CGameHandler.h 13 KB

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  1. #pragma once
  2. #include "../client/FunctionList.h"
  3. #include "../lib/CGameState.h"
  4. #include "../lib/Connection.h"
  5. #include "../lib/IGameCallback.h"
  6. #include "../lib/BattleAction.h"
  7. #include "../lib/NetPacks.h"
  8. /*
  9. * CGameHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CGameHandler;
  18. class CVCMIServer;
  19. class CGameState;
  20. struct StartInfo;
  21. class CCPPObjectScript;
  22. class CScriptCallback;
  23. struct BattleResult;
  24. struct BattleAttack;
  25. struct BattleStackAttacked;
  26. struct CPack;
  27. struct Query;
  28. struct SetGarrisons;
  29. struct SetResource;
  30. struct SetResources;
  31. struct NewStructures;
  32. class CGHeroInstance;
  33. class IMarket;
  34. extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
  35. extern boost::mutex gsm;
  36. struct PlayerStatus
  37. {
  38. bool makingTurn, engagedIntoBattle;
  39. std::set<ui32> queries;
  40. PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
  41. template <typename Handler> void serialize(Handler &h, const int version)
  42. {
  43. h & makingTurn & engagedIntoBattle & queries;
  44. }
  45. };
  46. class PlayerStatuses
  47. {
  48. public:
  49. std::map<ui8,PlayerStatus> players;
  50. boost::mutex mx;
  51. boost::condition_variable cv; //notifies when any changes are made
  52. void addPlayer(ui8 player);
  53. PlayerStatus operator[](ui8 player);
  54. int getQueriesCount(ui8 player); //returns 0 if there is no such player
  55. bool checkFlag(ui8 player, bool PlayerStatus::*flag);
  56. void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
  57. void addQuery(ui8 player, ui32 id);
  58. void removeQuery(ui8 player, ui32 id);
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & players;
  62. }
  63. };
  64. struct CasualtiesAfterBattle
  65. {
  66. typedef std::pair<StackLocation, int> TStackAndItsNewCount;
  67. enum {ERASE = -1};
  68. std::vector<TStackAndItsNewCount> newStackCounts;
  69. CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
  70. void takeFromArmy(CGameHandler *gh);
  71. };
  72. class CGameHandler : public IGameCallback, CBattleInfoCallback
  73. {
  74. private:
  75. void makeStackDoNothing(const CStack * next);
  76. bool isAllowedExchangeForQuery(int id1, int id2);
  77. public:
  78. CVCMIServer *s;
  79. std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player
  80. PlayerStatuses states; //player color -> player state
  81. std::set<CConnection*> conns;
  82. //queries stuff
  83. boost::recursive_mutex gsm;
  84. ui32 QID;
  85. std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
  86. std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
  87. std::map<ui32, std::pair<si32,si32> > allowedExchanges;
  88. bool isBlockedByQueries(const CPack *pack, int packType, ui8 player);
  89. bool isAllowedExchange(int id1, int id2);
  90. bool isAllowedArrangePack(const ArrangeStacks *pack);
  91. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  92. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  93. 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
  94. void runBattle();
  95. void checkLossVictory(ui8 player);
  96. void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
  97. void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
  98. ////used only in endBattle - don't touch elsewhere
  99. boost::function<void(BattleResult*)> * battleEndCallback;
  100. //const CArmedInstance * bEndArmy1, * bEndArmy2;
  101. bool visitObjectAfterVictory;
  102. //
  103. void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
  104. void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
  105. void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
  106. void checkForBattleEnd( std::vector<CStack*> &stacks );
  107. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  108. void setBattleResult(int resultType, int victoriusSide);
  109. CGameHandler(void);
  110. ~CGameHandler(void);
  111. //////////////////////////////////////////////////////////////////////////
  112. //from IGameCallback
  113. //do sth
  114. void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE;
  115. bool removeObject(int objid) OVERRIDE;
  116. void setBlockVis(int objid, bool bv) OVERRIDE;
  117. void setOwner(int objid, ui8 owner) OVERRIDE;
  118. void setHoverName(int objid, MetaString * name) OVERRIDE;
  119. void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
  120. void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE;
  121. //void showInfoDialog(InfoWindow *iw) OVERRIDE;
  122. void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
  123. ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
  124. void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
  125. void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE;
  126. void giveResource(int player, int which, int val) OVERRIDE;
  127. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
  128. void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
  129. bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
  130. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
  131. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
  132. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) OVERRIDE;
  133. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE;
  134. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
  135. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE;
  136. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE;
  137. void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE;
  138. void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE;
  139. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE;
  140. void removeArtifact(const ArtifactLocation &al) OVERRIDE;
  141. bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
  142. void showCompInfo(ShowInInfobox * comp) OVERRIDE;
  143. void heroVisitCastle(int obj, int heroID) OVERRIDE;
  144. void stopHeroVisitCastle(int obj, int heroID) OVERRIDE;
  145. //bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
  146. 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
  147. 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
  148. 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
  149. void setAmount(int objid, ui32 val) OVERRIDE;
  150. bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE;
  151. void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
  152. void setMovePoints(SetMovePoints * smp) OVERRIDE;
  153. void setManaPoints(int hid, int val) OVERRIDE;
  154. void giveHero(int id, int player) OVERRIDE;
  155. void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
  156. void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
  157. //////////////////////////////////////////////////////////////////////////
  158. void useScholarSkill(si32 hero1, si32 hero2);
  159. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  160. bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
  161. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  162. bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
  163. void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
  164. void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
  165. void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
  166. void afterBattleCallback(); // called after level-ups are finished
  167. //////////////////////////////////////////////////////////////////////////
  168. void commitPackage(CPackForClient *pack) OVERRIDE;
  169. void init(StartInfo *si);
  170. void handleConnection(std::set<int> players, CConnection &c);
  171. int getPlayerAt(CConnection *c) const;
  172. void playerMessage( ui8 player, const std::string &message);
  173. bool makeBattleAction(BattleAction &ba);
  174. void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
  175. int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
  176. bool makeCustomAction(BattleAction &ba);
  177. void stackTurnTrigger(const CStack * stack);
  178. bool queryReply( ui32 qid, ui32 answer, ui8 player );
  179. bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
  180. bool buildBoat( ui32 objid );
  181. bool setFormation( si32 hid, ui8 formation );
  182. bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
  183. bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
  184. bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
  185. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
  186. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
  187. bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
  188. bool buyArtifact( ui32 hid, si32 aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  189. 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
  190. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, int aid, int rid); //for artifact merchant selling
  191. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
  192. bool garrisonSwap(si32 tid);
  193. bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
  194. bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
  195. bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
  196. bool razeStructure(si32 tid, si32 bid);
  197. bool disbandCreature( si32 id, ui8 pos );
  198. bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player);
  199. void save(const std::string &fname);
  200. void close();
  201. void handleTimeEvents();
  202. void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
  203. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  204. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  205. void engageIntoBattle( ui8 player );
  206. bool dig(const CGHeroInstance *h);
  207. bool castSpell(const CGHeroInstance *h, int spellID, const int3 &pos);
  208. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  209. template <typename Handler> void serialize(Handler &h, const int version)
  210. {
  211. h & QID & states;
  212. }
  213. ui32 getQueryResult(ui8 player, int queryID);
  214. void sendMessageToAll(const std::string &message);
  215. void sendMessageTo(CConnection &c, const std::string &message);
  216. void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
  217. void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
  218. void sendToAllClients(CPackForClient * info);
  219. void sendAndApply(CPackForClient * info);
  220. void applyAndSend(CPackForClient * info);
  221. void sendAndApply(CGarrisonOperationPack * info);
  222. void sendAndApply(SetResource * info);
  223. void sendAndApply(SetResources * info);
  224. void sendAndApply(NewStructures * info);
  225. void run(bool resume);
  226. void newTurn();
  227. void handleAttackBeforeCasting (const BattleAttack & bat);
  228. void handleAfterAttackCasting (const BattleAttack & bat);
  229. void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
  230. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot);
  231. void spawnWanderingMonsters(int creatureID);
  232. friend class CVCMIServer;
  233. friend class CScriptCallback;
  234. };
  235. void makeStackDoNothing();