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| #include "StdInc.h"#include "../lib/NetPacks.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/filesystem/CFileInfo.h"#include "../CCallback.h"#include "Client.h"#include "CPlayerInterface.h"#include "CGameInfo.h"#include "../lib/Connection.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/VCMI_Lib.h"#include "../lib/mapping/CMap.h"#include "../lib/VCMIDirs.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/CSoundBase.h"#include "../lib/StartInfo.h"#include "mapHandler.h"#include "windows/GUIClasses.h"#include "../lib/CConfigHandler.h"#include "gui/SDL_Extensions.h"#include "battle/CBattleInterface.h"#include "../lib/mapping/CCampaignHandler.h"#include "../lib/CGameState.h"#include "../lib/BattleState.h"#include "../lib/GameConstants.h"#include "../lib/CPlayerState.h"#include "gui/CGuiHandler.h"#include "widgets/MiscWidgets.h"#include "widgets/AdventureMapClasses.h"#include "CMT.h"//macros to avoid code duplication - calls given method with given arguments if interface for specific player is present//awaiting variadic templates...#define CALL_IN_PRIVILAGED_INTS(function, ...)										\	do																				\	{																				\		for(auto &ger : cl->privilagedGameEventReceivers)	\			ger->function(__VA_ARGS__);												\	} while(0)#define CALL_ONLY_THAT_INTERFACE(player, function, ...)		\		do													\		{													\		if(vstd::contains(cl->playerint,player))			\			cl->playerint[player]->function(__VA_ARGS__);	\		}while(0)#define INTERFACE_CALL_IF_PRESENT(player,function,...) 				\		do															\		{															\			CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\			CALL_IN_PRIVILAGED_INTS(function, __VA_ARGS__);			\		} while(0)#define CALL_ONLY_THAT_BATTLE_INTERFACE(player,function, ...) 	\	do															\	{															\		if(vstd::contains(cl->battleints,player))				\			cl->battleints[player]->function(__VA_ARGS__);		\																\		if(cl->additionalBattleInts.count(player))				\		{														\			for(auto bInt : cl->additionalBattleInts[player])\				bInt->function(__VA_ARGS__);					\		}														\	} while (0);#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) 	\	do															\	{															\		for(auto & ber : cl->privilagedBattleEventReceivers)\			ber->function(__VA_ARGS__);							\	} while(0)#define BATTLE_INTERFACE_CALL_IF_PRESENT(player,function,...) 	\	do															\	{															\		CALL_ONLY_THAT_INTERFACE(player, function, __VA_ARGS__);\		BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__);	\	} while(0)//calls all normal interfaces and privilaged ones, playerints may be updated when iterating over it, so we need a copy#define CALL_IN_ALL_INTERFACES(function, ...)							\	do																	\	{																	\		auto ints = cl->playerint;			\		for(auto i = ints.begin(); i != ints.end(); i++)\			CALL_ONLY_THAT_INTERFACE(i->first, function, __VA_ARGS__);	\	} while(0)#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) 				\	CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0].color, function, __VA_ARGS__)	\	CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1].color, function, __VA_ARGS__)	\	BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)/* * NetPacksClient.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */void SetResources::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(player,receivedResource,-1,-1);}void SetResource::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(player,receivedResource,resid,val);}void SetPrimSkill::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(id);	if(!h)	{        logNetwork->errorStream() << "Cannot find hero with ID " << id.getNum();		return;	}	INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);}void SetSecSkill::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(id);	if(!h)	{        logNetwork->errorStream() << "Cannot find hero with ID " << id;		return;	}	INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroSecondarySkillChanged,h,which,val);}void HeroVisitCastle::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(hid);	if(start())	{		INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroVisitsTown, h, GS(cl)->getTown(tid));	}}void ChangeSpells::applyCl( CClient *cl ){	//TODO: inform interface?}void SetMana::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(hid);	INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroManaPointsChanged, h);}void SetMovePoints::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(hid);	cl->invalidatePaths();	INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);}void FoWChange::applyCl( CClient *cl ){	for(auto &i : cl->playerint)	{		if(cl->getPlayerRelations(i.first, player) == PlayerRelations::SAME_PLAYER && waitForDialogs && LOCPLINT == i.second.get())		{			LOCPLINT->waitWhileDialog();		}		if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)		{			if(mode)				i.second->tileRevealed(tiles);			else				i.second->tileHidden(tiles);		}	}	cl->invalidatePaths();}void SetAvailableHeroes::applyCl( CClient *cl ){	//TODO: inform interface?}void ChangeStackCount::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChagedCount, sl, count, absoluteValue);}void SetStackType::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stackChangedType, sl, *type);}void EraseStack::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner, stacksErased, sl);}void SwapStacks::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner, stacksSwapped, sl1, sl2);	if(sl1.army->tempOwner != sl2.army->tempOwner)		INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner, stacksSwapped, sl1, sl2);}void InsertNewStack::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());}void RebalanceStacks::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);	if(src.army->tempOwner != dst.army->tempOwner)		INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);}void PutArtifact::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactPut, al);}void EraseArtifact::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactRemoved, al);}void MoveArtifact::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(src.owningPlayer(), artifactMoved, src, dst);	if(src.owningPlayer() != dst.owningPlayer())		INTERFACE_CALL_IF_PRESENT(dst.owningPlayer(), artifactMoved, src, dst);}void AssembledArtifact::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactAssembled, al);}void DisassembledArtifact::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(al.owningPlayer(), artifactDisassembled, al);}void HeroVisit::applyCl( CClient *cl ){	assert(hero);	INTERFACE_CALL_IF_PRESENT(player, heroVisit, hero, obj, starting);}void NewTurn::applyCl( CClient *cl ){	cl->invalidatePaths();}void GiveBonus::applyCl( CClient *cl ){	cl->invalidatePaths();	switch(who)	{	case HERO:		{			const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));			INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true);		}		break;	case PLAYER:		{			const PlayerState *p = GS(cl)->getPlayer(PlayerColor(id));			INTERFACE_CALL_IF_PRESENT(PlayerColor(id), playerBonusChanged, *p->getBonusList().back(), true);		}		break;	}}void ChangeObjPos::applyFirstCl( CClient *cl ){	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);	if(flags & 1)		CGI->mh->hideObject(obj);}void ChangeObjPos::applyCl( CClient *cl ){	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);	if(flags & 1)		CGI->mh->printObject(obj);	cl->invalidatePaths();}void PlayerEndsGame::applyCl( CClient *cl ){	CALL_IN_ALL_INTERFACES(gameOver, player, victoryLossCheckResult);}void RemoveBonus::applyCl( CClient *cl ){	cl->invalidatePaths();	switch(who)	{	case HERO:		{			const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));			INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false);		}		break;	case PLAYER:		{			//const PlayerState *p = GS(cl)->getPlayer(id);			INTERFACE_CALL_IF_PRESENT(PlayerColor(id), playerBonusChanged, bonus, false);		}		break;	}}void UpdateCampaignState::applyCl( CClient *cl ){	cl->stopConnection();	cl->campaignMapFinished(camp);}void PrepareForAdvancingCampaign::applyCl(CClient *cl){	cl->serv->prepareForSendingHeroes();}void RemoveObject::applyFirstCl( CClient *cl ){	const CGObjectInstance *o = cl->getObj(id);	CGI->mh->hideObject(o, true);	//notify interfaces about removal	for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)	{		if(GS(cl)->isVisible(o, i->first))			i->second->objectRemoved(o);	}}void RemoveObject::applyCl( CClient *cl ){	cl->invalidatePaths();}void TryMoveHero::applyFirstCl( CClient *cl ){	CGHeroInstance *h = GS(cl)->getHero(id);	//check if playerint will have the knowledge about movement - if not, directly update maphandler	for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)	{		if(i->first >= PlayerColor::PLAYER_LIMIT)			continue;		TeamState *t = GS(cl)->getPlayerTeam(i->first);		if((t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])				&& GS(cl)->getPlayer(i->first)->human)			humanKnows = true;	}	if(result == TELEPORTATION  ||  result == EMBARK  ||  result == DISEMBARK  ||  !humanKnows)		CGI->mh->removeObject(h, result == EMBARK && humanKnows);	if(result == DISEMBARK)		CGI->mh->printObject(h->boat);}void TryMoveHero::applyCl( CClient *cl ){	const CGHeroInstance *h = cl->getHero(id);	cl->invalidatePaths();	if(result == TELEPORTATION  ||  result == EMBARK  ||  result == DISEMBARK)	{		CGI->mh->printObject(h, result == DISEMBARK);	}	if(result == EMBARK)		CGI->mh->hideObject(h->boat);	PlayerColor player = h->tempOwner;	for(auto &i : cl->playerint)		if(cl->getPlayerRelations(i.first, player) != PlayerRelations::ENEMIES)			i.second->tileRevealed(fowRevealed);	//notify interfaces about move	for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)	{		if(i->first >= PlayerColor::PLAYER_LIMIT) continue;		TeamState *t = GS(cl)->getPlayerTeam(i->first);		if(t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])		{			i->second->heroMoved(*this);		}	}	if(!humanKnows) //maphandler didn't get update from playerint, do it now	{				//TODO: restructure nicely		CGI->mh->printObject(h);	}}void NewStructures::applyCl( CClient *cl ){	CGTownInstance *town = GS(cl)->getTown(tid);	for(const auto & id : bid)	{		town->updateAppearance();		if(vstd::contains(cl->playerint,town->tempOwner))			cl->playerint[town->tempOwner]->buildChanged(town,id,1);	}}void RazeStructures::applyCl (CClient *cl){	CGTownInstance *town = GS(cl)->getTown(tid);	for(const auto & id : bid)	{		town->updateAppearance();		if(vstd::contains (cl->playerint,town->tempOwner))			cl->playerint[town->tempOwner]->buildChanged (town,id,2);	}}void SetAvailableCreatures::applyCl( CClient *cl ){	const CGDwelling *dw = static_cast<const CGDwelling*>(cl->getObj(tid));	//inform order about the change	PlayerColor p;	if(dw->ID == Obj::WAR_MACHINE_FACTORY) //War Machines Factory is not flaggable, it's "owned" by visitor		p = cl->getTile(dw->visitablePos())->visitableObjects.back()->tempOwner;	else		p = dw->tempOwner;	INTERFACE_CALL_IF_PRESENT(p, availableCreaturesChanged, dw);}void SetHeroesInTown::applyCl( CClient *cl ){	CGTownInstance *t = GS(cl)->getTown(tid);	CGHeroInstance *hGarr  = GS(cl)->getHero(this->garrison);	CGHeroInstance *hVisit = GS(cl)->getHero(this->visiting);	std::set<PlayerColor> playersToNotify;	if(vstd::contains(cl->playerint,t->tempOwner)) // our town		playersToNotify.insert(t->tempOwner);	if (hGarr && vstd::contains(cl->playerint,  hGarr->tempOwner))		playersToNotify.insert(hGarr->tempOwner);	if (hVisit && vstd::contains(cl->playerint, hVisit->tempOwner))		playersToNotify.insert(hVisit->tempOwner);	for(auto playerID : playersToNotify)		cl->playerint[playerID]->heroInGarrisonChange(t);}// void SetHeroArtifacts::applyCl( CClient *cl )// {// // 	CGHeroInstance *h = GS(cl)->getHero(hid);// // 	CGameInterface *player = (vstd::contains(cl->playerint,h->tempOwner) ? cl->playerint[h->tempOwner] : nullptr);// // 	if(!player)// // 		return;//// 	//h->recreateArtBonuses();// 	//player->heroArtifactSetChanged(h);//// // 	for(Bonus bonus : gained)// // 	{// // 		player->heroBonusChanged(h,bonus,true);// // 	}// // 	for(Bonus bonus : lost)// // 	{// // 		player->heroBonusChanged(h,bonus,false);// // 	}// }void HeroRecruited::applyCl( CClient *cl ){	CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();	if(h->subID != hid)	{        logNetwork->errorStream() << "Something wrong with hero recruited!";	}	CGI->mh->printObject(h);	if(vstd::contains(cl->playerint,h->tempOwner))	{		cl->playerint[h->tempOwner]->heroCreated(h);		if(const CGTownInstance *t = GS(cl)->getTown(tid))			cl->playerint[h->tempOwner]->heroInGarrisonChange(t);	}}void GiveHero::applyCl( CClient *cl ){	CGHeroInstance *h = GS(cl)->getHero(id);	CGI->mh->printObject(h);	cl->playerint[h->tempOwner]->heroCreated(h);}void GiveHero::applyFirstCl( CClient *cl ){	CGI->mh->hideObject(GS(cl)->getHero(id));}void InfoWindow::applyCl( CClient *cl ){	std::vector<Component*> comps;	for(auto & elem : components)	{		comps.push_back(&elem);	}	std::string str;	text.toString(str);	if(vstd::contains(cl->playerint,player))		cl->playerint.at(player)->showInfoDialog(str,comps,(soundBase::soundID)soundID);	else        logNetwork->warnStream() << "We received InfoWindow for not our player...";}void SetObjectProperty::applyCl( CClient *cl ){	//inform all players that see this object	for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)	{		if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))			INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);	}}void HeroLevelUp::applyCl( CClient *cl ){	//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);	if(vstd::contains(cl->playerint,hero->tempOwner))	{		cl->playerint[hero->tempOwner]->heroGotLevel(hero, primskill, skills, queryID);	}	//else	//	cb->selectionMade(0, queryID);}void CommanderLevelUp::applyCl( CClient *cl ){	const CCommanderInstance * commander = hero->commander;	assert (commander);	PlayerColor player = hero->tempOwner;	if (commander->armyObj && vstd::contains(cl->playerint, player)) //is it possible for Commander to exist beyond armed instance?	{		cl->playerint[player]->commanderGotLevel(commander, skills, queryID);	}}void BlockingDialog::applyCl( CClient *cl ){	std::string str;	text.toString(str);	if(vstd::contains(cl->playerint,player))		cl->playerint.at(player)->showBlockingDialog(str,components,queryID,(soundBase::soundID)soundID,selection(),cancel());	else        logNetwork->warnStream() << "We received YesNoDialog for not our player...";}void GarrisonDialog::applyCl(CClient *cl){	const CGHeroInstance *h = cl->getHero(hid);	const CArmedInstance *obj = static_cast<const CArmedInstance*>(cl->getObj(objid));	if(!vstd::contains(cl->playerint,h->getOwner()))		return;	cl->playerint.at(h->getOwner())->showGarrisonDialog(obj,h,removableUnits,queryID);}void ExchangeDialog::applyCl(CClient *cl){	assert(heroes[0] && heroes[1]);	INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID);}void TeleportDialog::applyCl( CClient *cl ){	CALL_ONLY_THAT_INTERFACE(hero->tempOwner,showTeleportDialog,channel,exits,impassable,queryID);}void BattleStart::applyFirstCl( CClient *cl ){	//Cannot use the usual macro because curB is not set yet	CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[0].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);	CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[1].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);	BATTLE_INTERFACE_CALL_RECEIVERS(battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);}void BattleStart::applyCl( CClient *cl ){	cl->battleStarted(info);}void BattleNextRound::applyFirstCl(CClient *cl){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRoundFirst,round);}void BattleNextRound::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewRound,round);}void BattleSetActiveStack::applyCl( CClient *cl ){	if(!askPlayerInterface)		return;	const CStack * activated = GS(cl)->curB->battleGetStackByID(stack);	PlayerColor playerToCall; //player that will move activated stack	if( activated->hasBonusOfType(Bonus::HYPNOTIZED) )	{		playerToCall = ( GS(cl)->curB->sides[0].color == activated->owner 			? GS(cl)->curB->sides[1].color 			: GS(cl)->curB->sides[0].color );	}	else	{		playerToCall = activated->owner;	}	if( vstd::contains(cl->battleints, playerToCall) )		boost::thread( std::bind(&CClient::waitForMoveAndSend, cl, playerToCall) );}void BattleTriggerEffect::applyCl(CClient * cl){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleTriggerEffect, *this);}void BattleObstaclePlaced::applyCl(CClient * cl){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);}void BattleResult::applyFirstCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);	cl->battleFinished();}void BattleStackMoved::applyFirstCl( CClient *cl ){	const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStackMoved,movedStack,tilesToMove,distance);}//void BattleStackAttacked::( CClient *cl )void BattleStackAttacked::applyFirstCl( CClient *cl ){	std::vector<BattleStackAttacked> bsa;	bsa.push_back(*this);	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);}void BattleAttack::applyFirstCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleAttack,this);	for (auto & elem : bsa)	{		for (int z=0; z<elem.healedStacks.size(); ++z)		{			elem.healedStacks[z].applyCl(cl);		}	}}void BattleAttack::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,bsa);}void StartAction::applyFirstCl( CClient *cl ){	cl->curbaction = ba;	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, ba);}void BattleSpellCast::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleSpellCast,this);}void SetStackEffect::applyCl( CClient *cl ){	//informing about effects	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksEffectsSet,*this);}void StacksInjured::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksAttacked,stacks);}void BattleResultsApplied::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);	INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);	INTERFACE_CALL_IF_PRESENT(PlayerColor::UNFLAGGABLE, battleResultsApplied);	if(GS(cl)->initialOpts->mode == StartInfo::DUEL)	{		handleQuit();	}}void StacksHealedOrResurrected::applyCl( CClient *cl ){	std::vector<std::pair<ui32, ui32> > shiftedHealed;	for(auto & elem : healedStacks)	{		shiftedHealed.push_back(std::make_pair(elem.stackID, elem.healedHP));	}	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksHealedRes, shiftedHealed, lifeDrain, tentHealing, drainedFrom);}void ObstaclesRemoved::applyCl( CClient *cl ){	//inform interfaces about removed obstacles	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesRemoved, obstacles);}void CatapultAttack::applyCl( CClient *cl ){	//inform interfaces about catapult attack	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleCatapultAttacked, *this);}void BattleStacksRemoved::applyFirstCl(CClient * cl){	//inform interfaces about removed stacks	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleStacksRemoved, *this);}void BattleStackAdded::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleNewStackAppeared, GS(cl)->curB->stacks.back());}CGameState* CPackForClient::GS( CClient *cl ){	return cl->gs;}void EndAction::applyCl( CClient *cl ){	BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionFinished, *cl->curbaction);	cl->curbaction.reset();}void PackageApplied::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(player, requestRealized, this);	if(!cl->waitingRequest.tryRemovingElement(requestID))        logNetwork->warnStream() << "Surprising server message!";}void SystemMessage::applyCl( CClient *cl ){	std::ostringstream str;	str << "System message: " << text;    logNetwork->errorStream() << str.str(); // usually used to receive error messages from server	if(LOCPLINT)		LOCPLINT->cingconsole->print(str.str());}void PlayerBlocked::applyCl( CClient *cl ){	INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason, startOrEnd==BLOCKADE_STARTED);}void YourTurn::applyCl( CClient *cl ){	CALL_IN_ALL_INTERFACES(playerStartsTurn, player);	CALL_ONLY_THAT_INTERFACE(player,yourTurn);}void SaveGame::applyCl(CClient *cl){	CFileInfo info(fname);	CResourceHandler::get("local")->createResource(info.getStem() + ".vcgm1");	try	{		CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::CLIENT_SAVEGAME)));		cl->saveCommonState(save);		save << *cl;	}	catch(std::exception &e)	{        logNetwork->errorStream() << "Failed to save game:" << e.what();	}}void PlayerMessage::applyCl(CClient *cl){	logNetwork->debugStream() << "Player "<< player <<" sends a message: " << text;	std::ostringstream str;	str << cl->getPlayer(player)->nodeName() <<": " << text;	if(LOCPLINT)		LOCPLINT->cingconsole->print(str.str());}void ShowInInfobox::applyCl(CClient *cl){	INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());}void AdvmapSpellCast::applyCl(CClient *cl){	cl->invalidatePaths();	//consider notifying other interfaces that see hero?	INTERFACE_CALL_IF_PRESENT(caster->getOwner(),advmapSpellCast, caster, spellID);}void ShowWorldViewEx::applyCl(CClient * cl){	CALL_ONLY_THAT_INTERFACE(player, showWorldViewEx, objectPositions);}void OpenWindow::applyCl(CClient *cl){	switch(window)	{	case RECRUITMENT_FIRST:	case RECRUITMENT_ALL:		{			const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));			const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));			INTERFACE_CALL_IF_PRESENT(dst->tempOwner,showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);		}		break;	case SHIPYARD_WINDOW:		{			const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));			INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy);		}		break;	case THIEVES_GUILD:		{			//displays Thieves' Guild window (when hero enters Den of Thieves)			const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));			INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showThievesGuildWindow, obj);		}		break;	case UNIVERSITY_WINDOW:		{			//displays University window (when hero enters University on adventure map)			const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1)));			const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));			INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero);		}		break;	case MARKET_WINDOW:		{			//displays Thieves' Guild window (when hero enters Den of Thieves)			const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));			const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));			const IMarket *market = IMarket::castFrom(obj);			INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showMarketWindow, market, hero);		}		break;	case HILL_FORT_WINDOW:		{			//displays Hill fort window			const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));			const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));			INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero);		}		break;	case PUZZLE_MAP:		{			INTERFACE_CALL_IF_PRESENT(PlayerColor(id1), showPuzzleMap);		}		break;	case TAVERN_WINDOW:		const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),								*obj2 = cl->getObj(ObjectInstanceID(id2));		INTERFACE_CALL_IF_PRESENT(obj1->tempOwner, showTavernWindow, obj2);		break;	}}void CenterView::applyCl(CClient *cl){	INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);}void NewObject::applyCl(CClient *cl){	cl->invalidatePaths();	const CGObjectInstance *obj = cl->getObj(id);	CGI->mh->printObject(obj, true);	for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)	{		if(GS(cl)->isVisible(obj, i->first))			i->second->newObject(obj);	}}void SetAvailableArtifacts::applyCl(CClient *cl){	if(id < 0) //artifact merchants globally	{		for(auto & elem : cl->playerint)			elem.second->availableArtifactsChanged(nullptr);	}	else	{		const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));		assert(bm);		INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm);	}}void TradeComponents::applyCl(CClient *cl){///Shop handler	switch (CGI->mh->map->objects.at(objectid)->ID)	{	case Obj::BLACK_MARKET:		break;	case Obj::TAVERN:		break;	case Obj::DEN_OF_THIEVES:		break;	case Obj::TRADING_POST_SNOW:		break;	default:        logNetwork->warnStream() << "Shop type not supported!";	}}
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