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- /*
- * 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/BattleInterface.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"
- #include "CServerHandler.h"
- // TODO: as Tow suggested these template should all be part of CClient
- // This will require rework spectator interface properly though
- 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)...);
- 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 callBattleInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
- {
- callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
- }
- //calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
- template<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 copy
- template<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)...);
- }
- }
- 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?
- }
- static void dispatchGarrisonChange(CClient * cl, ObjectInstanceID army1, ObjectInstanceID army2)
- {
- auto obj1 = cl->getObj(army1);
- if(!obj1)
- {
- logNetwork->error("Cannot find army with ID %d", army1.getNum());
- return;
- }
- callInterfaceIfPresent(cl, obj1->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
- if(army2 != ObjectInstanceID() && army2 != army1)
- {
- auto obj2 = cl->getObj(army2);
- if(!obj2)
- {
- logNetwork->error("Cannot find army with ID %d", army2.getNum());
- return;
- }
- if(obj1->tempOwner != obj2->tempOwner)
- callInterfaceIfPresent(cl, obj2->tempOwner, &IGameEventsReceiver::garrisonsChanged, army1, army2);
- }
- }
- void ChangeStackCount::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, army, ObjectInstanceID());
- }
- void SetStackType::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, army, ObjectInstanceID());
- }
- void EraseStack::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, army, ObjectInstanceID());
- }
- void SwapStacks::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, srcArmy, dstArmy);
- }
- void InsertNewStack::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, army, ObjectInstanceID());
- }
- void RebalanceStacks::applyCl(CClient * cl)
- {
- dispatchGarrisonChange(cl, srcArmy, dstArmy);
- }
- void BulkRebalanceStacks::applyCl(CClient * cl)
- {
- if(!moves.empty())
- {
- auto destArmy = moves[0].srcArmy == moves[0].dstArmy
- ? ObjectInstanceID()
- : moves[0].dstArmy;
- dispatchGarrisonChange(cl, moves[0].srcArmy, destArmy);
- }
- }
- void BulkSmartRebalanceStacks::applyCl(CClient * cl)
- {
- if(!moves.empty())
- {
- assert(moves[0].srcArmy == moves[0].dstArmy);
- dispatchGarrisonChange(cl, moves[0].srcArmy, ObjectInstanceID());
- }
- else if(!changes.empty())
- {
- dispatchGarrisonChange(cl, changes[0].army, ObjectInstanceID());
- }
- }
- 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)
- {
- auto moveArtifact = [this, cl](PlayerColor player) -> void
- {
- callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, src, dst);
- if(askAssemble)
- callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactPossibleAssembling, dst);
- };
- moveArtifact(src.owningPlayer());
- if(src.owningPlayer() != dst.owningPlayer())
- moveArtifact(dst.owningPlayer());
- }
- void BulkMoveArtifacts::applyCl(CClient * cl)
- {
- auto applyMove = [this, cl](std::vector<LinkedSlots> & artsPack) -> void
- {
- for(auto & slotToMove : artsPack)
- {
- auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
- auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
- callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
- if(srcLoc.owningPlayer() != dstLoc.owningPlayer())
- callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
- }
- };
- applyMove(artsPack0);
- if(swap)
- applyMove(artsPack1);
- }
- 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)
- {
- auto hero = cl->getHero(heroId);
- auto obj = cl->getObj(objId, false);
- 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)->getPlayerState(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 PlayerReinitInterface::applyCl(CClient * cl)
- {
- auto initInterfaces = [cl]()
- {
- cl->initPlayerInterfaces();
- auto currentPlayer = cl->gameState()->currentPlayer;
- callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, currentPlayer);
- callOnlyThatInterface(cl, currentPlayer, &CGameInterface::yourTurn);
- };
-
- for(auto player : players)
- {
- auto & plSettings = CSH->si->getIthPlayersSettings(player);
- if(playerConnectionId == PlayerSettings::PLAYER_AI)
- {
- plSettings.connectedPlayerIDs.clear();
- cl->initPlayerEnvironments();
- initInterfaces();
- }
- else if(playerConnectionId == CSH->c->connectionID)
- {
- plSettings.connectedPlayerIDs.insert(playerConnectionId);
- cl->playerint.clear();
- initInterfaces();
- }
- }
- }
- 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)->getPlayerState(id);
- callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, bonus, false);
- }
- break;
- }
- }
- 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++)
- {
- //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
- //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
- if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != 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)->getPlayerState(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
- auto gs = cl->gameState();
- for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
- {
- if(i->first != PlayerColor::SPECTATOR && gs->checkForStandardLoss(i->first)) // Do not notify vanquished player's interface
- continue;
- if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
- || GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
- {
- // src and dst of enemy hero move may be not visible => 'verbose' should be false
- const bool verbose = cl->getPlayerRelations(i->first, player) != PlayerRelations::ENEMIES;
- i->second->heroMoved(*this, verbose);
- }
- }
- //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::string str;
- text.toString(str);
- if(!callInterfaceIfPresent(cl, player, &CGameInterface::showInfoDialog, str,components,(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)
- {
- const CGHeroInstance * hero = cl->getHero(heroId);
- assert(hero);
- callOnlyThatInterface(cl, player, &CGameInterface::heroGotLevel, hero, primskill, skills, queryID);
- }
- void CommanderLevelUp::applyCl(CClient *cl)
- {
- const CGHeroInstance * hero = cl->getHero(heroId);
- assert(hero);
- const CCommanderInstance * commander = hero->commander;
- assert(commander);
- assert(commander->armyObj); //is it possible for Commander to exist beyond armed instance?
- callOnlyThatInterface(cl, player, &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)
- {
- callInterfaceIfPresent(cl, player, &IGameEventsReceiver::heroExchangeStarted, hero1, hero2, queryID);
- }
- void TeleportDialog::applyCl(CClient *cl)
- {
- callOnlyThatInterface(cl, player, &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);
- }
- 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 BattleLogMessage::applyCl(CClient * cl)
- {
- callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, lines);
- }
- 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, teleporting);
- }
- void BattleAttack::applyFirstCl(CClient *cl)
- {
- callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, this);
- }
- void BattleAttack::applyCl(CClient *cl)
- {
- callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, shot());
- }
- 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, false);
- }
- 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);
- }
- 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! PackageApplied for unknown requestID!");
- }
- 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)
- {
- logNetwork->debug("Server gives turn to %s", player.getStr());
- callAllInterfaces(cl, &IGameEventsReceiver::playerStartsTurn, player);
- callOnlyThatInterface(cl, player, &CGameInterface::yourTurn);
- }
- void SaveGameClient::applyCl(CClient *cl)
- {
- const auto stem = FileInfo::GetPathStem(fname);
- if(!CResourceHandler::get("local")->createResource(stem.to_string() + ".vcgm1"))
- {
- logNetwork->error("Failed to create resource %s", stem.to_string() + ".vcgm1");
- return;
- }
- 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 PlayerMessageClient::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->getPlayerState(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();
- auto caster = cl->getHero(casterID);
- if(caster)
- //consider notifying other interfaces that see hero?
- callInterfaceIfPresent(cl, caster->getOwner(), &IGameEventsReceiver::advmapSpellCast, caster, spellID);
- else
- logNetwork->error("Invalid hero instance");
- }
- 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);
- }
- }
- void EntitiesChanged::applyCl(CClient *cl)
- {
- cl->invalidatePaths();
- }
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