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