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							- #ifndef __CGAMEHANDLER_H__
 
- #define __CGAMEHANDLER_H__
 
- #include "../global.h"
 
- #include <set>
 
- #include "../client/FunctionList.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/BattleAction.h"
 
- #include <boost/function.hpp>
 
- #include <boost/thread.hpp>
 
- /*
 
-  * 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 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);
 
- 	bool hasQueries(ui8 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;
 
- 	}
 
- };
 
- class CGameHandler : public IGameCallback
 
- {
 
- 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);
 
- 	void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
 
- 	int moveStack(int stack, int dest); //returned value - travelled distance
 
- 	void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
 
- 	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); //distance - number of hexes travelled before attacking
 
- 	void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
 
- 	void checkForBattleEnd( std::vector<CStack*> &stacks );
 
- 	void setupBattle( BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
 
- 	CGameHandler(void);
 
- 	~CGameHandler(void);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//from IGameCallback
 
- 	//get info
 
- 	int getCurrentPlayer();
 
- 	int getSelectedHero();
 
- 	//do sth
 
- 	void changeSpells(int hid, bool give, const std::set<ui32> &spells);
 
- 	bool removeObject(int objid);
 
- 	void setBlockVis(int objid, bool bv);
 
- 	void setOwner(int objid, ui8 owner);
 
- 	void setHoverName(int objid, MetaString * name);
 
- 	void setObjProperty(int objid, int prop, si64 val);
 
- 	void changePrimSkill(int ID, int which, si64 val, bool abs=false);
 
- 	void changeSecSkill(int ID, int which, int val, bool abs=false); 
 
- 	void showInfoDialog(InfoWindow *iw);
 
- 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback);
 
- 	ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
 
- 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb);
 
- 	void showThievesGuildWindow(int requestingObjId); //TODO: make something more general?
 
- 	void giveResource(int player, int which, int val);
 
- 	void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures);
 
- 	void takeCreatures (int objid, TSlots creatures);
 
- 	void showCompInfo(ShowInInfobox * comp);
 
- 	void heroVisitCastle(int obj, int heroID);
 
- 	void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
 
- 	void stopHeroVisitCastle(int obj, int heroID);
 
- 	void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
 
- 	void moveArtifact(int hid, int oldPosition, int destPos);
 
- 	void removeArtifact(int artid, int hid);
 
- 	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); //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); //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); //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); //for hero<=>neutral army
 
- 	void setAmount(int objid, ui32 val);
 
- 	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
 
- 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
 
- 	void giveHeroBonus(GiveBonus * bonus);
 
- 	void setMovePoints(SetMovePoints * smp);
 
- 	void setManaPoints(int hid, int val);
 
- 	void giveHero(int id, int player);
 
- 	void changeObjPos(int objid, int3 newPos, ui8 flags);
 
- 	void useScholarSkill(si32 hero1, si32 hero2);
 
- 	void heroExchange(si32 hero1, si32 hero2);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	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, int destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower);
 
- 	bool makeCustomAction(BattleAction &ba);
 
- 	bool queryReply( ui32 qid, ui32 answer );
 
- 	bool hireHero( ui32 tid, ui8 hid );
 
- 	bool buildBoat( ui32 objid );
 
- 	bool setFormation( si32 hid, ui8 formation );
 
- 	bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
 
- 	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 assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
 
- 	bool buyArtifact( ui32 hid, si32 aid );
 
- 	bool swapArtifacts(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);
 
- 	bool buildStructure(si32 tid, si32 bid);
 
- 	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 );
 
- 	void save(const std::string &fname);
 
- 	void close();
 
- 	void handleTimeEvents();
 
- 	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);
 
- 	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 sendAndApply(SetGarrisons * info);
 
- 	void sendAndApply(SetResource * info);
 
- 	void sendAndApply(SetResources * info);
 
- 	void sendAndApply(NewStructures * info);
 
- 	void run(bool resume, const StartInfo *si = NULL);
 
- 	void newTurn();
 
- 	void handleAfterAttackCasting( const BattleAttack & bat );
 
- 	friend class CVCMIServer;
 
- 	friend class CScriptCallback;
 
- };
 
- #endif // __CGAMEHANDLER_H__
 
 
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