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							- #pragma once
 
- #include "../client/FunctionList.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/BattleAction.h"
 
- #include "../lib/NetPacks.h"
 
- /*
 
-  * CGameHandler.h, 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
 
-  *
 
-  */
 
- class CGameHandler;
 
- class CVCMIServer;
 
- class CGameState;
 
- struct StartInfo;
 
- class CCPPObjectScript;
 
- class CScriptCallback;
 
- struct BattleResult;
 
- struct BattleAttack;
 
- struct BattleStackAttacked;
 
- struct CPack;
 
- struct Query;
 
- struct SetGarrisons;
 
- struct SetResource;
 
- struct SetResources;
 
- struct NewStructures;
 
- class CGHeroInstance;
 
- class IMarket;
 
- extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
 
- extern boost::mutex gsm;
 
- struct PlayerStatus
 
- {
 
- 	bool makingTurn, engagedIntoBattle;
 
- 	std::set<ui32> queries;
 
- 	PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & makingTurn & engagedIntoBattle & queries;
 
- 	}
 
- };
 
- class PlayerStatuses
 
- {
 
- public:
 
- 	std::map<ui8,PlayerStatus> players;
 
- 	boost::mutex mx;
 
- 	boost::condition_variable cv; //notifies when any changes are made
 
- 	void addPlayer(ui8 player);
 
- 	PlayerStatus operator[](ui8 player);
 
- 	int getQueriesCount(ui8 player); //returns 0 if there is no such player
 
- 	bool checkFlag(ui8 player, bool PlayerStatus::*flag);
 
- 	void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
 
- 	void addQuery(ui8 player, ui32 id);
 
- 	void removeQuery(ui8 player, ui32 id);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & players;
 
- 	}
 
- };
 
- struct CasualtiesAfterBattle
 
- {
 
- 	typedef std::pair<StackLocation, int> TStackAndItsNewCount;
 
- 	enum {ERASE = -1};
 
- 	std::vector<TStackAndItsNewCount> newStackCounts;
 
- 	CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
 
- 	void takeFromArmy(CGameHandler *gh);
 
- };
 
- class CGameHandler : public IGameCallback
 
- {
 
- private:
 
- 	void makeStackDoNothing(const CStack * next);
 
- 	bool isAllowedExchangeForQuery(int id1, int id2);
 
- public:
 
- 	CVCMIServer *s;
 
- 	std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player
 
- 	PlayerStatuses states; //player color -> player state
 
- 	std::set<CConnection*> conns;
 
- 	//queries stuff
 
- 	boost::recursive_mutex gsm;
 
- 	ui32 QID;
 
- 	std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
 
- 	std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
 
- 	std::map<ui32, std::pair<si32,si32> > allowedExchanges;
 
- 	bool isAllowedExchange(int id1, int id2);
 
- 	bool isAllowedArrangePack(const ArrangeStacks *pack);
 
- 	void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
 
- 	int moveStack(int stack, BattleHex dest); //returned value - travelled distance
 
- 	void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
 
- 	void runBattle();
 
- 	void checkLossVictory(ui8 player);
 
- 	void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
 
- 	void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
 
- 	////used only in endBattle - don't touch elsewhere
 
- 	boost::function<void(BattleResult*)> * battleEndCallback;
 
- 	//const CArmedInstance * bEndArmy1, * bEndArmy2;
 
- 	bool visitObjectAfterVictory;
 
- 	//
 
- 	void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
 
- 	void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
 
- 	void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
 
- 	void checkForBattleEnd( std::vector<CStack*> &stacks );
 
- 	void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
 
- 	void setBattleResult(int resultType, int victoriusSide);
 
- 	CGameHandler(void);
 
- 	~CGameHandler(void);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//from IGameCallback
 
- 	//do sth
 
- 	void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE;
 
- 	bool removeObject(int objid) OVERRIDE;
 
- 	void setBlockVis(int objid, bool bv) OVERRIDE;
 
- 	void setOwner(int objid, ui8 owner) OVERRIDE;
 
- 	void setHoverName(int objid, MetaString * name) OVERRIDE;
 
- 	void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
 
- 	void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE; 
 
- 	//void showInfoDialog(InfoWindow *iw) OVERRIDE;
 
- 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
 
- 	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
 
- 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
 
- 	void showThievesGuildWindow(int requestingObjId) OVERRIDE; //TODO: make something more general?
 
- 	void giveResource(int player, int which, int val) OVERRIDE;
 
- 	void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
 
- 	void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
 
- 	bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
 
- 	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
 
- 	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
 
- 	bool eraseStack(const StackLocation &sl, bool forceRemoval = false) OVERRIDE;
 
- 	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE;
 
- 	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
 
- 	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE;
 
- 	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE;
 
- 	void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE;
 
- 	void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE;
 
- 	void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE; 
 
- 	void removeArtifact(const ArtifactLocation &al) OVERRIDE;
 
- 	void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
 
- 	void showCompInfo(ShowInInfobox * comp) OVERRIDE;
 
- 	void heroVisitCastle(int obj, int heroID) OVERRIDE;
 
- 	void stopHeroVisitCastle(int obj, int heroID) OVERRIDE;
 
- 	//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE; //use hero=NULL for no hero
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) OVERRIDE; //for hero<=>neutral army
 
- 	void setAmount(int objid, ui32 val) OVERRIDE;
 
- 	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE;
 
- 	void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
 
- 	void setMovePoints(SetMovePoints * smp) OVERRIDE;
 
- 	void setManaPoints(int hid, int val) OVERRIDE;
 
- 	void giveHero(int id, int player) OVERRIDE;
 
- 	void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
 
- 	void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void useScholarSkill(si32 hero1, si32 hero2);
 
- 	void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
 
- 	bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
 
- 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
 
- 	bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
 
- 	void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
 
- 	void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
 
- 	void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
 
- 	void afterBattleCallback(); // called after level-ups are finished
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void commitPackage(CPackForClient *pack) OVERRIDE;
 
- 	void init(StartInfo *si, int Seed);
 
- 	void handleConnection(std::set<int> players, CConnection &c);
 
- 	int getPlayerAt(CConnection *c) const;
 
- 	void playerMessage( ui8 player, const std::string &message);
 
- 	bool makeBattleAction(BattleAction &ba);
 
- 	void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack);
 
- 	bool makeCustomAction(BattleAction &ba);
 
- 	void stackTurnTrigger(const CStack * stack);
 
- 	bool queryReply( ui32 qid, ui32 answer, ui8 player );
 
- 	bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
 
- 	bool buildBoat( ui32 objid );
 
- 	bool setFormation( si32 hid, ui8 formation );
 
- 	bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
 
- 	bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
 
- 	bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
 
- 	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
 
- 	bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
 
- 	bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
 
- 	bool buyArtifact( ui32 hid, si32 aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
 
- 	bool buyArtifact( const IMarket *m, const CGHeroInstance *h, int rid, int aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
 
- 	bool sellArtifact( const IMarket *m, const CGHeroInstance *h, int aid, int rid); //for artifact merchant selling
 
- 	bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
 
- 	bool moveArtifact(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot);
 
- 	bool garrisonSwap(si32 tid);
 
- 	bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
 
- 	bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
 
- 	bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
 
- 	bool razeStructure(si32 tid, si32 bid);
 
- 	bool disbandCreature( si32 id, ui8 pos );
 
- 	bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player);
 
- 	void save(const std::string &fname);
 
- 	void close();
 
- 	void handleTimeEvents();
 
- 	void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
 
- 	bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
 
- 	void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
 
- 	void engageIntoBattle( ui8 player );
 
- 	bool dig(const CGHeroInstance *h);
 
- 	bool castSpell(const CGHeroInstance *h, int spellID, const int3 &pos);
 
- 	void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & QID & states;
 
- 	}
 
- 	ui32 getQueryResult(ui8 player, int queryID);
 
- 	void sendMessageToAll(const std::string &message);
 
- 	void sendMessageTo(CConnection &c, const std::string &message);
 
- 	void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
 
- 	void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
 
- 	void sendToAllClients(CPackForClient * info);
 
- 	void sendAndApply(CPackForClient * info);
 
- 	void applyAndSend(CPackForClient * info);
 
- 	void sendAndApply(CGarrisonOperationPack * info);
 
- 	void sendAndApply(SetResource * info);
 
- 	void sendAndApply(SetResources * info);
 
- 	void sendAndApply(NewStructures * info);
 
- 	void run(bool resume);
 
- 	void newTurn();
 
- 	void handleAttackBeforeCasting (const BattleAttack & bat);
 
- 	void handleAfterAttackCasting (const BattleAttack & bat);
 
- 	void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
 
- 	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot);
 
- 	void spawnWanderingMonsters(int creatureID);
 
- 	friend class CVCMIServer;
 
- 	friend class CScriptCallback;
 
- };
 
- void makeStackDoNothing();
 
 
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