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. for(auto player : players)
  307. {
  308. auto & plSettings = CSH->si->getIthPlayersSettings(player);
  309. if(playerConnectionId == PlayerSettings::PLAYER_AI)
  310. {
  311. plSettings.connectedPlayerIDs.clear();
  312. cl->initPlayerEnvironments();
  313. cl->initPlayerInterfaces();
  314. auto currentPlayer = cl->gameState()->currentPlayer;
  315. callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, currentPlayer);
  316. callOnlyThatInterface(cl, currentPlayer, &CGameInterface::yourTurn);
  317. }
  318. else if(playerConnectionId == CSH->c->connectionID)
  319. {
  320. plSettings.connectedPlayerIDs.insert(playerConnectionId);
  321. cl->playerint.clear();
  322. cl->initPlayerInterfaces();
  323. auto currentPlayer = cl->gameState()->currentPlayer;
  324. callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, currentPlayer);
  325. callOnlyThatInterface(cl, currentPlayer, &CGameInterface::yourTurn);
  326. }
  327. }
  328. }
  329. void RemoveBonus::applyCl(CClient *cl)
  330. {
  331. cl->invalidatePaths();
  332. switch(who)
  333. {
  334. case HERO:
  335. {
  336. const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
  337. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, bonus, false);
  338. }
  339. break;
  340. case PLAYER:
  341. {
  342. //const PlayerState *p = GS(cl)->getPlayerState(id);
  343. callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, bonus, false);
  344. }
  345. break;
  346. }
  347. }
  348. void RemoveObject::applyFirstCl(CClient *cl)
  349. {
  350. const CGObjectInstance *o = cl->getObj(id);
  351. if(CGI->mh)
  352. CGI->mh->hideObject(o, true);
  353. //notify interfaces about removal
  354. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  355. {
  356. //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
  357. //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
  358. if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
  359. i->second->objectRemoved(o);
  360. }
  361. }
  362. void RemoveObject::applyCl(CClient *cl)
  363. {
  364. cl->invalidatePaths();
  365. }
  366. void TryMoveHero::applyFirstCl(CClient *cl)
  367. {
  368. CGHeroInstance *h = GS(cl)->getHero(id);
  369. //check if playerint will have the knowledge about movement - if not, directly update maphandler
  370. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  371. {
  372. auto ps = GS(cl)->getPlayerState(i->first);
  373. if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
  374. {
  375. if(ps->human)
  376. humanKnows = true;
  377. }
  378. }
  379. if(!CGI->mh)
  380. return;
  381. if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK || !humanKnows)
  382. CGI->mh->hideObject(h, result == EMBARK && humanKnows);
  383. if(result == DISEMBARK)
  384. CGI->mh->printObject(h->boat);
  385. }
  386. void TryMoveHero::applyCl(CClient *cl)
  387. {
  388. const CGHeroInstance *h = cl->getHero(id);
  389. cl->invalidatePaths();
  390. if(CGI->mh)
  391. {
  392. if(result == TELEPORTATION || result == EMBARK || result == DISEMBARK)
  393. CGI->mh->printObject(h, result == DISEMBARK);
  394. if(result == EMBARK)
  395. CGI->mh->hideObject(h->boat);
  396. }
  397. PlayerColor player = h->tempOwner;
  398. for(auto &i : cl->playerint)
  399. if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)
  400. i.second->tileRevealed(fowRevealed);
  401. //notify interfaces about move
  402. auto gs = cl->gameState();
  403. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  404. {
  405. if(i->first != PlayerColor::SPECTATOR && gs->checkForStandardLoss(i->first)) // Do not notify vanquished player's interface
  406. continue;
  407. if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
  408. || GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
  409. {
  410. // src and dst of enemy hero move may be not visible => 'verbose' should be false
  411. const bool verbose = cl->getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES;
  412. i->second->heroMoved(*this, verbose);
  413. }
  414. }
  415. //maphandler didn't get update from playerint, do it now
  416. //TODO: restructure nicely
  417. if(!humanKnows && CGI->mh)
  418. CGI->mh->printObject(h);
  419. }
  420. bool TryMoveHero::stopMovement() const
  421. {
  422. return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
  423. }
  424. void NewStructures::applyCl(CClient *cl)
  425. {
  426. CGTownInstance *town = GS(cl)->getTown(tid);
  427. for(const auto & id : bid)
  428. {
  429. callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);
  430. }
  431. }
  432. void RazeStructures::applyCl (CClient *cl)
  433. {
  434. CGTownInstance *town = GS(cl)->getTown(tid);
  435. for(const auto & id : bid)
  436. {
  437. callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 2);
  438. }
  439. }
  440. void SetAvailableCreatures::applyCl(CClient *cl)
  441. {
  442. const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));
  443. //inform order about the change
  444. PlayerColor p;
  445. if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor
  446. p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;
  447. else
  448. p = dw->tempOwner;
  449. callInterfaceIfPresent(cl, p, &IGameEventsReceiver::availableCreaturesChanged, dw);
  450. }
  451. void SetHeroesInTown::applyCl(CClient *cl)
  452. {
  453. CGTownInstance *t = GS(cl)->getTown(tid);
  454. CGHeroInstance *hGarr = GS(cl)->getHero(this->garrison);
  455. CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting);
  456. //inform all players that see this object
  457. for(auto i = cl->playerint.cbegin(); i != cl->playerint.cend(); ++i)
  458. {
  459. if(i->first >= PlayerColor::PLAYER_LIMIT)
  460. continue;
  461. if(GS(cl)->isVisible(t, i->first) ||
  462. (hGarr && GS(cl)->isVisible(hGarr, i->first)) ||
  463. (hVisit && GS(cl)->isVisible(hVisit, i->first)))
  464. {
  465. cl->playerint[i->first]->heroInGarrisonChange(t);
  466. }
  467. }
  468. }
  469. void HeroRecruited::applyCl(CClient *cl)
  470. {
  471. CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();
  472. if(h->subID != hid)
  473. {
  474. logNetwork->error("Something wrong with hero recruited!");
  475. }
  476. bool needsPrinting = true;
  477. if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))
  478. {
  479. if(const CGTownInstance *t = GS(cl)->getTown(tid))
  480. {
  481. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroInGarrisonChange, t);
  482. needsPrinting = false;
  483. }
  484. }
  485. if(needsPrinting && CGI->mh)
  486. CGI->mh->printObject(h);
  487. }
  488. void GiveHero::applyCl(CClient *cl)
  489. {
  490. CGHeroInstance *h = GS(cl)->getHero(id);
  491. if(CGI->mh)
  492. CGI->mh->printObject(h);
  493. callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);
  494. }
  495. void GiveHero::applyFirstCl(CClient *cl)
  496. {
  497. if(CGI->mh)
  498. CGI->mh->hideObject(GS(cl)->getHero(id));
  499. }
  500. void InfoWindow::applyCl(CClient *cl)
  501. {
  502. std::string str;
  503. text.toString(str);
  504. if(!callInterfaceIfPresent(cl, player, &CGameInterface::showInfoDialog, str,components,(soundBase::soundID)soundID))
  505. logNetwork->warn("We received InfoWindow for not our player...");
  506. }
  507. void SetObjectProperty::applyCl(CClient * cl)
  508. {
  509. //inform all players that see this object
  510. for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
  511. {
  512. if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))
  513. callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, this);
  514. }
  515. }
  516. void HeroLevelUp::applyCl(CClient *cl)
  517. {
  518. const CGHeroInstance * hero = cl->getHero(heroId);
  519. assert(hero);
  520. callOnlyThatInterface(cl, player, &CGameInterface::heroGotLevel, hero, primskill, skills, queryID);
  521. }
  522. void CommanderLevelUp::applyCl(CClient *cl)
  523. {
  524. const CGHeroInstance * hero = cl->getHero(heroId);
  525. assert(hero);
  526. const CCommanderInstance * commander = hero->commander;
  527. assert(commander);
  528. assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance?
  529. callOnlyThatInterface(cl, player, &CGameInterface::commanderGotLevel, commander, skills, queryID);
  530. }
  531. void BlockingDialog::applyCl(CClient *cl)
  532. {
  533. std::string str;
  534. text.toString(str);
  535. if(!callOnlyThatInterface(cl, player, &CGameInterface::showBlockingDialog, str, components, queryID, (soundBase::soundID)soundID, selection(), cancel()))
  536. logNetwork->warn("We received YesNoDialog for not our player...");
  537. }
  538. void GarrisonDialog::applyCl(CClient *cl)
  539. {
  540. const CGHeroInstance *h = cl->getHero(hid);
  541. const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));
  542. callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, removableUnits, queryID);
  543. }
  544. void ExchangeDialog::applyCl(CClient *cl)
  545. {
  546. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroExchangeStarted, hero1, hero2, queryID);
  547. }
  548. void TeleportDialog::applyCl(CClient *cl)
  549. {
  550. callOnlyThatInterface(cl, player, &CGameInterface::showTeleportDialog, channel, exits, impassable, queryID);
  551. }
  552. void MapObjectSelectDialog::applyCl(CClient * cl)
  553. {
  554. callOnlyThatInterface(cl, player, &CGameInterface::showMapObjectSelectDialog, queryID, icon, title, description, objects);
  555. }
  556. void BattleStart::applyFirstCl(CClient *cl)
  557. {
  558. // Cannot use the usual code because curB is not set yet
  559. callOnlyThatBattleInterface(cl, info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  560. info->tile, info->sides[0].hero, info->sides[1].hero);
  561. callOnlyThatBattleInterface(cl, info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  562. info->tile, info->sides[0].hero, info->sides[1].hero);
  563. callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
  564. info->tile, info->sides[0].hero, info->sides[1].hero);
  565. }
  566. void BattleStart::applyCl(CClient *cl)
  567. {
  568. cl->battleStarted(info);
  569. }
  570. void BattleNextRound::applyFirstCl(CClient *cl)
  571. {
  572. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, round);
  573. }
  574. void BattleNextRound::applyCl(CClient *cl)
  575. {
  576. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, round);
  577. }
  578. void BattleSetActiveStack::applyCl(CClient *cl)
  579. {
  580. if(!askPlayerInterface)
  581. return;
  582. const CStack *activated = GS(cl)->curB->battleGetStackByID(stack);
  583. PlayerColor playerToCall; //player that will move activated stack
  584. if (activated->hasBonusOfType(Bonus::HYPNOTIZED))
  585. {
  586. playerToCall = (GS(cl)->curB->sides[0].color == activated->owner
  587. ? GS(cl)->curB->sides[1].color
  588. : GS(cl)->curB->sides[0].color);
  589. }
  590. else
  591. {
  592. playerToCall = activated->owner;
  593. }
  594. cl->startPlayerBattleAction(playerToCall);
  595. }
  596. void BattleLogMessage::applyCl(CClient * cl)
  597. {
  598. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, lines);
  599. }
  600. void BattleTriggerEffect::applyCl(CClient * cl)
  601. {
  602. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);
  603. }
  604. void BattleUpdateGateState::applyFirstCl(CClient * cl)
  605. {
  606. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, state);
  607. }
  608. void BattleResult::applyFirstCl(CClient *cl)
  609. {
  610. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, this);
  611. cl->battleFinished();
  612. }
  613. void BattleStackMoved::applyFirstCl(CClient *cl)
  614. {
  615. const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);
  616. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance);
  617. }
  618. void BattleAttack::applyFirstCl(CClient *cl)
  619. {
  620. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);
  621. }
  622. void BattleAttack::applyCl(CClient *cl)
  623. {
  624. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
  625. }
  626. void StartAction::applyFirstCl(CClient *cl)
  627. {
  628. cl->curbaction = boost::make_optional(ba);
  629. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, ba);
  630. }
  631. void BattleSpellCast::applyCl(CClient *cl)
  632. {
  633. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, this);
  634. }
  635. void SetStackEffect::applyCl(CClient *cl)
  636. {
  637. //informing about effects
  638. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, *this);
  639. }
  640. void StacksInjured::applyCl(CClient *cl)
  641. {
  642. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks);
  643. }
  644. void BattleResultsApplied::applyCl(CClient *cl)
  645. {
  646. callInterfaceIfPresent(cl, player1, &IGameEventsReceiver::battleResultsApplied);
  647. callInterfaceIfPresent(cl, player2, &IGameEventsReceiver::battleResultsApplied);
  648. callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);
  649. }
  650. void BattleUnitsChanged::applyCl(CClient * cl)
  651. {
  652. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects);
  653. }
  654. void BattleObstaclesChanged::applyCl(CClient *cl)
  655. {
  656. //inform interfaces about removed obstacles
  657. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, changes);
  658. }
  659. void CatapultAttack::applyCl(CClient *cl)
  660. {
  661. //inform interfaces about catapult attack
  662. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, *this);
  663. }
  664. CGameState* CPackForClient::GS(CClient *cl)
  665. {
  666. return cl->gs;
  667. }
  668. void EndAction::applyCl(CClient *cl)
  669. {
  670. callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl->curbaction);
  671. cl->curbaction.reset();
  672. }
  673. void PackageApplied::applyCl(CClient *cl)
  674. {
  675. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::requestRealized, this);
  676. if(!CClient::waitingRequest.tryRemovingElement(requestID))
  677. logNetwork->warn("Surprising server message! PackageApplied for unknown requestID!");
  678. }
  679. void SystemMessage::applyCl(CClient *cl)
  680. {
  681. std::ostringstream str;
  682. str << "System message: " << text;
  683. logNetwork->error(str.str()); // usually used to receive error messages from server
  684. if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
  685. LOCPLINT->cingconsole->print(str.str());
  686. }
  687. void PlayerBlocked::applyCl(CClient *cl)
  688. {
  689. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::playerBlocked, reason, startOrEnd == BLOCKADE_STARTED);
  690. }
  691. void YourTurn::applyCl(CClient *cl)
  692. {
  693. logNetwork->debug("Server gives turn to %s", player.getStr());
  694. callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
  695. callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);
  696. }
  697. void SaveGameClient::applyCl(CClient *cl)
  698. {
  699. const auto stem = FileInfo::GetPathStem(fname);
  700. CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1");
  701. try
  702. {
  703. CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::CLIENT_SAVEGAME)));
  704. cl->saveCommonState(save);
  705. save << *cl;
  706. }
  707. catch(std::exception &e)
  708. {
  709. logNetwork->error("Failed to save game:%s", e.what());
  710. }
  711. }
  712. void PlayerMessageClient::applyCl(CClient *cl)
  713. {
  714. logNetwork->debug("Player %s sends a message: %s", player.getStr(), text);
  715. std::ostringstream str;
  716. if(player.isSpectator())
  717. str << "Spectator: " << text;
  718. else
  719. str << cl->getPlayerState(player)->nodeName() <<": " << text;
  720. if(LOCPLINT)
  721. LOCPLINT->cingconsole->print(str.str());
  722. }
  723. void ShowInInfobox::applyCl(CClient *cl)
  724. {
  725. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::showComp, c, text.toString());
  726. }
  727. void AdvmapSpellCast::applyCl(CClient *cl)
  728. {
  729. cl->invalidatePaths();
  730. auto caster = cl->getHero(casterID);
  731. if(caster)
  732. //consider notifying other interfaces that see hero?
  733. callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, spellID);
  734. else
  735. logNetwork->error("Invalid hero instance");
  736. }
  737. void ShowWorldViewEx::applyCl(CClient * cl)
  738. {
  739. callOnlyThatInterface(cl, player, &CGameInterface::showWorldViewEx, objectPositions);
  740. }
  741. void OpenWindow::applyCl(CClient *cl)
  742. {
  743. switch(window)
  744. {
  745. case RECRUITMENT_FIRST:
  746. case RECRUITMENT_ALL:
  747. {
  748. const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));
  749. const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));
  750. callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
  751. }
  752. break;
  753. case SHIPYARD_WINDOW:
  754. {
  755. const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));
  756. callInterfaceIfPresent(cl, sy->o->tempOwner, &IGameEventsReceiver::showShipyardDialog, sy);
  757. }
  758. break;
  759. case THIEVES_GUILD:
  760. {
  761. //displays Thieves' Guild window (when hero enters Den of Thieves)
  762. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));
  763. callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showThievesGuildWindow, obj);
  764. }
  765. break;
  766. case UNIVERSITY_WINDOW:
  767. {
  768. //displays University window (when hero enters University on adventure map)
  769. const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1)));
  770. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  771. callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::showUniversityWindow, market, hero);
  772. }
  773. break;
  774. case MARKET_WINDOW:
  775. {
  776. //displays Thieves' Guild window (when hero enters Den of Thieves)
  777. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
  778. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  779. const IMarket *market = IMarket::castFrom(obj);
  780. callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showMarketWindow, market, hero);
  781. }
  782. break;
  783. case HILL_FORT_WINDOW:
  784. {
  785. //displays Hill fort window
  786. const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
  787. const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
  788. callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero);
  789. }
  790. break;
  791. case PUZZLE_MAP:
  792. {
  793. callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showPuzzleMap);
  794. }
  795. break;
  796. case TAVERN_WINDOW:
  797. const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),
  798. *obj2 = cl->getObj(ObjectInstanceID(id2));
  799. callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::showTavernWindow, obj2);
  800. break;
  801. }
  802. }
  803. void CenterView::applyCl(CClient *cl)
  804. {
  805. callInterfaceIfPresent(cl, player, &IGameEventsReceiver::centerView, pos, focusTime);
  806. }
  807. void NewObject::applyCl(CClient *cl)
  808. {
  809. cl->invalidatePaths();
  810. const CGObjectInstance *obj = cl->getObj(id);
  811. if(CGI->mh)
  812. CGI->mh->printObject(obj, true);
  813. for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
  814. {
  815. if(GS(cl)->isVisible(obj, i->first))
  816. i->second->newObject(obj);
  817. }
  818. }
  819. void SetAvailableArtifacts::applyCl(CClient *cl)
  820. {
  821. if(id < 0) //artifact merchants globally
  822. {
  823. callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);
  824. }
  825. else
  826. {
  827. const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));
  828. assert(bm);
  829. callInterfaceIfPresent(cl, cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);
  830. }
  831. }
  832. void EntitiesChanged::applyCl(CClient *cl)
  833. {
  834. cl->invalidatePaths();
  835. }