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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<PlayerColor,PlayerStatus> players;
- boost::mutex mx;
- boost::condition_variable cv; //notifies when any changes are made
- void addPlayer(PlayerColor player);
- PlayerStatus operator[](PlayerColor player);
- int getQueriesCount(PlayerColor player); //returns 0 if there is no such player
- bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
- void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
- void addQuery(PlayerColor player, ui32 id);
- void removeQuery(PlayerColor 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;
- ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
- CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
- void takeFromArmy(CGameHandler *gh);
- };
- class CGameHandler : public IGameCallback, CBattleInfoCallback
- {
- private:
- void makeStackDoNothing(const CStack * next);
- bool isAllowedExchangeForQuery(ObjectInstanceID id1, ObjectInstanceID id2);
- public:
- CVCMIServer *s;
- std::map<PlayerColor, 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;
- //TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
- std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
- std::map<ui32, std::pair<ObjectInstanceID, ObjectInstanceID> > allowedExchanges;
- bool isBlockedByQueries(const CPack *pack, int packType, PlayerColor player);
- bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID 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(PlayerColor player);
- void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
- void getLossVicMessage(PlayerColor player, si8 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();
- void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
- void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
- CGameHandler(void);
- ~CGameHandler(void);
- //////////////////////////////////////////////////////////////////////////
- //from IGameCallback
- //do sth
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE;
- bool removeObject(const CGObjectInstance * obj) OVERRIDE;
- void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE;
- void setOwner(const CGObjectInstance * obj, PlayerColor owner) OVERRIDE;
- void setHoverName(const CGObjectInstance * objid, MetaString * name) OVERRIDE;
- void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE;
- void changeSecSkill(const CGHeroInstance * hero, SecondarySkill 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(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
- void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE;
- void giveResource(PlayerColor player, Res::ERes which, int val) OVERRIDE;
- void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
- void takeCreatures(ObjectInstanceID 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, ArtifactPosition pos) OVERRIDE;
- void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE;
- void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE;
- void removeArtifact(const ArtifactLocation &al) OVERRIDE;
- bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
- void synchronizeArtifactHandlerLists() OVERRIDE;
- void showCompInfo(ShowInInfobox * comp) OVERRIDE;
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE;
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) 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(ObjectInstanceID objid, ui32 val) OVERRIDE;
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, PlayerColor asker = PlayerColor::NEUTRAL) OVERRIDE;
- void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
- void setMovePoints(SetMovePoints * smp) OVERRIDE;
- void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE;
- void giveHero(ObjectInstanceID id, PlayerColor player) OVERRIDE;
- void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE;
- void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE;
- //////////////////////////////////////////////////////////////////////////
- void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID 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(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
- void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
- void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
- void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
- void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
- void levelUpCommander (const CCommanderInstance * c);
- void afterBattleCallback(); // called after level-ups are finished
- //////////////////////////////////////////////////////////////////////////
- void commitPackage(CPackForClient *pack) OVERRIDE;
- void init(StartInfo *si);
- void handleConnection(std::set<PlayerColor> players, CConnection &c);
- PlayerColor getPlayerAt(CConnection *c) const;
- void playerMessage( PlayerColor player, const std::string &message);
- bool makeBattleAction(BattleAction &ba);
- bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
- void handleSpellCasting(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
- int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
- bool makeCustomAction(BattleAction &ba);
- void stackTurnTrigger(const CStack * stack);
- void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
- void removeObstacle(const CObstacleInstance &obstacle);
- bool queryReply( ui32 qid, ui32 answer, PlayerColor player );
- bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
- bool buildBoat( ObjectInstanceID objid );
- bool setFormation( ObjectInstanceID hid, ui8 formation );
- bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
- bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
- bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
- bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
- bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
- bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
- bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
- bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
- bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
- //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
- bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
- bool garrisonSwap(ObjectInstanceID tid);
- bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
- bool recruitCreatures(ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 level);
- bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
- bool razeStructure(ObjectInstanceID tid, BuildingID bid);
- bool disbandCreature( ObjectInstanceID id, SlotID pos );
- bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
- void save(const std::string &fname);
- void close();
- void handleTimeEvents();
- void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<ObjectInstanceID, 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( PlayerColor player );
- bool dig(const CGHeroInstance *h);
- bool castSpell(const CGHeroInstance *h, SpellID 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(PlayerColor player, int queryID);
- void sendMessageToAll(const std::string &message);
- void sendMessageTo(CConnection &c, const std::string &message);
- void applyAndAsk(Query * sel, PlayerColor player, boost::function<void(ui32)> &callback);
- void prepareNewQuery(Query * queryPack, PlayerColor player, const boost::function<void(ui32)> &callback = 0); //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called)
- void ask(Query * sel, PlayerColor 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, ArtifactPosition slot);
- void spawnWanderingMonsters(CreatureID creatureID);
- friend class CVCMIServer;
- friend class CScriptCallback;
- };
- void makeStackDoNothing();
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