NetPacksClient.cpp 29 KB

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  1. /*
  2. * NetPacksClient.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../lib/NetPacks.h"
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/filesystem/FileInfo.h"
  14. #include "../CCallback.h"
  15. #include "Client.h"
  16. #include "CPlayerInterface.h"
  17. #include "CGameInfo.h"
  18. #include "../lib/serializer/Connection.h"
  19. #include "../lib/serializer/BinarySerializer.h"
  20. #include "../lib/CGeneralTextHandler.h"
  21. #include "../lib/CHeroHandler.h"
  22. #include "../lib/VCMI_Lib.h"
  23. #include "../lib/mapping/CMap.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/spells/CSpellHandler.h"
  26. #include "../lib/CSoundBase.h"
  27. #include "../lib/StartInfo.h"
  28. #include "mapHandler.h"
  29. #include "windows/GUIClasses.h"
  30. #include "../lib/CConfigHandler.h"
  31. #include "gui/SDL_Extensions.h"
  32. #include "battle/CBattleInterface.h"
  33. #include "../lib/mapping/CCampaignHandler.h"
  34. #include "../lib/CGameState.h"
  35. #include "../lib/CStack.h"
  36. #include "../lib/battle/BattleInfo.h"
  37. #include "../lib/GameConstants.h"
  38. #include "../lib/CPlayerState.h"
  39. #include "gui/CGuiHandler.h"
  40. #include "widgets/MiscWidgets.h"
  41. #include "widgets/AdventureMapClasses.h"
  42. #include "CMT.h"
  43. #include "CServerHandler.h"
  44. // TODO: as Tow suggested these template should all be part of CClient
  45. // This will require rework spectator interface properly though
  46. template<typename T, typename ... Args, typename ... Args2>
  47. bool callOnlyThatInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
  48. {
  49. if(vstd::contains(cl->playerint, player))
  50. {
  51. ((*cl->playerint[player]).*ptr)(std::forward<Args2>(args)...);
  52. return true;
  53. }
  54. return false;
  55. }
  56. template<typename T, typename ... Args, typename ... Args2>
  57. bool callInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
  58. {
  59. bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
  60. return called;
  61. }
  62. template<typename T, typename ... Args, typename ... Args2>
  63. void callOnlyThatBattleInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
  64. {
  65. if(vstd::contains(cl->battleints,player))
  66. ((*cl->battleints[player]).*ptr)(std::forward<Args2>(args)...);
  67. if(cl->additionalBattleInts.count(player))
  68. {
  69. for(auto bInt : cl->additionalBattleInts[player])
  70. ((*bInt).*ptr)(std::forward<Args2>(args)...);
  71. }
  72. }
  73. template<typename T, typename ... Args, typename ... Args2>
  74. void callBattleInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
  75. {
  76. callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
  77. }
  78. //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
  79. template<typename T, typename ... Args, typename ... Args2>
  80. void callAllInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
  81. {
  82. for(auto pInt : cl->playerint)
  83. ((*pInt.second).*ptr)(std::forward<Args2>(args)...);
  84. }
  85. //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
  86. template<typename T, typename ... Args, typename ... Args2>
  87. void callBattleInterfaceIfPresentForBothSides(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
  88. {
  89. callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
  90. callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
  91. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
  92. {
  93. callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
  94. }
  95. }
  96. void SetResources::applyCl(CClient *cl)
  97. {
  98. //todo: inform on actual resource set transfered
  99. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::receivedResource);
  100. }
  101. void SetPrimSkill::applyCl(CClient *cl)
  102. {
  103. const CGHeroInstance *h = cl->getHero(id);
  104. if(!h)
  105. {
  106. logNetwork->error("Cannot find hero with ID %d", id.getNum());
  107. return;
  108. }
  109. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, which, val);
  110. }
  111. void SetSecSkill::applyCl(CClient *cl)
  112. {
  113. const CGHeroInstance *h = cl->getHero(id);
  114. if(!h)
  115. {
  116. logNetwork->error("Cannot find hero with ID %d", id.getNum());
  117. return;
  118. }
  119. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, which, val);
  120. }
  121. void HeroVisitCastle::applyCl(CClient *cl)
  122. {
  123. const CGHeroInstance *h = cl->getHero(hid);
  124. if(start())
  125. {
  126. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroVisitsTown, h, GS(cl)->getTown(tid));
  127. }
  128. }
  129. void ChangeSpells::applyCl(CClient *cl)
  130. {
  131. //TODO: inform interface?
  132. }
  133. void SetMana::applyCl(CClient *cl)
  134. {
  135. const CGHeroInstance *h = cl->getHero(hid);
  136. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h);
  137. }
  138. void SetMovePoints::applyCl(CClient *cl)
  139. {
  140. const CGHeroInstance *h = cl->getHero(hid);
  141. cl->invalidatePaths();
  142. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroMovePointsChanged, h);
  143. }
  144. void FoWChange::applyCl(CClient *cl)
  145. {
  146. for(auto &i : cl->playerint)
  147. {
  148. if(cl->getPlayerRelations(i.first, player) == PlayerRelations::SAME_PLAYER && waitForDialogs && LOCPLINT == i.second.get())
  149. {
  150. LOCPLINT->waitWhileDialog();
  151. }
  152. if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
  153. {
  154. if(mode)
  155. i.second->tileRevealed(tiles);
  156. else
  157. i.second->tileHidden(tiles);
  158. }
  159. }
  160. cl->invalidatePaths();
  161. }
  162. void SetAvailableHeroes::applyCl(CClient *cl)
  163. {
  164. //TODO: inform interface?
  165. }
  166. static void dispatchGarrisonChange(CClient * cl, ObjectInstanceID army1, ObjectInstanceID army2)
  167. {
  168. auto obj1 = cl->getObj(army1);
  169. if(!obj1)
  170. {
  171. logNetwork->error("Cannot find army with ID %d", army1.getNum());
  172. return;
  173. }
  174. callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
  175. if(army2 != ObjectInstanceID() && army2 != army1)
  176. {
  177. auto obj2 = cl->getObj(army2);
  178. if(!obj2)
  179. {
  180. logNetwork->error("Cannot find army with ID %d", army2.getNum());
  181. return;
  182. }
  183. if(obj1->tempOwner != obj2->tempOwner)
  184. callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
  185. }
  186. }
  187. void ChangeStackCount::applyCl(CClient * cl)
  188. {
  189. dispatchGarrisonChange(cl, army, ObjectInstanceID());
  190. }
  191. void SetStackType::applyCl(CClient * cl)
  192. {
  193. dispatchGarrisonChange(cl, army, ObjectInstanceID());
  194. }
  195. void EraseStack::applyCl(CClient * cl)
  196. {
  197. dispatchGarrisonChange(cl, army, ObjectInstanceID());
  198. }
  199. void SwapStacks::applyCl(CClient * cl)
  200. {
  201. dispatchGarrisonChange(cl, srcArmy, dstArmy);
  202. }
  203. void InsertNewStack::applyCl(CClient * cl)
  204. {
  205. dispatchGarrisonChange(cl, army, ObjectInstanceID());
  206. }
  207. void RebalanceStacks::applyCl(CClient * cl)
  208. {
  209. dispatchGarrisonChange(cl, srcArmy, dstArmy);
  210. }
  211. void BulkRebalanceStacks::applyCl(CClient * cl)
  212. {
  213. if(!moves.empty())
  214. {
  215. auto destArmy = moves[0].srcArmy == moves[0].dstArmy
  216. ? ObjectInstanceID()
  217. : moves[0].dstArmy;
  218. dispatchGarrisonChange(cl, moves[0].srcArmy, destArmy);
  219. }
  220. }
  221. void BulkSmartRebalanceStacks::applyCl(CClient * cl)
  222. {
  223. if(!moves.empty())
  224. {
  225. assert(moves[0].srcArmy == moves[0].dstArmy);
  226. dispatchGarrisonChange(cl, moves[0].srcArmy, ObjectInstanceID());
  227. }
  228. else if(!changes.empty())
  229. {
  230. dispatchGarrisonChange(cl, changes[0].army, ObjectInstanceID());
  231. }
  232. }
  233. void PutArtifact::applyCl(CClient *cl)
  234. {
  235. callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactPut, al);
  236. }
  237. void EraseArtifact::applyCl(CClient *cl)
  238. {
  239. callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, al);
  240. }
  241. void MoveArtifact::applyCl(CClient *cl)
  242. {
  243. callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
  244. if(src.owningPlayer() != dst.owningPlayer())
  245. callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
  246. }
  247. void AssembledArtifact::applyCl(CClient *cl)
  248. {
  249. callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactAssembled, al);
  250. }
  251. void DisassembledArtifact::applyCl(CClient *cl)
  252. {
  253. callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactDisassembled, al);
  254. }
  255. void HeroVisit::applyCl(CClient * cl)
  256. {
  257. auto hero = cl->getHero(heroId);
  258. auto obj = cl->getObj(objId, false);
  259. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroVisit, hero, obj, starting);
  260. }
  261. void NewTurn::applyCl(CClient *cl)
  262. {
  263. cl->invalidatePaths();
  264. }
  265. void GiveBonus::applyCl(CClient *cl)
  266. {
  267. cl->invalidatePaths();
  268. switch(who)
  269. {
  270. case HERO:
  271. {
  272. const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
  273. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, *h->getBonusList().back(), true);
  274. }
  275. break;
  276. case PLAYER:
  277. {
  278. const PlayerState *p = GS(cl)->getPlayerState(PlayerColor(id));
  279. callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, *p->getBonusList().back(), true);
  280. }
  281. break;
  282. }
  283. }
  284. void ChangeObjPos::applyFirstCl(CClient *cl)
  285. {
  286. CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
  287. if(flags & 1 && CGI->mh)
  288. CGI->mh->hideObject(obj);
  289. }
  290. void ChangeObjPos::applyCl(CClient *cl)
  291. {
  292. CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
  293. if(flags & 1 && CGI->mh)
  294. CGI->mh->printObject(obj);
  295. cl->invalidatePaths();
  296. }
  297. void PlayerEndsGame::applyCl(CClient *cl)
  298. {
  299. callAllInterfaces(cl, &IGameEventsReceiver::gameOver, player, victoryLossCheckResult);
  300. // In auto testing mode we always close client if red player won or lose
  301. if(!settings["session"]["testmap"].isNull() && player == PlayerColor(0))
  302. handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
  303. }
  304. void PlayerReinitInterface::applyCl(CClient * cl)
  305. {
  306. auto initInterfaces = [cl]()
  307. {
  308. cl->initPlayerInterfaces();
  309. auto currentPlayer = cl->gameState()->currentPlayer;
  310. callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, currentPlayer);
  311. callOnlyThatInterface(cl, currentPlayer, &CGameInterface::yourTurn);
  312. };
  313. for(auto player : players)
  314. {
  315. auto & plSettings = CSH->si->getIthPlayersSettings(player);
  316. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  317. {
  318. plSettings.connectedPlayerIDs.clear();
  319. cl->initPlayerEnvironments();
  320. initInterfaces();
  321. }
  322. else if(playerConnectionId == CSH->c->connectionID)
  323. {
  324. plSettings.connectedPlayerIDs.insert(playerConnectionId);
  325. cl->playerint.clear();
  326. initInterfaces();
  327. }
  328. }
  329. }
  330. void RemoveBonus::applyCl(CClient *cl)
  331. {
  332. cl->invalidatePaths();
  333. switch(who)
  334. {
  335. case HERO:
  336. {
  337. const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
  338. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, bonus, false);
  339. }
  340. break;
  341. case PLAYER:
  342. {
  343. //const PlayerState *p = GS(cl)->getPlayerState(id);
  344. callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, bonus, false);
  345. }
  346. break;
  347. }
  348. }
  349. void RemoveObject::applyFirstCl(CClient *cl)
  350. {
  351. const CGObjectInstance *o = cl->getObj(id);
  352. if(CGI->mh)
  353. CGI->mh->hideObject(o, true);
  354. //notify interfaces about removal
  355. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  356. {
  357. //below line contains little cheat for AI so it will be aware of deletion of enemy heroes that moved or got re-covered by FoW
  358. //TODO: loose requirements as next AI related crashes appear, for example another player collects object that got re-covered by FoW, unsure if AI code workarounds this
  359. if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
  360. i->second->objectRemoved(o);
  361. }
  362. }
  363. void RemoveObject::applyCl(CClient *cl)
  364. {
  365. cl->invalidatePaths();
  366. }
  367. void TryMoveHero::applyFirstCl(CClient *cl)
  368. {
  369. CGHeroInstance *h = GS(cl)->getHero(id);
  370. //check if playerint will have the knowledge about movement - if not, directly update maphandler
  371. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  372. {
  373. auto ps = GS(cl)->getPlayerState(i->first);
  374. if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
  375. {
  376. if(ps->human)
  377. humanKnows = true;
  378. }
  379. }
  380. if(!CGI->mh)
  381. return;
  382. if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
  383. CGI->mh->hideObject(h, result == EMBARK && humanKnows);
  384. if(result == DISEMBARK)
  385. CGI->mh->printObject(h->boat);
  386. }
  387. void TryMoveHero::applyCl(CClient *cl)
  388. {
  389. const CGHeroInstance *h = cl->getHero(id);
  390. cl->invalidatePaths();
  391. if(CGI->mh)
  392. {
  393. if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
  394. CGI->mh->printObject(h, result == DISEMBARK);
  395. if(result == EMBARK)
  396. CGI->mh->hideObject(h->boat);
  397. }
  398. PlayerColor player = h->tempOwner;
  399. for(auto &i : cl->playerint)
  400. if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
  401. i.second->tileRevealed(fowRevealed);
  402. //notify interfaces about move
  403. auto gs = cl->gameState();
  404. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  405. {
  406. if(i->first != PlayerColor::SPECTATOR && gs->checkForStandardLoss(i->first)) // Do not notify vanquished player's interface
  407. continue;
  408. if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
  409. || GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
  410. {
  411. // src and dst of enemy hero move may be not visible => 'verbose' should be false
  412. const bool verbose = cl->getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES;
  413. i->second->heroMoved(*this, verbose);
  414. }
  415. }
  416. //maphandler didn't get update from playerint, do it now
  417. //TODO: restructure nicely
  418. if(!humanKnows && CGI->mh)
  419. CGI->mh->printObject(h);
  420. }
  421. bool TryMoveHero::stopMovement() const
  422. {
  423. return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
  424. }
  425. void NewStructures::applyCl(CClient *cl)
  426. {
  427. CGTownInstance *town = GS(cl)->getTown(tid);
  428. for(const auto & id : bid)
  429. {
  430. callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);
  431. }
  432. }
  433. void RazeStructures::applyCl (CClient *cl)
  434. {
  435. CGTownInstance *town = GS(cl)->getTown(tid);
  436. for(const auto & id : bid)
  437. {
  438. callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 2);
  439. }
  440. }
  441. void SetAvailableCreatures::applyCl(CClient *cl)
  442. {
  443. const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
  444. //inform order about the change
  445. PlayerColor p;
  446. if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
  447. p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
  448. else
  449. p = dw->tempOwner;
  450. callInterfaceIfPresent(cl, p, &IGameEventsReceiver::availableCreaturesChanged, dw);
  451. }
  452. void SetHeroesInTown::applyCl(CClient *cl)
  453. {
  454. CGTownInstance *t = GS(cl)->getTown(tid);
  455. CGHeroInstance *hGarr = GS(cl)->getHero(this->garrison);
  456. CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting);
  457. //inform all players that see this object
  458. for(auto i = cl->playerint.cbegin(); i != cl->playerint.cend(); ++i)
  459. {
  460. if(i->first >= PlayerColor::PLAYER_LIMIT)
  461. continue;
  462. if(GS(cl)->isVisible(t, i->first) ||
  463. (hGarr && GS(cl)->isVisible(hGarr, i->first)) ||
  464. (hVisit && GS(cl)->isVisible(hVisit, i->first)))
  465. {
  466. cl->playerint[i->first]->heroInGarrisonChange(t);
  467. }
  468. }
  469. }
  470. void HeroRecruited::applyCl(CClient *cl)
  471. {
  472. CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();
  473. if(h->subID != hid)
  474. {
  475. logNetwork->error("Something wrong with hero recruited!");
  476. }
  477. bool needsPrinting = true;
  478. if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))
  479. {
  480. if(const CGTownInstance *t = GS(cl)->getTown(tid))
  481. {
  482. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroInGarrisonChange, t);
  483. needsPrinting = false;
  484. }
  485. }
  486. if(needsPrinting && CGI->mh)
  487. CGI->mh->printObject(h);
  488. }
  489. void GiveHero::applyCl(CClient *cl)
  490. {
  491. CGHeroInstance *h = GS(cl)->getHero(id);
  492. if(CGI->mh)
  493. CGI->mh->printObject(h);
  494. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);
  495. }
  496. void GiveHero::applyFirstCl(CClient *cl)
  497. {
  498. if(CGI->mh)
  499. CGI->mh->hideObject(GS(cl)->getHero(id));
  500. }
  501. void InfoWindow::applyCl(CClient *cl)
  502. {
  503. std::string str;
  504. text.toString(str);
  505. if(!callInterfaceIfPresent(cl, player, &CGameInterface::showInfoDialog, str,components,(soundBase::soundID)soundID))
  506. logNetwork->warn("We received InfoWindow for not our player...");
  507. }
  508. void SetObjectProperty::applyCl(CClient * cl)
  509. {
  510. //inform all players that see this object
  511. for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
  512. {
  513. if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))
  514. callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, this);
  515. }
  516. }
  517. void HeroLevelUp::applyCl(CClient *cl)
  518. {
  519. const CGHeroInstance * hero = cl->getHero(heroId);
  520. assert(hero);
  521. callOnlyThatInterface(cl, player, &CGameInterface::heroGotLevel, hero, primskill, skills, queryID);
  522. }
  523. void CommanderLevelUp::applyCl(CClient *cl)
  524. {
  525. const CGHeroInstance * hero = cl->getHero(heroId);
  526. assert(hero);
  527. const CCommanderInstance * commander = hero->commander;
  528. assert(commander);
  529. assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance?
  530. callOnlyThatInterface(cl, player, &CGameInterface::commanderGotLevel, commander, skills, queryID);
  531. }
  532. void BlockingDialog::applyCl(CClient *cl)
  533. {
  534. std::string str;
  535. text.toString(str);
  536. if(!callOnlyThatInterface(cl, player, &CGameInterface::showBlockingDialog, str, components, queryID, (soundBase::soundID)soundID, selection(), cancel()))
  537. logNetwork->warn("We received YesNoDialog for not our player...");
  538. }
  539. void GarrisonDialog::applyCl(CClient *cl)
  540. {
  541. const CGHeroInstance *h = cl->getHero(hid);
  542. const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
  543. callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, removableUnits, queryID);
  544. }
  545. void ExchangeDialog::applyCl(CClient *cl)
  546. {
  547. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroExchangeStarted, hero1, hero2, queryID);
  548. }
  549. void TeleportDialog::applyCl(CClient *cl)
  550. {
  551. callOnlyThatInterface(cl, player, &CGameInterface::showTeleportDialog, channel, exits, impassable, queryID);
  552. }
  553. void MapObjectSelectDialog::applyCl(CClient * cl)
  554. {
  555. callOnlyThatInterface(cl, player, &CGameInterface::showMapObjectSelectDialog, queryID, icon, title, description, objects);
  556. }
  557. void BattleStart::applyFirstCl(CClient *cl)
  558. {
  559. // Cannot use the usual code because curB is not set yet
  560. callOnlyThatBattleInterface(cl, info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  561. info->tile, info->sides[0].hero, info->sides[1].hero);
  562. callOnlyThatBattleInterface(cl, info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  563. info->tile, info->sides[0].hero, info->sides[1].hero);
  564. callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  565. info->tile, info->sides[0].hero, info->sides[1].hero);
  566. }
  567. void BattleStart::applyCl(CClient *cl)
  568. {
  569. cl->battleStarted(info);
  570. }
  571. void BattleNextRound::applyFirstCl(CClient *cl)
  572. {
  573. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, round);
  574. }
  575. void BattleNextRound::applyCl(CClient *cl)
  576. {
  577. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, round);
  578. }
  579. void BattleSetActiveStack::applyCl(CClient *cl)
  580. {
  581. if(!askPlayerInterface)
  582. return;
  583. const CStack *activated = GS(cl)->curB->battleGetStackByID(stack);
  584. PlayerColor playerToCall; //player that will move activated stack
  585. if (activated->hasBonusOfType(Bonus::HYPNOTIZED))
  586. {
  587. playerToCall = (GS(cl)->curB->sides[0].color == activated->owner
  588. ? GS(cl)->curB->sides[1].color
  589. : GS(cl)->curB->sides[0].color);
  590. }
  591. else
  592. {
  593. playerToCall = activated->owner;
  594. }
  595. cl->startPlayerBattleAction(playerToCall);
  596. }
  597. void BattleLogMessage::applyCl(CClient * cl)
  598. {
  599. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, lines);
  600. }
  601. void BattleTriggerEffect::applyCl(CClient * cl)
  602. {
  603. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);
  604. }
  605. void BattleUpdateGateState::applyFirstCl(CClient * cl)
  606. {
  607. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, state);
  608. }
  609. void BattleResult::applyFirstCl(CClient *cl)
  610. {
  611. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, this);
  612. cl->battleFinished();
  613. }
  614. void BattleStackMoved::applyFirstCl(CClient *cl)
  615. {
  616. const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
  617. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance);
  618. }
  619. void BattleAttack::applyFirstCl(CClient *cl)
  620. {
  621. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);
  622. }
  623. void BattleAttack::applyCl(CClient *cl)
  624. {
  625. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
  626. }
  627. void StartAction::applyFirstCl(CClient *cl)
  628. {
  629. cl->curbaction = boost::make_optional(ba);
  630. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, ba);
  631. }
  632. void BattleSpellCast::applyCl(CClient *cl)
  633. {
  634. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, this);
  635. }
  636. void SetStackEffect::applyCl(CClient *cl)
  637. {
  638. //informing about effects
  639. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, *this);
  640. }
  641. void StacksInjured::applyCl(CClient *cl)
  642. {
  643. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks);
  644. }
  645. void BattleResultsApplied::applyCl(CClient *cl)
  646. {
  647. callInterfaceIfPresent(cl, player1, &IGameEventsReceiver::battleResultsApplied);
  648. callInterfaceIfPresent(cl, player2, &IGameEventsReceiver::battleResultsApplied);
  649. callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);
  650. }
  651. void BattleUnitsChanged::applyCl(CClient * cl)
  652. {
  653. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects);
  654. }
  655. void BattleObstaclesChanged::applyCl(CClient *cl)
  656. {
  657. //inform interfaces about removed obstacles
  658. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, changes);
  659. }
  660. void CatapultAttack::applyCl(CClient *cl)
  661. {
  662. //inform interfaces about catapult attack
  663. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, *this);
  664. }
  665. CGameState* CPackForClient::GS(CClient *cl)
  666. {
  667. return cl->gs;
  668. }
  669. void EndAction::applyCl(CClient *cl)
  670. {
  671. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl->curbaction);
  672. cl->curbaction.reset();
  673. }
  674. void PackageApplied::applyCl(CClient *cl)
  675. {
  676. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::requestRealized, this);
  677. if(!CClient::waitingRequest.tryRemovingElement(requestID))
  678. logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!");
  679. }
  680. void SystemMessage::applyCl(CClient *cl)
  681. {
  682. std::ostringstream str;
  683. str << "System message: " << text;
  684. logNetwork->error(str.str()); // usually used to receive error messages from server
  685. if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
  686. LOCPLINT->cingconsole->print(str.str());
  687. }
  688. void PlayerBlocked::applyCl(CClient *cl)
  689. {
  690. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::playerBlocked, reason, startOrEnd == BLOCKADE_STARTED);
  691. }
  692. void YourTurn::applyCl(CClient *cl)
  693. {
  694. logNetwork->debug("Server gives turn to %s", player.getStr());
  695. callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
  696. callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);
  697. }
  698. void SaveGameClient::applyCl(CClient *cl)
  699. {
  700. const auto stem = FileInfo::GetPathStem(fname);
  701. if(!CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1"))
  702. {
  703. logNetwork->error("Failed to create resource %s", stem.to_string() + ".vcgm1");
  704. return;
  705. }
  706. try
  707. {
  708. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::CLIENT_SAVEGAME)));
  709. cl->saveCommonState(save);
  710. save << *cl;
  711. }
  712. catch(std::exception &e)
  713. {
  714. logNetwork->error("Failed to save game:%s", e.what());
  715. }
  716. }
  717. void PlayerMessageClient::applyCl(CClient *cl)
  718. {
  719. logNetwork->debug("Player %s sends a message: %s", player.getStr(), text);
  720. std::ostringstream str;
  721. if(player.isSpectator())
  722. str << "Spectator: " << text;
  723. else
  724. str << cl->getPlayerState(player)->nodeName() <<": " << text;
  725. if(LOCPLINT)
  726. LOCPLINT->cingconsole->print(str.str());
  727. }
  728. void ShowInInfobox::applyCl(CClient *cl)
  729. {
  730. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::showComp, c, text.toString());
  731. }
  732. void AdvmapSpellCast::applyCl(CClient *cl)
  733. {
  734. cl->invalidatePaths();
  735. auto caster = cl->getHero(casterID);
  736. if(caster)
  737. //consider notifying other interfaces that see hero?
  738. callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, spellID);
  739. else
  740. logNetwork->error("Invalid hero instance");
  741. }
  742. void ShowWorldViewEx::applyCl(CClient * cl)
  743. {
  744. callOnlyThatInterface(cl, player, &CGameInterface::showWorldViewEx, objectPositions);
  745. }
  746. void OpenWindow::applyCl(CClient *cl)
  747. {
  748. switch(window)
  749. {
  750. case RECRUITMENT_FIRST:
  751. case RECRUITMENT_ALL:
  752. {
  753. const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));
  754. const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));
  755. callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
  756. }
  757. break;
  758. case SHIPYARD_WINDOW:
  759. {
  760. const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));
  761. callInterfaceIfPresent(cl, sy->o->tempOwner, &IGameEventsReceiver::showShipyardDialog, sy);
  762. }
  763. break;
  764. case THIEVES_GUILD:
  765. {
  766. //displays Thieves' Guild window (when hero enters Den of Thieves)
  767. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));
  768. callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showThievesGuildWindow, obj);
  769. }
  770. break;
  771. case UNIVERSITY_WINDOW:
  772. {
  773. //displays University window (when hero enters University on adventure map)
  774. const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1)));
  775. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  776. callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showUniversityWindow, market, hero);
  777. }
  778. break;
  779. case MARKET_WINDOW:
  780. {
  781. //displays Thieves' Guild window (when hero enters Den of Thieves)
  782. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
  783. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  784. const IMarket *market = IMarket::castFrom(obj);
  785. callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showMarketWindow, market, hero);
  786. }
  787. break;
  788. case HILL_FORT_WINDOW:
  789. {
  790. //displays Hill fort window
  791. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
  792. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  793. callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero);
  794. }
  795. break;
  796. case PUZZLE_MAP:
  797. {
  798. callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showPuzzleMap);
  799. }
  800. break;
  801. case TAVERN_WINDOW:
  802. const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),
  803. *obj2 = cl->getObj(ObjectInstanceID(id2));
  804. callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::showTavernWindow, obj2);
  805. break;
  806. }
  807. }
  808. void CenterView::applyCl(CClient *cl)
  809. {
  810. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::centerView, pos, focusTime);
  811. }
  812. void NewObject::applyCl(CClient *cl)
  813. {
  814. cl->invalidatePaths();
  815. const CGObjectInstance *obj = cl->getObj(id);
  816. if(CGI->mh)
  817. CGI->mh->printObject(obj, true);
  818. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  819. {
  820. if(GS(cl)->isVisible(obj, i->first))
  821. i->second->newObject(obj);
  822. }
  823. }
  824. void SetAvailableArtifacts::applyCl(CClient *cl)
  825. {
  826. if(id < 0) //artifact merchants globally
  827. {
  828. callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);
  829. }
  830. else
  831. {
  832. const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));
  833. assert(bm);
  834. callInterfaceIfPresent(cl, cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);
  835. }
  836. }
  837. void EntitiesChanged::applyCl(CClient *cl)
  838. {
  839. cl->invalidatePaths();
  840. }