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