GS(cl)->curB->side2]->battleAttack(this);
  315. }
  316. void BattleAttack::applyCl( CClient *cl )
  317. {
  318. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStacksAttacked,bsa);
  319. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStacksAttacked,bsa);
  320. }
  321. void StartAction::applyFirstCl( CClient *cl )
  322. {
  323. cl->curbaction = new BattleAction(ba);
  324. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  325. cl->playerint[GS(cl)->curB->side1]->actionStarted(&ba);
  326. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  327. cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
  328. }
  329. void SpellCasted::applyCl( CClient *cl )
  330. {
  331. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  332. cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
  333. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  334. cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
  335. }
  336. void SetStackEffect::applyCl( CClient *cl )
  337. {
  338. SpellCasted sc;
  339. sc.id = effect.id;
  340. sc.side = 3; //doesn't matter
  341. sc.skill = effect.level;
  342. //informing about effects
  343. if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
  344. cl->playerint[GS(cl)->curB->side1]->battleStacksEffectsSet(*this);
  345. if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
  346. cl->playerint[GS(cl)->curB->side2]->battleStacksEffectsSet(*this);
  347. }
  348. CGameState* CPackForClient::GS( CClient *cl )
  349. {
  350. return cl->gs;
  351. }
  352. void EndAction::applyCl( CClient *cl )
  353. {
  354. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,actionFinished,cl->curbaction);
  355. INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,actionFinished,cl->curbaction);
  356. delete cl->curbaction;
  357. cl->curbaction = NULL;
  358. }
  359. void SystemMessage::applyCl( CClient *cl )
  360. {
  361. tlog4 << "System message from server: " << text << std::endl;
  362. }
  363. void YourTurn::applyCl( CClient *cl )
  364. {
  365. boost::thread(boost::bind(&CGameInterface::yourTurn,cl->playerint[player]));
  366. }
  367. void SaveGame::applyCl(CClient *cl)
  368. {
  369. CSaveFile save("Games" PATHSEPARATOR + fname + ".vcgm1");
  370. save << *cl;
  371. }
  372. void PlayerMessage::applyCl(CClient *cl)
  373. {
  374. tlog4 << "Player "<<(int)player<<" sends a message: " << text << std::endl;
  375. }
  376. void ShowInInfobox::applyCl(CClient *cl)
  377. {
  378. SComponent sc(c);
  379. sc.description = toString(text);
  380. if(cl->playerint[player]->human)
  381. {
  382. static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
  383. }
  384. }