| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903 | /* * 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 * */#include "StdInc.h"#include "../lib/NetPacks.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/filesystem/FileInfo.h"#include "../CCallback.h"#include "Client.h"#include "CPlayerInterface.h"#include "CGameInfo.h"#include "../lib/serializer/Connection.h"#include "../lib/serializer/BinarySerializer.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/CStack.h"#include "../lib/battle/BattleInfo.h"#include "../lib/GameConstants.h"#include "../lib/CPlayerState.h"#include "gui/CGuiHandler.h"#include "widgets/MiscWidgets.h"#include "widgets/AdventureMapClasses.h"#include "CMT.h"// TODO: as Tow suggested these template should all be part of CClient// This will require rework spectator interface properly thoughtemplate<typename T, typename ... Args, typename ... Args2>void callPrivilegedInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args){	for(auto &ger : cl->privilegedGameEventReceivers)		((*ger).*ptr)(std::forward<Args2>(args)...);}template<typename T, typename ... Args, typename ... Args2>bool callOnlyThatInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	if(vstd::contains(cl->playerint, player))	{		((*cl->playerint[player]).*ptr)(std::forward<Args2>(args)...);		return true;	}	return false;}template<typename T, typename ... Args, typename ... Args2>bool callInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);	callPrivilegedInterfaces(cl, ptr, std::forward<Args2>(args)...);	return called;}template<typename T, typename ... Args, typename ... Args2>void callOnlyThatBattleInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	if(vstd::contains(cl->battleints,player))		((*cl->battleints[player]).*ptr)(std::forward<Args2>(args)...);	if(cl->additionalBattleInts.count(player))	{		for(auto bInt : cl->additionalBattleInts[player])			((*bInt).*ptr)(std::forward<Args2>(args)...);	}}template<typename T, typename ... Args, typename ... Args2>void callPrivilegedBattleInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args){	for(auto & ber : cl->privilegedBattleEventReceivers)		((*ber).*ptr)(std::forward<Args2>(args)...);}template<typename T, typename ... Args, typename ... Args2>void callBattleInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args){	callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);	callPrivilegedBattleInterfaces(cl, ptr, std::forward<Args2>(args)...);}//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copytemplate<typename T, typename ... Args, typename ... Args2>void callAllInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args){	for(auto pInt : cl->playerint)		((*pInt.second).*ptr)(std::forward<Args2>(args)...);}//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copytemplate<typename T, typename ... Args, typename ... Args2>void callBattleInterfaceIfPresentForBothSides(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args){	callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);	callOnlyThatBattleInterface(cl, cl->gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)	{		callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);	}	callPrivilegedBattleInterfaces(cl, ptr, std::forward<Args2>(args)...);}void SetResources::applyCl(CClient *cl){	//todo: inform on actual resource set transfered	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::receivedResource);}void SetPrimSkill::applyCl(CClient *cl){	const CGHeroInstance *h = cl->getHero(id);	if(!h)	{		logNetwork->error("Cannot find hero with ID %d", id.getNum());		return;	}	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroPrimarySkillChanged, h, which, val);}void SetSecSkill::applyCl(CClient *cl){	const CGHeroInstance *h = cl->getHero(id);	if(!h)	{		logNetwork->error("Cannot find hero with ID %d", id.getNum());		return;	}	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroSecondarySkillChanged, h, which, val);}void HeroVisitCastle::applyCl(CClient *cl){	const CGHeroInstance *h = cl->getHero(hid);	if(start())	{		callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::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);	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroManaPointsChanged, h);}void SetMovePoints::applyCl(CClient *cl){	const CGHeroInstance *h = cl->getHero(hid);	cl->invalidatePaths();	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::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){	callInterfaceIfPresent(cl, sl.army->tempOwner, &IGameEventsReceiver::stackChagedCount, sl, count, absoluteValue);}void SetStackType::applyCl(CClient *cl){	callInterfaceIfPresent(cl, sl.army->tempOwner, &IGameEventsReceiver::stackChangedType, sl, *type);}void EraseStack::applyCl(CClient *cl){	callInterfaceIfPresent(cl, sl.army->tempOwner, &IGameEventsReceiver::stacksErased, sl);}void SwapStacks::applyCl(CClient *cl){	callInterfaceIfPresent(cl, sl1.army->tempOwner, &IGameEventsReceiver::stacksSwapped, sl1, sl2);	if(sl1.army->tempOwner != sl2.army->tempOwner)		callInterfaceIfPresent(cl, sl2.army->tempOwner, &IGameEventsReceiver::stacksSwapped, sl1, sl2);}void InsertNewStack::applyCl(CClient *cl){	callInterfaceIfPresent(cl, sl.army->tempOwner, &IGameEventsReceiver::newStackInserted, sl, *sl.getStack());}void RebalanceStacks::applyCl(CClient *cl){	callInterfaceIfPresent(cl, src.army->tempOwner, &IGameEventsReceiver::stacksRebalanced, src, dst, count);	if(src.army->tempOwner != dst.army->tempOwner)		callInterfaceIfPresent(cl, dst.army->tempOwner, &IGameEventsReceiver::stacksRebalanced, src, dst, count);}void PutArtifact::applyCl(CClient *cl){	callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactPut, al);}void EraseArtifact::applyCl(CClient *cl){	callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, al);}void MoveArtifact::applyCl(CClient *cl){	callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);	if(src.owningPlayer() != dst.owningPlayer())		callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);}void AssembledArtifact::applyCl(CClient *cl){	callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactAssembled, al);}void DisassembledArtifact::applyCl(CClient *cl){	callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactDisassembled, al);}void HeroVisit::applyCl(CClient *cl){	assert(hero);	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::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));			callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, *h->getBonusList().back(), true);		}		break;	case PLAYER:		{			const PlayerState *p = GS(cl)->getPlayer(PlayerColor(id));			callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, *p->getBonusList().back(), true);		}		break;	}}void ChangeObjPos::applyFirstCl(CClient *cl){	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);	if(flags & 1 && CGI->mh)		CGI->mh->hideObject(obj);}void ChangeObjPos::applyCl(CClient *cl){	CGObjectInstance *obj = GS(cl)->getObjInstance(objid);	if(flags & 1 && CGI->mh)		CGI->mh->printObject(obj);	cl->invalidatePaths();}void PlayerEndsGame::applyCl(CClient *cl){	callAllInterfaces(cl, &IGameEventsReceiver::gameOver, player, victoryLossCheckResult);	// In auto testing mode we always close client if red player won or lose	if(!settings["session"]["testmap"].isNull() && player == PlayerColor(0))		handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not}void RemoveBonus::applyCl(CClient *cl){	cl->invalidatePaths();	switch(who)	{	case HERO:		{			const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));			callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroBonusChanged, h, bonus, false);		}		break;	case PLAYER:		{			//const PlayerState *p = GS(cl)->getPlayer(id);			callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::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);	if(CGI->mh)		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++)	{		auto ps = GS(cl)->getPlayer(i->first);		if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))		{			if(ps->human)				humanKnows = true;		}	}	if(!CGI->mh)		return;	if(result == TELEPORTATION  ||  result == EMBARK  ||  result == DISEMBARK  ||  !humanKnows)		CGI->mh->hideObject(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(CGI->mh)	{		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(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)			|| GS(cl)->isVisible(end - int3(1, 0, 0), i->first))		{			i->second->heroMoved(*this);		}	}	//maphandler didn't get update from playerint, do it now	//TODO: restructure nicely	if(!humanKnows && CGI->mh)		CGI->mh->printObject(h);}bool TryMoveHero::stopMovement() const{	return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;}void NewStructures::applyCl(CClient *cl){	CGTownInstance *town = GS(cl)->getTown(tid);	for(const auto & id : bid)	{		callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);	}}void RazeStructures::applyCl (CClient *cl){	CGTownInstance *town = GS(cl)->getTown(tid);	for(const auto & id : bid)	{		callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::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;	callInterfaceIfPresent(cl, p, &IGameEventsReceiver::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);	//inform all players that see this object	for(auto i = cl->playerint.cbegin(); i != cl->playerint.cend(); ++i)	{		if(i->first >= PlayerColor::PLAYER_LIMIT)			continue;		if(GS(cl)->isVisible(t, i->first) ||			(hGarr && GS(cl)->isVisible(hGarr, i->first)) ||			(hVisit && GS(cl)->isVisible(hVisit, i->first)))		{			cl->playerint[i->first]->heroInGarrisonChange(t);		}	}}void HeroRecruited::applyCl(CClient *cl){	CGHeroInstance *h = GS(cl)->map->heroesOnMap.back();	if(h->subID != hid)	{		logNetwork->error("Something wrong with hero recruited!");	}	bool needsPrinting = true;	if(callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h))	{		if(const CGTownInstance *t = GS(cl)->getTown(tid))		{			callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroInGarrisonChange, t);			needsPrinting = false;		}	}	if(needsPrinting && CGI->mh)		CGI->mh->printObject(h);}void GiveHero::applyCl(CClient *cl){	CGHeroInstance *h = GS(cl)->getHero(id);	if(CGI->mh)		CGI->mh->printObject(h);	callInterfaceIfPresent(cl, h->tempOwner, &IGameEventsReceiver::heroCreated, h);}void GiveHero::applyFirstCl(CClient *cl){	if(CGI->mh)		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(!callInterfaceIfPresent(cl, player, &CGameInterface::showInfoDialog, str,comps,(soundBase::soundID)soundID))		logNetwork->warn("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))			callInterfaceIfPresent(cl, it->first, &IGameEventsReceiver::objectPropertyChanged, this);	}}void HeroLevelUp::applyCl(CClient *cl){	callOnlyThatInterface(cl, hero->tempOwner, &CGameInterface::heroGotLevel, hero, primskill, skills, queryID);}void CommanderLevelUp::applyCl(CClient *cl){	const CCommanderInstance * commander = hero->commander;	assert(commander);	assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance?	callOnlyThatInterface(cl, hero->tempOwner, &CGameInterface::commanderGotLevel, commander, skills, queryID);}void BlockingDialog::applyCl(CClient *cl){	std::string str;	text.toString(str);	if(!callOnlyThatInterface(cl, player, &CGameInterface::showBlockingDialog, str, components, queryID, (soundBase::soundID)soundID, selection(), cancel()))		logNetwork->warn("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));	callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showGarrisonDialog, obj, h, removableUnits, queryID);}void ExchangeDialog::applyCl(CClient *cl){	assert(heroes[0] && heroes[1]);	callInterfaceIfPresent(cl, heroes[0]->tempOwner, &IGameEventsReceiver::heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID);}void TeleportDialog::applyCl(CClient *cl){	callOnlyThatInterface(cl, hero->tempOwner, &CGameInterface::showTeleportDialog, channel, exits, impassable, queryID);}void MapObjectSelectDialog::applyCl(CClient * cl){	callOnlyThatInterface(cl, player, &CGameInterface::showMapObjectSelectDialog, queryID, icon, title, description, objects);}void BattleStart::applyFirstCl(CClient *cl){	// Cannot use the usual code because curB is not set yet	callOnlyThatBattleInterface(cl, info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);	callOnlyThatBattleInterface(cl, info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);	callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,		info->tile, info->sides[0].hero, info->sides[1].hero);	callPrivilegedBattleInterfaces(cl, &IBattleEventsReceiver::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){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, round);}void BattleNextRound::applyCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::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;	}	cl->startPlayerBattleAction(playerToCall);}void BattleTriggerEffect::applyCl(CClient * cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);}void BattleUpdateGateState::applyFirstCl(CClient * cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, state);}void BattleResult::applyFirstCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, this);	cl->battleFinished();}void BattleStackMoved::applyFirstCl(CClient *cl){	const CStack * movedStack = GS(cl)->curB->battleGetStackByID(stack);	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, tilesToMove, distance);}void BattleAttack::applyFirstCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);}void BattleAttack::applyCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, battleLog);}void StartAction::applyFirstCl(CClient *cl){	cl->curbaction = boost::make_optional(ba);	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, ba);}void BattleSpellCast::applyCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, this);}void SetStackEffect::applyCl(CClient *cl){	//informing about effects	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, *this);}void StacksInjured::applyCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks, battleLog);}void BattleResultsApplied::applyCl(CClient *cl){	callInterfaceIfPresent(cl, player1, &IGameEventsReceiver::battleResultsApplied);	callInterfaceIfPresent(cl, player2, &IGameEventsReceiver::battleResultsApplied);	callInterfaceIfPresent(cl, PlayerColor::SPECTATOR, &IGameEventsReceiver::battleResultsApplied);}void BattleUnitsChanged::applyCl(CClient * cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects, battleLog);}void BattleObstaclesChanged::applyCl(CClient *cl){	//inform interfaces about removed obstacles	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, changes);}void CatapultAttack::applyCl(CClient *cl){	//inform interfaces about catapult attack	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, *this);}CGameState* CPackForClient::GS(CClient *cl){	return cl->gs;}void EndAction::applyCl(CClient *cl){	callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl->curbaction);	cl->curbaction.reset();}void PackageApplied::applyCl(CClient *cl){	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::requestRealized, this);	if(!CClient::waitingRequest.tryRemovingElement(requestID))		logNetwork->warn("Surprising server message!");}void SystemMessage::applyCl(CClient *cl){	std::ostringstream str;	str << "System message: " << text;	logNetwork->error(str.str()); // usually used to receive error messages from server	if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())		LOCPLINT->cingconsole->print(str.str());}void PlayerBlocked::applyCl(CClient *cl){	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::playerBlocked, reason, startOrEnd == BLOCKADE_STARTED);}void YourTurn::applyCl(CClient *cl){	callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);	callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);}void SaveGame::applyCl(CClient *cl){	const auto stem = FileInfo::GetPathStem(fname);	CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1");	try	{		CSaveFile save(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::CLIENT_SAVEGAME)));		cl->saveCommonState(save);		save << *cl;	}	catch(std::exception &e)	{		logNetwork->error("Failed to save game:%s", e.what());	}}void PlayerMessage::applyCl(CClient *cl){	logNetwork->debug("Player %s sends a message: %s", player.getStr(), text);	std::ostringstream str;	if(player.isSpectator())		str << "Spectator: " << text;	else		str << cl->getPlayer(player)->nodeName() <<": " << text;	if(LOCPLINT)		LOCPLINT->cingconsole->print(str.str());}void ShowInInfobox::applyCl(CClient *cl){	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::showComp, c, text.toString());}void AdvmapSpellCast::applyCl(CClient *cl){	cl->invalidatePaths();	//consider notifying other interfaces that see hero?	callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, spellID);}void ShowWorldViewEx::applyCl(CClient * cl){	callOnlyThatInterface(cl, player, &CGameInterface::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)));			callInterfaceIfPresent(cl, dst->tempOwner, &IGameEventsReceiver::showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);		}		break;	case SHIPYARD_WINDOW:		{			const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));			callInterfaceIfPresent(cl, sy->o->tempOwner, &IGameEventsReceiver::showShipyardDialog, sy);		}		break;	case THIEVES_GUILD:		{			//displays Thieves' Guild window (when hero enters Den of Thieves)			const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));			callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::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));			callInterfaceIfPresent(cl, hero->tempOwner, &IGameEventsReceiver::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);			callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::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));			callInterfaceIfPresent(cl, cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::showHillFortWindow, obj, hero);		}		break;	case PUZZLE_MAP:		{			callInterfaceIfPresent(cl, PlayerColor(id1), &IGameEventsReceiver::showPuzzleMap);		}		break;	case TAVERN_WINDOW:		const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),								*obj2 = cl->getObj(ObjectInstanceID(id2));		callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::showTavernWindow, obj2);		break;	}}void CenterView::applyCl(CClient *cl){	callInterfaceIfPresent(cl, player, &IGameEventsReceiver::centerView, pos, focusTime);}void NewObject::applyCl(CClient *cl){	cl->invalidatePaths();	const CGObjectInstance *obj = cl->getObj(id);	if(CGI->mh)		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	{		callAllInterfaces(cl, &IGameEventsReceiver::availableArtifactsChanged, nullptr);	}	else	{		const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));		assert(bm);		callInterfaceIfPresent(cl, cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);	}}
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